diff --git a/data/yaml/monsters.yaml b/data/yaml/monsters.yaml
index 4d66757..2b86f37 100644
--- a/data/yaml/monsters.yaml
+++ b/data/yaml/monsters.yaml
@@ -9,7 +9,7 @@ monsters:
ac: 13
ac_special: null
automatic_abilities:
- - description: An unseen servant is invisible, though it normally doesn’t Sneak,
+ - description: An unseen servant is invisible, though it normally doesn't Sneak,
so it is usually only hidden.
name: Invisible
traits: null
@@ -24,15 +24,16 @@ monsters:
- precision
- unconscious
innate_spells: null
- languages: ' - (understands its creator)'
+ languages:
+ - ' - (understands its creator)'
level: -1
melee: null
name: Unseen Servant
perception: 0
proactive_abilities:
- - description: An unseen servant’s physical body is made of force. It can’t use
+ - description: An unseen servant's physical body is made of force. It can't use
attack actions. It can move and use Interact actions to do things such as fetch
- objects, open unstuck or unlocked doors, hold chairs, and clean. It can’t pass
+ objects, open unstuck or unlocked doors, hold chairs, and clean. It can't pass
through solid objects.
name: Force Body
traits: null
@@ -82,7 +83,7 @@ monsters:
- aura
- disease
description: Aboleths form the core of alghollthu society, and while they are the
- “common folk” of their own societies, they see themselves as masters of all others.
+ "common folk" of their own societies, they see themselves as masters of all others.
Unlike their leaders, who mask their actions using magical disguises, aboleths
revel in their monstrous forms, appearing as primeval fish with tentacles. Masters
of psychic manipulation, they are a species so ancient that they were present
@@ -133,9 +134,9 @@ monsters:
perception: 17
proactive_abilities:
- description: '**Saving Throw** Fortitude DC 25; **Stage 1** no ill effect (1 round);
- **Stage 2** the victim’s skin softens, inflicting drained 1 (1 round); **Stage
- 3** the victim’s skin transforms into a clear, slimy membrane, inflicting drained
- 2 until the curse ends; every hour this membrane remains dry, the creature’s
+ **Stage 2** the victim''s skin softens, inflicting drained 1 (1 round); **Stage
+ 3** the victim''s skin transforms into a clear, slimy membrane, inflicting drained
+ 2 until the curse ends; every hour this membrane remains dry, the creature''s
drained condition increases by 1 (permanent). A remove disease spell can counteract
this curse, but immunity to disease offers no protection against it.'
name: Slime
@@ -193,8 +194,8 @@ monsters:
soldiers tried to continue their conquering ways, their numbers declined rapidly
in battlefield defeats and purposeful exterminations enacted by their enemies.
Ulat-kini society degenerated, so that now only a few enclaves exist in the depths
- of the earth or along isolated coastlines. Few remember their own species’ name,
- instead using the epithet their foes gave them: “skum.”'
+ of the earth or along isolated coastlines. Few remember their own species'' name,
+ instead using the epithet their foes gave them: "skum."'
hp: 40
immunities: null
innate_spells: null
@@ -408,7 +409,7 @@ monsters:
into societies much different than their own. The most paranoid of adventurers
and conspiracy scholars worry that every major city has been infested by secret
cabals of vidileths, while others dismiss this as hogwash and fearmongering. The
- truth is likely somewhere in between, but it doesn’t take many veiled masters
+ truth is likely somewhere in between, but it doesn't take many veiled masters
pulling the strings behind the scenes to wreak havoc upon an entire nation!
hp: 270
immunities:
@@ -501,13 +502,13 @@ monsters:
- action_cost: Free Action
description: Once per round, a veiled master can take on the appearance of a humanoid
of Large, Medium, or Small size or resume its true form. While in humanoid form,
- the veiled master’s Speed is 30 feet, and it loses its mucus cloud aura and
+ the veiled master's Speed is 30 feet, and it loses its mucus cloud aura and
swim Speed. If the humanoid form assumed lacks the aquatic trait, the veiled
master loses its own aquatic trait as well. In humanoid form, the veiled master
can use weapons, or it can make Strikes that work like its tentacle attack but
use the reach of its current form. If the assumed form has fangs or claws, the
veiled master can also make such Strikes, but these attacks lack the veiled
- master’s slime.
+ master's slime.
name: Change Shape
traits:
- concentrate
@@ -515,10 +516,10 @@ monsters:
- polymorph
- transmutation
- description: When a veiled master makes a fangs Strike against a creature, it
- can consume some of that creature’s memories. The target must succeed at a DC
+ can consume some of that creature's memories. The target must succeed at a DC
37 Fortitude saving throw or become stupefied 1. A veiled master regains 5 Hit
Points each time it successfully consumes memories. When a veiled master consumes
- memories, it learns some of the creature’s memories (subject to the GM’s discretion).
+ memories, it learns some of the creature's memories (subject to the GM's discretion).
name: Consume Memories
traits:
- mental
@@ -533,9 +534,9 @@ monsters:
- enchantment
- occult
- description: '**Saving Throw** Fortitude DC 36; **Stage 1** no ill effect (1 round);
- **Stage 2** the victim’s skin softens, inflicting drained 1 (1 round); **Stage
- 3** the victim’s skin transforms into a clear, slimy membrane, inflicting drained
- 2 until the curse ends; every hour this membrane remains dry, the creature’s
+ **Stage 2** the victim''s skin softens, inflicting drained 1 (1 round); **Stage
+ 3** the victim''s skin transforms into a clear, slimy membrane, inflicting drained
+ 2 until the curse ends; every hour this membrane remains dry, the creature''s
drained condition increases by 1 (permanent). A remove disease spell can counteract
this curse, but immunity to disease offers no protection against it.'
name: Slime
@@ -549,7 +550,7 @@ monsters:
roll the damage only once for all targets.
name: Tentacle Flurry
traits: null
- - description: A creature touched by the veiled master’s tentacles, whether those
+ - description: A creature touched by the veiled master's tentacles, whether those
tentacles deal damage or not, must attempt a DC 34 Will save, becoming slowed
1 on a failure or slowed 2 on a critical failure. Each time the affected creature
ends its turn, its slowed value decreases by 1.
@@ -773,7 +774,7 @@ monsters:
description: The axiomite shifts between its humanoid form and that of a cloud
of crystalline dust in which strange symbols and equations flash. In this form
it gains a fly Speed of 40 feet and can fit through even tiny apertures, similarly
- to *gaseous form*. It can cast spells, but it can’t make melee or ranged attacks
+ to *gaseous form*. It can cast spells, but it can't make melee or ranged attacks
in this state. It can return to its humanoid form by using this action while
in crystalline dust form.
name: Crystalline Dust Form
@@ -931,7 +932,7 @@ monsters:
- description: Pleromas care little for communication with other creatures, but
when they do convey information, they do so wordlessly through a series of psychic
projections. This acts as telepathy with a range of but is understandable to
- all creatures regardless of whether they have a language, though the aeon’s
+ all creatures regardless of whether they have a language, though the aeon's
meaning to non-aeons can be vague and is often mysterious. An aeon can use this
ability to communicate flawlessly with any other aeon on the same plane as itself.
name: Envisioning
@@ -998,7 +999,8 @@ monsters:
- frequency: constant
level: 4
name: freedom of movement
- languages: ' envisioning'
+ languages:
+ - ' envisioning'
level: 20
melee:
- action_cost: One Action
@@ -1014,7 +1016,7 @@ monsters:
name: Pleroma
perception: 37
proactive_abilities:
- - description: A pleroma’s touch deals its choice of positive or negative damage,
+ - description: A pleroma's touch deals its choice of positive or negative damage,
but neither energy can be used to heal a creature.
name: Energy Touch
traits: null
@@ -1022,14 +1024,14 @@ monsters:
description: Three times per day, a pleroma can manifest a 2-foot-diameter sphere
of white energy that hovers above its left hand. By using a single action, which
has the concentrate trait, the pleroma can cause the sphere to fly 10 feet.
- The sphere can move in any direction, ignoring difficult terrain, but it can’t
+ The sphere can move in any direction, ignoring difficult terrain, but it can't
move farther than 300 feet away from the pleroma. Wherever the sphere travels,
it leaves behind a 5-foot-wide path of new matter, creating either new terrain
- (the pleroma’s choice of normal, difficult, or greater difficult terrain) or
+ (the pleroma's choice of normal, difficult, or greater difficult terrain) or
a 5-foot-square solid barrier of a single natural substance (such as clay, wood,
or stone). The sphere can enter the space of a creature; when it does, the creature
must succeed at a DC 43 Fortitude save or be absorbed into the sphere. On a
- successful save, the creature is pushed to a space of the GM’s choice away from
+ successful save, the creature is pushed to a space of the GM's choice away from
the sphere. Those who fail take 20d6 positive damage (even if they are living)
and are pushed away as a success. Those who critically fail, or are reduced
to 0 HP by the damage from a failure, become one with the new material and can
@@ -1148,7 +1150,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: A cassisian can take the appearance of a dove, a winged humanoid,
- a dog, or a fish. Normally, this doesn’t change its Speed or the attack and
+ a dog, or a fish. Normally, this doesn't change its Speed or the attack and
damage bonuses for its Strikes, but it might change the damage type Strikes
deal (typically to bludgeoning). Any further changes for specific forms are
noted below.
- **Dog** size Small; scent (imprecise) 30 feet, Speed 40
@@ -1163,7 +1165,7 @@ monsters:
- action_cost: Two Actions
description: The cassisian releases beams of heat or cold from its eyes, dealing
2d6 cold or fire damage (DC 17 basic Reflex save) to all creatures in a 15-foot
- line. It can’t use Eye Beams again for 1d4 rounds.
+ line. It can't use Eye Beams again for 1d4 rounds.
name: Eye Beams
traits:
- concentrate
@@ -1172,7 +1174,7 @@ monsters:
- description: While the cassisian isn't particularly intelligent, it has perfect
memory and can remember everything it sears or hears. This allows it to attempt
Lore checks on any topic, provided (at the GM's discretion) the cassisian has
- encountered the topic in question before. The cassisian’s limited intellect
+ encountered the topic in question before. The cassisian's limited intellect
often prevents it from acting upon its knowledge, making it a better resource
than agent in matters of information use.
name: Repository of Lore
@@ -1386,10 +1388,10 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: '**Frequency** once per day; **Effect** The balisse marks an evil
- creature within its confessor’s aura as irredeemable. It can only do so after
+ creature within its confessor''s aura as irredeemable. It can only do so after
a failed attempt to convince the creature to repent. The touched creature takes
a –1 status penalty to AC and saves, reduces its resistances by 2, and gains
- weakness 2 to good damage. The duration depends on the target’s DC 26 Will save.
+ weakness 2 to good damage. The duration depends on the target''s DC 26 Will save.
**Critical Success** The creature is unaffected. **Success** The duration is
1 round. **Failure** The duration is 1 day. **Critical Failure** The duration
is permanent.'
@@ -1406,11 +1408,11 @@ monsters:
- evocation
- action_cost: One Action
description: While invisible, a balisse can spiritually attach itself to a non-evil
- mortal. When it does so, it merges with the mortal’s body and is unable to use
+ mortal. When it does so, it merges with the mortal's body and is unable to use
any of its spells and abilities other than to interact with the mortal. It must
use Guiding Angel again to leave the mortal. While merged with the mortal, the
balisse can take a form of its choice that only the mortal can see, such as
- a small angel on the mortal’s shoulder. Alternatively, it can communicate with
+ a small angel on the mortal's shoulder. Alternatively, it can communicate with
the mortal using a bodiless voice only the mortal can hear.
name: Guiding Angel
traits:
@@ -1586,7 +1588,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -1602,10 +1604,10 @@ monsters:
name: Animated Broom
perception: 3
proactive_abilities:
- - description: A creature hit by an animated broom’s bristles must succeed at a
+ - description: A creature hit by an animated broom's bristles must succeed at a
DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple
dust attacks, the creature has to spend only 1 action coughing to clear the
- dust out. A creature that doesn’t breathe is immune to this effect.
+ dust out. A creature that doesn't breathe is immune to this effect.
name: Dust
traits: null
ranged: null
@@ -1663,7 +1665,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -1727,7 +1729,7 @@ monsters:
automatic_abilities: null
description: Animated statues are often used to guard crypts, small shrines, or
areas in government buildings where they can be positioned amid normal statues
- to hide their true nature until an intruder arouses their ire. Adventurers’ suspicions
+ to hide their true nature until an intruder arouses their ire. Adventurers' suspicions
regarding statues suddenly animating and attacking has led many less scrupulous
adventurers to automatically attack any statues they encounter, ruining harmless,
ancient relics.
@@ -1748,7 +1750,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -1821,7 +1823,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 7
melee:
- action_cost: One Action
@@ -1898,19 +1900,14 @@ monsters:
ac_special: null
automatic_abilities: null
description: 'These horse-sized, burrowing monsters generally avoid heavily settled
- areas like
-
- cities, but ankhravs’ predilection for livestock and humanoid flesh ensures that
-
- the creatures do not remain in the deep wilderness for long. Desperate farmers
-
- whose fields become infested by ankhravs often have little recourse but to seek
-
- the aid of adventurers.'
+ areas like cities, but ankhravs'' predilection for livestock and humanoid flesh
+ ensures that the creatures do not remain in the deep wilderness for long. Desperate
+ farmers whose fields become infested by ankhravs often have little recourse but to
+ seek the aid of adventurers.'
hp: 40
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -1925,8 +1922,8 @@ monsters:
perception: 7
proactive_abilities:
- action_cost: Two Actions
- description: The ankhrav makes a mandibles Strike; if the Strike hits, the target’s
- armor takes the damage and the acid damage bypasses the armor’s Hardness.
+ description: The ankhrav makes a mandibles Strike; if the Strike hits, the target's
+ armor takes the damage and the acid damage bypasses the armor's Hardness.
name: Armor-Rending Bite
traits: null
- action_cost: Two Actions
@@ -1990,7 +1987,7 @@ monsters:
hp: 120
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 8
melee:
- action_cost: One Action
@@ -2006,20 +2003,20 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The hive mother makes a mandibles Strike; if the Strike hits, the
- target’s armor takes the damage and the acid damage bypasses the armor’s Hardness.
+ target's armor takes the damage and the acid damage bypasses the armor's Hardness.
name: Armor-Rending Bite
traits: null
- action_cost: Two Actions
description: The hive mother unleashes a pheromone that causes all other ankhravs
within a 100-foot emanation to become quickened 1 until the start of the hive
- mother’s next turn, and they can use the extra action only for Burrow, Stride,
- or Strike actions. The hive mother can’t unleash the pheromone again for 1d4
+ mother's next turn, and they can use the extra action only for Burrow, Stride,
+ or Strike actions. The hive mother can't unleash the pheromone again for 1d4
rounds.
name: Frenzy Pheromone
traits: null
- action_cost: Two Actions
description: The hive mother spews acid in a 60-foot cone, dealing 8d6 acid damage
- and 1d6 persistent acid damage (DC 26 basic Reflex save). It can’t spew acid
+ and 1d6 persistent acid damage (DC 26 basic Reflex save). It can't spew acid
again for 1d4 rounds.
name: Spray Acid
traits:
@@ -2080,7 +2077,7 @@ monsters:
hp: 45
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -2161,7 +2158,7 @@ monsters:
hp: 150
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 8
melee:
- action_cost: One Action
@@ -2249,7 +2246,7 @@ monsters:
congregate to form a copse. Copses travel beyond the boundaries of a forest to
investigate the hinterlands and gather intelligence on potential threats before
returning to report their findings. Arboreal wardens do not pretend to understand
- to other creatures’ motives—like most forces of the natural world, they are ambivalent
+ to other creatures' motives—like most forces of the natural world, they are ambivalent
about mortal affairs that do not involve their forest.
hp: 75
immunities: null
@@ -2607,7 +2604,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: Horned archons are secretive and tireless sentinels and scouts, patrolling
- the Outer Sphere’s untamed wilds for evil to eliminate and keeping small communities
+ the Outer Sphere's untamed wilds for evil to eliminate and keeping small communities
safe from demons, devils, and worse. They resemble muscular humans with the head,
horns, and legs of a stag. When requested to do so by their patrons, especially
Erastil, they journey to the Material Plane and patrol dangerous frontier areas,
@@ -2651,16 +2648,16 @@ monsters:
perception: 11
proactive_abilities:
- description: within 1 round to attempt to follow that creature to the maximum
- distance of the archon’s *dimension door*. If the archon’s *dimension door*
+ distance of the archon's *dimension door*. If the archon's *dimension door*
has enough distance, the archon appears the same distance and direction from
the creature as before either used *dimension door*.
name: Archon's Door
traits:
- heightened to 5th level
- action_cost: One Action
- description: A horned archon can touch another creature to take on that creature’s
- wounds, transferring up to 30 of the horned archon’s HP to the touched creature.
- The horned archon can’t transfer more HP than it currently has.
+ description: A horned archon can touch another creature to take on that creature's
+ wounds, transferring up to 30 of the horned archon's HP to the touched creature.
+ The horned archon can't transfer more HP than it currently has.
name: Touch of Charity
traits:
- healing
@@ -2721,7 +2718,7 @@ monsters:
diplomats of peace among the archons, preferring justice via compromise and mutual
benefit rather than justice by the sword. Nonetheless, when forced to fight against
fiendish powers—especially fiends that embody the sin of wrath—legion archons
- don’t hesitate in battle, mounting offensives under divine commanders like Iomedae.
+ don't hesitate in battle, mounting offensives under divine commanders like Iomedae.
hp: 100
immunities: null
innate_spells:
@@ -2753,17 +2750,17 @@ monsters:
perception: 15
proactive_abilities:
- description: within 1 round to attempt to follow that creature to the maximum
- distance of the archon’s *dimension door*. If the archon’s *dimension door*
+ distance of the archon's *dimension door*. If the archon's *dimension door*
has enough distance, the archon appears the same distance and direction from
the creature as before either used *dimension door*.
name: Archon's Door
traits:
- heightened to 5th level
- - description: A legion archon’s spirit of righteousness manifests in its hands
+ - description: A legion archon's spirit of righteousness manifests in its hands
as a mighty two-handed sword called the flame of justice. A legion archon can
throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame
of justice vanishes after landing or dealing damage and reappears in the legion
- archon’s hands again instantly. On a critical hit, the fire damage from the
+ archon's hands again instantly. On a critical hit, the fire damage from the
flame of justice deals maximum damage (6 on the d6) before being doubled for
the critical hit, and the target takes 1d10 persistent fire damage.
name: Flame of Justice
@@ -2824,7 +2821,7 @@ monsters:
ac: 31
ac_special: null
automatic_abilities:
- - description: '|1| (divine, transmutation) A shield archon’s hands can change into
+ - description: '|1| (divine, transmutation) A shield archon''s hands can change into
a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands.
Transforming does not restore any HP to the items, and if either the weapon
or shield is fully destroyed, the archon loses that hand until it receives a
@@ -2874,7 +2871,7 @@ monsters:
perception: 19
proactive_abilities:
- description: within 1 round to attempt to follow that creature to the maximum
- distance of the archon’s *dimension door*. If the archon’s *dimension door*
+ distance of the archon's *dimension door*. If the archon's *dimension door*
has enough distance, the archon appears the same distance and direction from
the creature as before either used *dimension door*.
name: Archon's Door
@@ -2977,7 +2974,7 @@ monsters:
- action_cost: Two Actions
description: The lyrakien unleashes a blast of holy starlight in a 5-foot burst
centered on itself. Creatures in the area take 1d6 chaotic damage and 1d6 good
- damage (DC 17 basic Reflex save). The lyrakien can’t use Starlight Blast or
+ damage (DC 17 basic Reflex save). The lyrakien can't use Starlight Blast or
its starlight ray ranged attack for 1d4 rounds.
name: Starlight Blast
traits:
@@ -3046,9 +3043,9 @@ monsters:
love. One can give no greater insult to a gancanagh than to mistake him for such
a creature, and more than one hotheaded gancanagh has challenged a misinformed
paladin or other champion of good to a duel over such a slight. While they enjoy
- drinking and carousing, gancanaghs can’t stand smoke. Nonetheless, many gancanaghs
+ drinking and carousing, gancanaghs can't stand smoke. Nonetheless, many gancanaghs
carry whimsical-looking smoking pipes because they think it makes them look dapper.
- They cherish their silver flutes, for they enjoy the beauty of flutes’ music and
+ They cherish their silver flutes, for they enjoy the beauty of flutes' music and
its ability to sway the heart.
hp: 75
immunities: null
@@ -3092,7 +3089,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The gancanagh can take on the appearance of any Small or Medium humanoid.
- This doesn’t change their Speed or their attack and damage bonuses with their
+ This doesn't change their Speed or their attack and damage bonuses with their
Strikes, but might change the damage type their Strikes deal (typically to bludgeoning).
name: Change Shape
traits:
@@ -3160,14 +3157,14 @@ monsters:
follow the adventures of mortal heroes to record their stories as epic poems and
songs, which they then perform in the packed mead halls of Elysium. When pursuing
such goals, lillends take pains to use their innate spells to remain in hiding,
- as they would rather observe and record events without “polluting” them with their
+ as they would rather observe and record events without "polluting" them with their
own intervention. Nevertheless, a lillend who sees their charge faced with certain
death often cannot resist the urge to intervene and save the day. Inevitably,
- this brings a close to the lillend’s chronicles, as their relationship with their
+ this brings a close to the lillend's chronicles, as their relationship with their
subject invariably shifts from one of detached observation to friendship or more.
- Yet lillends remain hesitant to involve themselves for overlong in a mortal’s
+ Yet lillends remain hesitant to involve themselves for overlong in a mortal's
life, in part because they fear what sort of fiendish attention their presence
- might attract, but mostly out of respect for the mortal’s own destiny. A lillend
+ might attract, but mostly out of respect for the mortal's own destiny. A lillend
would, all things being equal, prefer to let mortals choose their own fate rather
than run the risk of sending someone down a path to which their heart is not set.
hp: 145
@@ -3365,7 +3362,7 @@ monsters:
- action_cost: One Action
description: A ghaele attempts to Recall Knowledge about a foe it is facing. If
successful, it can change the elemental damage dealt by its greatsword and light
- ray to acid, cold, electricity, fire, or sonic, usually to match the a foe’s
+ ray to acid, cold, electricity, fire, or sonic, usually to match the a foe's
weakness. It can also change its energy resistance to any of these energy types
(this can be a different type than for its attacks). The choices remain until
it next uses Choose Weakness.
@@ -3379,7 +3376,7 @@ monsters:
- action_cost: One Action
description: When a ghaele fixes its gaze upon a non-good creature, the creature
suffers the effects of *divine decree* (DC 33 Will save). If it survives, the
- creature is temporarily immune to Ghaele’s Gaze for 1 minute.
+ creature is temporarily immune to Ghaele's Gaze for 1 minute.
name: Ghaele's Gaze
traits:
- divine
@@ -3448,12 +3445,12 @@ monsters:
ac_special: null
automatic_abilities:
- description: The banshee can hear heartbeats within (imprecise). **Sunlight Powerlessness**
- If in direct sunlight, the banshee is slowed 1 and can’t use actions that have
+ If in direct sunlight, the banshee is slowed 1 and can't use actions that have
the attack trait.
name: Hears Heartbeats
range: 60 feet
traits: null
- - description: If in direct sunlight, the banshee is slowed 1 and can’t use actions
+ - description: If in direct sunlight, the banshee is slowed 1 and can't use actions
that have the attack trait.
name: Sunlight Powerlessness
traits: null
@@ -3490,15 +3487,15 @@ monsters:
name: Banshee
perception: 32
proactive_abilities:
- - description: When a banshee Strides at least 10 feet, they’re concealed until
+ - description: When a banshee Strides at least 10 feet, they're concealed until
the start of their next turn.
name: Spectral Ripple
traits: null
- - description: A creature damaged by the banshee’s touch that isn’t already frightened
+ - description: A creature damaged by the banshee's touch that isn't already frightened
must attempt a DC 38 Will save (DC 43 if the attack was a critical hit). If
- the creature fails its save, it’s frightened 2; on a critical failure, the creature
+ the creature fails its save, it's frightened 2; on a critical failure, the creature
also cowers with fear and is stunned 4. If the creature is protected against
- fear by a spell or magic item, the banshee’s touch first attempts to counteract
+ fear by a spell or magic item, the banshee's touch first attempts to counteract
the protection effect, with the effect of a 9th-level *dispel magic* spell.
name: Terrifying Touch
traits:
@@ -3510,10 +3507,10 @@ monsters:
description: The banshee unleashes a soul-chilling *wail of the banshee* (DC 38).
This Wail overcomes *silence* and similar effects of 5th level or lower. The
banshee can instead use Wail as a three-action activity to overcome such effects
- of up to 8th level. The banshee’s Wail resonates for 1 round, and any creature
+ of up to 8th level. The banshee's Wail resonates for 1 round, and any creature
that comes within the area during that time must attempt a save against the
- effect. A creature can’t be affected more than once by the same Wail. The banshee
- can’t Wail again for 1d4 rounds.
+ effect. A creature can't be affected more than once by the same Wail. The banshee
+ can't Wail again for 1d4 rounds.
name: Wail
traits:
- auditory
@@ -3567,9 +3564,9 @@ monsters:
description: Few sea monsters are as dreaded and feared as the two-headed baomal.
These massive predatory beasts typically dwell in the deepest waters and compete
with krakens and other monsters for food. They feed on whales and other large
- sea creatures, sometimes following them to the water’s surface. Near the surface,
+ sea creatures, sometimes following them to the water's surface. Near the surface,
baomals that encounter ships quickly learn that they contain a variety of tasty
- morsels. The creatures use their devastating spikes to rip open the ships’ hulls,
+ morsels. The creatures use their devastating spikes to rip open the ships' hulls,
then leisurely feed on the helpless sailors.
hp: 315
immunities: null
@@ -3594,7 +3591,7 @@ monsters:
in the sea nearby closer. All creatures and objects in the water within 60 feet
of the baomal (including ships) are pulled toward it. Creatures must succeed
at a DC 42 Athletics check or be pulled up to 20 feet toward the baomal (40
- feet on a critical failure). For ships, use the captain’s Sailing Lore in place
+ feet on a critical failure). For ships, use the captain's Sailing Lore in place
of Athletics. Unattended objects are automatically pulled.
name: Breath of the Sea
traits:
@@ -3605,15 +3602,15 @@ monsters:
ship the baomal is adjacent to at any point during its movement takes 6d6+10
slashing and piercing damage (DC 42 basic Reflex save). Against vessels, Shell
Rake ignores the first 5 Hardness and creates an explosion of splinters that
- deals 3d6+5 damage to every creature within 10 feet of the deck’s edge (DC 42
+ deals 3d6+5 damage to every creature within 10 feet of the deck's edge (DC 42
basic Reflex save).
name: Shell Rake
traits:
- move
- action_cost: Two Actions
description: The baomal makes a Strike with each set of jaws, each against a different
- creature. These Strikes count as one attack for the baomal’s multiple attack
- penalty, and the penalty doesn’t increase until after both attacks.
+ creature. These Strikes count as one attack for the baomal's multiple attack
+ penalty, and the penalty doesn't increase until after both attacks.
name: Two-Headed Strike
traits: null
ranged:
@@ -3779,7 +3776,7 @@ monsters:
automatic_abilities: null
description: Once a barghest has eaten enough to grow into a greater barghest, it
typically seeks a method to leave the Material Plane and return to the Abyss,
- there joining other fiends as yet another of that plane’s horrors. As barghests
+ there joining other fiends as yet another of that plane's horrors. As barghests
have no innate ability to travel the planes, though, the time it takes for most
greater barghests to engineer such a return can usually be measured in years,
if not decades. During that time, greater barghests continue to play the roles
@@ -3851,10 +3848,10 @@ monsters:
1d6 additional poison damage and 1d6 persistent poison damage.
- **Toxic
Breath** |2| (divine, evocation, poison) The barghest breathes a cloud of toxic
gas that deals 8d6 poison damage to all creatures in a 30-foot cone (DC 25 basic
- Fortitude save). It can’t use Toxic Breath again for 1d4 rounds.
- **Vestigial
+ Fortitude save). It can't use Toxic Breath again for 1d4 rounds.
- **Vestigial
Arm Strike** |2| **Frequency **once per round; **Trigger **The barghest completes
a Strike. **Effect **The barghest makes a claw Strike with a shriveled third
- arm hanging from its torso. This attack doesn’t count for the barghest’s multiple
+ arm hanging from its torso. This attack doesn't count for the barghest's multiple
attack penalty, nor does that penalty apply on the attack.
- **Wings**
The barghest has malformed wings extending from its back. It gains a fly Speed
of 25 feet.
@@ -3911,12 +3908,12 @@ monsters:
description: The basilisk is an eight-legged reptile with a nasty disposition and
the ability to turn creatures to stone with its gaze. Folklore holds that, much
like for the cockatrice, the first basilisks hatched from leathery eggs laid by
- snakes and incubated by roosters, but little in the basilisk’s physiology lends
+ snakes and incubated by roosters, but little in the basilisk's physiology lends
any credence to this claim.
hp: 75
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 5
melee:
- action_cost: One Action
@@ -3985,7 +3982,7 @@ monsters:
range.
name: Echolocation
traits: null
- description: Although the typical vampire bat has a wingspan of 7 inches and doesn’t
+ description: Although the typical vampire bat has a wingspan of 7 inches and doesn't
pose a significant threat to larger prey alone (and indeed, these blood-drinkers
can feed without their sleeping victims ever noticing), some unusually aggressive
species of these bats hunt in deadly swarms. A churning cloud of vampire bats
@@ -3997,7 +3994,7 @@ monsters:
- precision
- swarm mind
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee: null
name: Vampire Bat Swarm
@@ -4069,7 +4066,7 @@ monsters:
hp: 30
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -4130,7 +4127,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: This large and powerful omnivore inhabits forested hills. While it
- typically sustains itself on nuts, berries, fish, and small mammals, it’s fiercely
+ typically sustains itself on nuts, berries, fish, and small mammals, it's fiercely
territorial and will chase off or kill any creature it views as competition. Grizzly
bears are especially temperamental when their young are nearby. In combat, a grizzly
bear often attempts to grab and maul its foe with surprising ferocity. It continues
@@ -4139,7 +4136,7 @@ monsters:
hp: 45
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -4211,7 +4208,7 @@ monsters:
remote places. As its name might suggest, the cave bear makes its den in natural
caves, and like the grizzly bear, a cave bear is fiercely territorial. Unlike
a grizzly bear, however, a cave bear is short tempered and will make sure its
- foe is dead before moving on, usually feasting on its prey’s soft flesh once it
+ foe is dead before moving on, usually feasting on its prey's soft flesh once it
has been incapacitated. Cave bears are often regarded as powerful guardian spirits
by remote-dwelling people, while they are utilized as beasts of war by orcs or
even giants—stone giants in particular have an affinity for keeping trained cave
@@ -4219,7 +4216,7 @@ monsters:
hp: 95
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 6
melee:
- action_cost: One Action
@@ -4287,7 +4284,7 @@ monsters:
automatic_abilities: null
description: These 3-foot-long insects boast a pair of glowing organs on the back
of the abdomen that give off bright light and that continue to glow for days,
- even after the creature’s death. Flash beetles are commonly herded and harvested
+ even after the creature's death. Flash beetles are commonly herded and harvested
by miners and spelunkers, as their glow is considered safer than torches and less
expensive than lamps. Denizens of the Darklands often domesticate and train these
insects, using them as pets, livestock, or caging them to use as organic sources
@@ -4295,7 +4292,7 @@ monsters:
hp: 6
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -4313,7 +4310,7 @@ monsters:
- action_cost: One Action
description: The flash beetle creates a brilliant flash of light. All creatures
in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled
- for 1 minute. The flash beetle’s glow then goes out, disabling its aura for
+ for 1 minute. The flash beetle's glow then goes out, disabling its aura for
24 hours, during which time it cannot use Light Flash.
name: Light Flash
traits:
@@ -4365,7 +4362,7 @@ monsters:
hp: 55
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 4
melee:
- action_cost: One Action
@@ -4427,23 +4424,23 @@ monsters:
automatic_abilities: null
description: Scourges of swamps and damp, abandoned places, bloodseekers are ravenous
blood drinkers. Farmers curse the creatures for sucking their livestock dry. It
- is from such beleaguered people that the bloodseeker’s regional name “stirge,”
- possibly a corruption of the word “scourge,” comes. Folk wisdom holds that the
+ is from such beleaguered people that the bloodseeker's regional name "stirge,"
+ possibly a corruption of the word "scourge," comes. Folk wisdom holds that the
appearance of bloodseekers in a region signals a healthy herd of livestock, but
- more often it means bogs or old buildings that haven’t been properly tended to.
+ more often it means bogs or old buildings that haven't been properly tended to.
Certainly, no amount of folksy parable can assuage a farmer driven to destitution
by a bloodseeker infestation. But despite their role as parasites, bloodseekers
- aren’t hated by all villages. In some cases, the inhabitants of remote backwoods
- thorps even keep the things as pets or use them as doubtful medicinal “tools”
+ aren't hated by all villages. In some cases, the inhabitants of remote backwoods
+ thorps even keep the things as pets or use them as doubtful medicinal "tools"
to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers
of gods of pestilence and parasites often view bloodseekers as sacred to their
faith and allow the creatures to feed freely from their bodies. In such societies,
- those who accidentally give too much are considered to have been “blessed” by
- the village’s hungry god.
+ those who accidentally give too much are considered to have been "blessed" by
+ the village's hungry god.
hp: 6
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -4457,7 +4454,7 @@ monsters:
- description: while attached. If the bloodseeker is killed or pushed away while
attached to a creature it has drained blood from, that creature takes 1 persistent
bleed damage. Escaping the attach or removing the bloodseeker in other ways
- doesn’t cause bleed damage.
+ doesn't cause bleed damage.
name: Attach
traits: null
- action_cost: One Action
@@ -4513,7 +4510,7 @@ monsters:
hp: 30
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -4571,7 +4568,7 @@ monsters:
description: Where the typical boar is merely ill-tempered and generally unfriendly,
the towering daeodon is legitimately hateful and ruthlessly violent. Although
omnivorous, the daeodon (known in some regions simply as a giant boar) prefers
- to feed on flesh. Primarily a scavenger, the daeodon isn’t adverse to attacking
+ to feed on flesh. Primarily a scavenger, the daeodon isn't adverse to attacking
creatures it encounters while searching for easier meals, or to protect any perceived
encroachment into its lair or feeding grounds. Particularly brave or skilled orcs
are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry
@@ -4579,7 +4576,7 @@ monsters:
hp: 60
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 4
melee:
- action_cost: One Action
@@ -4674,9 +4671,9 @@ monsters:
- emotion
- fear
- mental
- - description: ', but it can’t move beyond the reach of the boggard’s tongue. A
+ - description: ', but it can''t move beyond the reach of the boggard''s tongue. A
creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing
- damage. Though this doesn’t deal any damage to the boggard, it prevents it from
+ damage. Though this doesn''t deal any damage to the boggard, it prevents it from
using its tongue Strike until it regrows its tongue, which takes a week.'
name: Tongue Grab
traits: null
@@ -4769,9 +4766,9 @@ monsters:
- emotion
- fear
- mental
- - description: ', but it can’t move beyond the reach of the boggard’s tongue. A
+ - description: ', but it can''t move beyond the reach of the boggard''s tongue. A
creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing
- damage. Though this doesn’t deal any damage to the boggard, it prevents it from
+ damage. Though this doesn''t deal any damage to the boggard, it prevents it from
using its tongue Strike until it regrows its tongue, which takes a week.'
name: Tongue Grab
traits: null
@@ -4863,7 +4860,7 @@ monsters:
description: The swampseer utters a powerful croak that deals 4d6 sonic damage
to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save);
any creature with the *frightened* condition takes additional sonic damage equal
- to twice the value of their frightened condition. The boggard can’t use Destructive
+ to twice the value of their frightened condition. The boggard can't use Destructive
Croak again for 1d4 rounds
name: Destructive Croak
traits:
@@ -4871,7 +4868,7 @@ monsters:
- description: '**Trigger** The boggard swampseer or one of its allies within 60
feet attempts a saving throw against an *auditory* or *sonic* effect. **Effect**
The swampseer releases a croak that drowns out other sound. It rolls a *Performance*
- check. It and boggard allies in the area can use the higher result of the swampseer’s
+ check. It and boggard allies in the area can use the higher result of the swampseer''s
Performance check or their saves to resolve the effects against the *auditory*
or *sonic* effect.'
name: Drowning Drone
@@ -4892,9 +4889,9 @@ monsters:
- emotion
- fear
- mental
- - description: ', but it can’t move beyond the reach of the boggard’s tongue. A
+ - description: ', but it can''t move beyond the reach of the boggard''s tongue. A
creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing
- damage. Though this doesn’t deal any damage to the boggard, it prevents it from
+ damage. Though this doesn''t deal any damage to the boggard, it prevents it from
using its tongue Strike until it regrows its tongue, which takes a week.'
name: Tongue Grab
traits: null
@@ -5156,7 +5153,7 @@ monsters:
name: Sneak Attack
traits: null
- action_cost: Two Actions
- description: against the second attack. Apply the bugbear tormentor’s multiple
+ description: against the second attack. Apply the bugbear tormentor's multiple
attack penalty to the Strikes normally.
name: Twin Feint
traits: null
@@ -5214,11 +5211,11 @@ monsters:
of desolate wilderness areas. When they burrow through the ground, only the fin
of their thickly armored backs protrudes above—at least until they are ready to
leap out and strike their prey. Their appearance, appetite, and iconic dorsal
- fin have earned the nickname “landshark.”
+ fin have earned the nickname "landshark."
hp: 120
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 8
melee:
- action_cost: One Action
@@ -5241,16 +5238,16 @@ monsters:
proactive_abilities:
- description: A bulette gains a +1 circumstance bonus to attack and damage rolls
with its jaws against a specific type of creature designated as its favorite
- food. Unless otherwise stated, a bulette’s favored prey is halflings. Elves
+ food. Unless otherwise stated, a bulette's favored prey is halflings. Elves
are never a favored prey for bulettes.
name: Favored Prey
traits: null
- action_cost: Two Actions
- description: . If it’s adjacent to an enemy at the apex of its High Jump or at
+ description: . If it's adjacent to an enemy at the apex of its High Jump or at
the end of its Long Jump, it can make a claw Strike against the enemy at that
moment. If the bulette jumps at least 5 feet vertically or at least 20 feet
- horizontally, it can attempt two claw Strikes instead of one. The bulette’s
- multiple attack penalty doesn’t increase until it has made all the claw Strikes
+ horizontally, it can attempt two claw Strikes instead of one. The bulette's
+ multiple attack penalty doesn't increase until it has made all the claw Strikes
that are part of its Leaping Charge.
name: Leaping Charge
traits: null
@@ -5305,7 +5302,7 @@ monsters:
hp: 45
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -5347,7 +5344,7 @@ monsters:
- primal
- action_cost: One Action
description: A bunyip can alter its form slightly to gain an advantage and make
- it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn’t
+ it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn't
deal the 1d6 *persistent* *bleed damage*. It can choose to gain either a long
snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile
legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the
@@ -5598,7 +5595,7 @@ monsters:
perception: 10
proactive_abilities:
- action_cost: Two Actions
- description: only once. Both attacks count toward the stalker’s multiple attack
+ description: only once. Both attacks count toward the stalker's multiple attack
penalty, but the penalty increases only after both attacks.
name: Double Slice
traits: null
@@ -5656,7 +5653,7 @@ monsters:
hp: 30
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -5739,7 +5736,7 @@ monsters:
hp: 45
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -5816,7 +5813,7 @@ monsters:
hp: 60
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 4
melee:
- action_cost: One Action
@@ -5889,12 +5886,12 @@ monsters:
automatic_abilities: null
description: Smilodons are large saber-toothed cats, apex predators that are significantly
more muscular and broader than the other species of big cats. They often kill
- prey with a quick stab to the throat or other vulnerable spot. The smilodon’s
+ prey with a quick stab to the throat or other vulnerable spot. The smilodon's
oversized fangs are particularly sought after as trophies.
hp: 110
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 6
melee:
- action_cost: One Action
@@ -6150,15 +6147,15 @@ monsters:
automatic_abilities: null
description: The purple worm is the most common and infamous of the cave worms,
a much-feared monster wandering the twisting tunnels of the Darklands that is
- capable of carving out entire cave systems. Tunnels bored by a purple worm don’t
- always last long after these creature’s passage, and areas where they nest are
+ capable of carving out entire cave systems. Tunnels bored by a purple worm don't
+ always last long after these creature's passage, and areas where they nest are
maddening mazes of passageways that lead nowhere, yet navigating the labyrinth
- to find the worm’s central nest often yields amazing treasures left behind by
- the worm’s prior victims.
+ to find the worm's central nest often yields amazing treasures left behind by
+ the worm's prior victims.
hp: 270
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 13
melee:
- action_cost: One Action
@@ -6201,7 +6198,7 @@ monsters:
name: Purple Worm Venom
traits:
- poison
- - description: Boulders occupy space in the worm’s stomach as a creature of equivalent
+ - description: Boulders occupy space in the worm's stomach as a creature of equivalent
size, and purple worms often have several boulders swallowed. A purple worm
can use a single action to swallow a new boulder.
name: Regurgitate
@@ -6217,8 +6214,8 @@ monsters:
- action_cost: Two Actions
description: The worm makes a Strike once against each creature in its reach.
It can Strike up to once with its jaws, up to once with its stinger, and any
- number of times with its body. Each attack counts toward the worm’s multiple
- attack penalty, but the multiple attack penalty doesn’t increase until after
+ number of times with its body. Each attack counts toward the worm's multiple
+ attack penalty, but the multiple attack penalty doesn't increase until after
it makes all the attacks.
name: Thrash
traits: null
@@ -6279,7 +6276,7 @@ monsters:
hp: 320
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 15
melee:
- action_cost: One Action
@@ -6324,7 +6321,7 @@ monsters:
Grab on this Strike and follow it up with Fast Swallow.
name: Breach
traits:
- - this lets it attack a creature within 45 feet of the water’s surface
+ - this lets it attack a creature within 45 feet of the water's surface
- description: The worm uses Swallow Whole.
name: Fast Swallow
traits: null
@@ -6335,8 +6332,8 @@ monsters:
- action_cost: Two Actions
description: The worm makes a Strike once against each creature in its reach.
It can Strike up to once with its jaws, up to once with its stinger, and any
- number of times with its body. Each attack counts toward the worm’s multiple
- attack penalty, but the multiple attack penalty doesn’t increase until after
+ number of times with its body. Each attack counts toward the worm's multiple
+ attack penalty, but the multiple attack penalty doesn't increase until after
it makes all the attacks.
name: Thrash
traits: null
@@ -6390,14 +6387,14 @@ monsters:
sprawling fields of bubbling magma found in the deepest reaches of the Darklands.
Legends from ancient peoples, precursor dwarven societies, and colonists of the
Elemental Planes populated moats of lava with crimson worms likely have some basis
- in truth, although the methods such ancients used to keep these “moat worms” contained
+ in truth, although the methods such ancients used to keep these "moat worms" contained
and prevented them from chewing their way through fortress foundations must have
been significant.
hp: 410
immunities:
- fire
innate_spells: null
- languages: ''
+ languages: null
level: 18
melee:
- action_cost: One Action
@@ -6436,7 +6433,7 @@ monsters:
- action_cost: Two Actions
description: The crimson worm breathes a blast of flame in a 60-foot cone that
deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save).
- It can’t use Breath Weapon again for 1d4 rounds.
+ It can't use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- evocation
@@ -6463,8 +6460,8 @@ monsters:
- action_cost: Two Actions
description: The worm makes a Strike once against each creature in its reach.
It can Strike up to once with its jaws, up to once with its stinger, and any
- number of times with its body. Each attack counts toward the worm’s multiple
- attack penalty, but the multiple attack penalty doesn’t increase until after
+ number of times with its body. Each attack counts toward the worm's multiple
+ attack penalty, but the multiple attack penalty doesn't increase until after
it makes all the attacks.
name: Thrash
traits: null
@@ -6610,12 +6607,12 @@ monsters:
of goblins, kobolds, and mitflits have developed effective methods of utilizing
these vermin as guardians. Other tribes and some humanoid societies roast and
eat centipedes, often with pungent peppers as a savory delicacy, although care
- must be taken in preparing the meal to avoid tainting the flesh with the creature’s
+ must be taken in preparing the meal to avoid tainting the flesh with the creature's
venom.
hp: 8
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -6686,7 +6683,7 @@ monsters:
- precision
- swarm mind
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee: null
name: Centipede Swarm
@@ -6865,8 +6862,8 @@ monsters:
- action_cost: Two Actions
description: The chimera breathes a cone or line that deals 9d6 damage to all
creatures in the area (DC 26 basic save of a type indicated below). The color
- of the chimera’s dragon head determines the area of the Breath Weapon, the type
- of damage it deals, and the type of save to avoid it. The chimera can’t use
+ of the chimera's dragon head determines the area of the Breath Weapon, the type
+ of damage it deals, and the type of save to avoid it. The chimera can't use
Breath Weapon again for 1d4 rounds. - **Black** 60-foot line of acid (Reflex)
- **Blue**
60-foot line of electricity (Reflex)
- **Green** 30-foot cone of poison
(Fortitude)
- **Red** 30-foot cone of fire (Reflex)
- **White**
@@ -6882,8 +6879,8 @@ monsters:
- action_cost: Two Actions
description: The chimera makes a Strike with its dragon jaws, lion jaws, and goat
horns, each at a –2 penalty and targeting a different creature. These Strikes
- count as only one attack for the chimera’s multiple attack penalty, and the
- penalty doesn’t increase until after it has made all three attacks.
+ count as only one attack for the chimera's multiple attack penalty, and the
+ penalty doesn't increase until after it has made all three attacks.
name: Three-Headed Strike
traits: null
ranged: null
@@ -6926,7 +6923,7 @@ monsters:
ac: 28
ac_special: null
automatic_abilities: null
- description: Also known as chu’ulothis, these large, armor-plated, crustacean predators
+ description: Also known as chu'ulothis, these large, armor-plated, crustacean predators
lurk beneath the surface of pools, mires, and ponds, waiting to snatch up prey
with their massive claws before paralyzing them with their tentacles. At that
point, they begin to feed, eating their quarry alive.
@@ -6967,8 +6964,8 @@ monsters:
- poison
- action_cost: One Action
description: The chuul transfers the grabbed creature from its claws to its tentacles,
- or vice versa. A creature is exposed to the chuul’s paralytic venom when transferred
- into the tentacles and at the start of each of the chuul’s turns if it remains
+ or vice versa. A creature is exposed to the chuul's paralytic venom when transferred
+ into the tentacles and at the start of each of the chuul's turns if it remains
grabbed by the tentacles.
name: Tentacle Transfer
traits: null
@@ -7048,9 +7045,9 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The cloaker makes an attack roll with a +14 bonus against an adjacent
- creature’s Reflex DC. If it succeeds, it envelops the target, who is restrained.
+ creature's Reflex DC. If it succeeds, it envelops the target, who is restrained.
Attacks that hit an enveloping cloaker deal half their damage to the cloaker
- and half to the trapped victim. The cloaker can’t Fly, and when it moves using
+ and half to the trapped victim. The cloaker can't Fly, and when it moves using
its land Speed it moves the enveloped creature with it. The cloaker can make
only jaws Strikes against the restrained creature but can make tail Strikes
against other creatures. A creature that voluntarily puts on the cloaker becomes
@@ -7064,8 +7061,8 @@ monsters:
description: The cloaker lets out an infrasonic moan that has one of the effects
below. A creature that succeeds at a DC 22 Will save is unaffected. Any creature
that attempts this save becomes temporarily immune for 1 hour. Because the moan
- is infrasonic, most humanoids don’t detect the source of their plight if they
- aren’t already aware of the cloaker.
- **Fear** (fear, incapacitation)
+ is infrasonic, most humanoids don't detect the source of their plight if they
+ aren't already aware of the cloaker.
- **Fear** (fear, incapacitation)
Each creature within a 30-foot emanation becomes frightened 1 (or, on a critical
failure, frightened 2 and fleeing until the end of its next turn).
- **Nausea**
Each creature within a 30-foot emanation falls prone and become sickened 2.
- **Stupor**
@@ -7127,7 +7124,7 @@ monsters:
immunities:
- calcification
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -7145,13 +7142,13 @@ monsters:
- description: A peck from a cockatrice hardens the flesh of the creature struck.
The target must succeed at a DC 20 Fortitude save or become slowed 1 (or slowed
2 on a critical failure). Further failed saves against calcification increase
- the slowed condition. Once a creature’s actions are reduced to 0 by calcification,
+ the slowed condition. Once a creature's actions are reduced to 0 by calcification,
that creature becomes petrified. Every 24 hours after it was petrified, the
victim can attempt a DC 20 Fortitude save to recover. On a success, it becomes
flesh again, but is slowed 1 for the next 24 hours. On a critical success, the
- creature recovers and isn’t slowed. On a failure, the creature remains petrified,
+ creature recovers and isn't slowed. On a failure, the creature remains petrified,
but can try again in 24 hours. On a critical failure, the petrification is permanent,
- and the creature can’t attempt any more saves.
+ and the creature can't attempt any more saves.
name: Calcification
traits:
- incapacitation
@@ -7203,7 +7200,7 @@ monsters:
hp: 30
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -7283,7 +7280,7 @@ monsters:
hp: 175
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 9
melee:
- action_cost: One Action
@@ -7361,7 +7358,7 @@ monsters:
to foresee the future failed them, and their civilization collapsed. Today, most
cyclopes have virtually no knowledge of the former glory of their kind, even though
it is not uncommon for them to dwell among the ruins of their greatness. Cyclops
- cities include monuments and imposing murals which depict their peoples’ history,
+ cities include monuments and imposing murals which depict their peoples' history,
but few now among them can read or interpret these relics of the past.
hp: 80
immunities: null
@@ -7388,7 +7385,7 @@ monsters:
description: The cyclops makes a melee Strike and compares the attack roll result
to the AC of up to two foes, each of whom must be within its melee reach and
adjacent to each other. Roll damage only once and apply it to each creature
- hit. A Swipe counts as two attacks for the cyclops’s multiple attack penalty.
+ hit. A Swipe counts as two attacks for the cyclops's multiple attack penalty.
name: Swipe
traits:
- flourish
@@ -7486,7 +7483,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The great cyclops Strides twice and makes a horn Strike. If it moved
- at least 20 feet away from its starting position, the Strike’s damage is increased
+ at least 20 feet away from its starting position, the Strike's damage is increased
to 3d10+20.
name: Powerful Charge
traits: null
@@ -7542,7 +7539,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: These embodiments of demented violence and spite are spawned from eddies
- of angry and warped souls amid Abaddon’s mists. Cacodaemons constantly hunger
+ of angry and warped souls amid Abaddon's mists. Cacodaemons constantly hunger
for mortal souls and yearn to create suffering. As gnashing spheres of teeth,
fins, and spines, they are the weakest of daemonkind, an amalgam of various petty
forms of death without the strength that comes from focusing on a single cause
@@ -7611,7 +7608,7 @@ monsters:
return a creature to life whose soul is trapped within a soul gem must succeed
at a DC 30 Religion check. On a success, the soul gem shatters and the creature
is returned to life as normal for the spell. By using an Interact action, a
- fiend can ingest a soul gem it is holding, condemning the soul to the fiend’s
+ fiend can ingest a soul gem it is holding, condemning the soul to the fiend's
home plane. The fiend gains fast healing 5 for 1 minute.
name: Soul Lock
traits:
@@ -7663,7 +7660,7 @@ monsters:
into daemonic servants. Their otherworldly senses make them useful for protecting
vaults and similar locations on the Material Plane. Ceustodaemons are created
to serve, but always seek ways to subvert their bindings, so they can rend their
- mortal summoners’ flesh. The worst type of conjurer calls upon ceustodaemons merely
+ mortal summoners' flesh. The worst type of conjurer calls upon ceustodaemons merely
to set them free into the world in hopes of currying favor with the powers of
Abaddon.
hp: 130
@@ -7719,7 +7716,7 @@ monsters:
description: The ceustodaemon breathes flames in a 30-foot cone. Creatures in
the cone take 7d6 fire damage (DC 24 basic Reflex save). The ceustodaemon and
each creature that fails the save catch fire, taking 2d6 persistent fire damage.
- The breath weapon can’t be used again for 1d4 rounds.
+ The breath weapon can't be used again for 1d4 rounds.
name: Breath Weapon
traits:
- divine
@@ -7798,7 +7795,8 @@ monsters:
- frequency: at will
level: 4
name: dispel magic
- items: +1 striking composite longbow (50 arrows)
+ items:
+ - +1 striking composite longbow (50 arrows)
languages:
- Common
- Daemonic
@@ -7849,9 +7847,9 @@ monsters:
- disease
- action_cost: One Action
description: The leukodaemon coaxes a disease into full bloom. It chooses a target
- in its aura of pestilence that’s currently affected by a disease. That creature
+ in its aura of pestilence that's currently affected by a disease. That creature
must attempt a Fortitude save against the disease as if the interval for the
- disease’s current stage had passed.
+ disease's current stage had passed.
name: Quicken Pestilence
traits:
- divine
@@ -7988,7 +7986,7 @@ monsters:
perception: 28
proactive_abilities:
- action_cost: One Action
- description: '**Requirements** The astradaemon hasn’t used an action with the
+ description: '**Requirements** The astradaemon hasn''t used an action with the
attack trait yet this turn. **Effect** The astradaemon draws out and consumes
the soul of a living creature it has grabbed. The creature must succeed at a
DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10
@@ -8002,10 +8000,10 @@ monsters:
- incapacitation
- necromancy
- description: When an astradaemon hits with its claw, jaws, or tail, it drains
- the target’s spiritual and vital essences. The target takes 2d10 negative energy
+ the target's spiritual and vital essences. The target takes 2d10 negative energy
damage and the astradaemon regains an equal number of Hit Points. The target
must succeed at a DC 37 Fortitude save or become doomed 1 and drained 1. If
- the target was already drained or doomed, it instead increases both conditions’
+ the target was already drained or doomed, it instead increases both conditions'
value by 1, to a maximum of 4.
name: Essence Drain
traits:
@@ -8078,7 +8076,7 @@ monsters:
name: Deep Gnome Scout
perception: 7
proactive_abilities:
- - description: against the deep gnome scout’s attacks until the end of the turn.
+ - description: against the deep gnome scout's attacks until the end of the turn.
name: Hidden Movement
traits: null
ranged:
@@ -8429,7 +8427,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The succubus can take on the appearance of any Small or Medium humanoid.
- This doesn’t change their Speed or their attack and damage modifiers with their
+ This doesn't change their Speed or their attack and damage modifiers with their
Strikes, but it might change the damage type their Strikes deal (typically to
bludgeoning).
name: Change Shape
@@ -8463,14 +8461,14 @@ monsters:
a willing humanoid a profane gift. That creature gains a +1 status bonus to
attack rolls, skill checks, and saving throws. As long as the gift persists,
the succubus can communicate telepathically with the target at any distance,
- see through the creature’s senses, and target the creature with *suggestion*
+ see through the creature''s senses, and target the creature with *suggestion*
through the telepathic link. In addition, the creature uses an outcome one degree
- of success worse than it rolls on saving throws against the lust demon’s *suggestions*.
- A humanoid can’t have more than one profane gift at a time, and a succubus can’t
+ of success worse than it rolls on saving throws against the lust demon''s *suggestions*.
+ A humanoid can''t have more than one profane gift at a time, and a succubus can''t
grant more than one profane gift at a time. Removing the gift requires an *atone*
ritual. The succubus can remove the gift as a free action to give the recipient
a permanent stupefied 3 condition. A 4th-level *restoration* spell is required
- to reduce this stupefied condition by 1. A summoned succubus can’t grant a profane
+ to reduce this stupefied condition by 1. A summoned succubus can''t grant a profane
gift.'
name: Profane Gift
traits:
@@ -8584,7 +8582,7 @@ monsters:
save). For each additional vrock that joins the dance, the damage increases
by 1d12 and the save DC increases by 1 (to a maximum of four vrocks dealing
5d12 damage with a DC 31 save). The vrocks can continue dancing by using Dance
- of Ruin each round, for up to 3 rounds in total. The emanation’s size increases
+ of Ruin each round, for up to 3 rounds in total. The emanation's size increases
by 20 feet each round, and the damage increases by 1d12 per vrock each round.
name: Dance of Ruin
traits:
@@ -8601,7 +8599,7 @@ monsters:
after 10 rounds, and they wither away in 1d4 days if not shaved off before then.
The vines can be destroyed if the creature is affected by a good spell or if
*holy water* is applied to the vines (with an Interact action). Once the vrock
- uses Spore Cloud, the ability can’t be used for 1d6 rounds.
+ uses Spore Cloud, the ability can't be used for 1d6 rounds.
name: Spore Cloud
traits:
- disease
@@ -8610,7 +8608,7 @@ monsters:
description: '**Frequency** once per minute. **Effect** The vrock emits a shrill
screech. Each non-demon creature within a 30-foot burst must attempt a DC 28
Fortitude save. On a failure, the creature is stunned 2, and on a critical failure,
- it’s stunned 3.'
+ it''s stunned 3.'
name: Stunning Screech
traits:
- auditory
@@ -8669,8 +8667,8 @@ monsters:
a struggling weapon smith might wish for fame and skill at their craft, only to
find that their best patron is a cruel and sadistic murderer who uses the weapons
in bloody sprees. Or a lonely widower might have his desire granted in the form
- of a lost love returned to “life” as a vampire. Glabrezus are nothing if not creative
- in addressing a mortal’s needs.
+ of a lost love returned to "life" as a vampire. Glabrezus are nothing if not creative
+ in addressing a mortal's needs.
hp: 280
immunities: null
innate_spells:
@@ -8747,11 +8745,11 @@ monsters:
- action_cost: One Action
description: The glabrezu pulls the grabbed creature up to 5 feet closer, then
makes two claw Strikes against it. Those Strikes count as one attack when determining
- a treachery demon’s multiple attack penalty, and the penalty doesn’t increase
+ a treachery demon's multiple attack penalty, and the penalty doesn't increase
until after both Strikes.
name: Captive Rake
traits: null
- - description: When a reaction would disrupt a glabrezu’s spell, the demon can attempt
+ - description: When a reaction would disrupt a glabrezu's spell, the demon can attempt
a DC 15 flat check, avoiding the disruption on a success.
name: Steady Spellcasting
traits: null
@@ -8890,7 +8888,7 @@ monsters:
name: Shemhazian (Mutilation Demon)
perception: 30
proactive_abilities:
- - description: If the shemhazian’s jaws Strike damages a creature, the target is
+ - description: If the shemhazian's jaws Strike damages a creature, the target is
enfeebled 3. The target can attempt a DC 37 Fortitude save to reduce this to
enfeebled 1 (or be unaffected on a critical success).
name: Enfeebling Bite
@@ -8899,10 +8897,10 @@ monsters:
- necromancy
- action_cost: One Action
description: The shemhazian focuses their gaze on a non-evil creature they can
- see within 30 feet. If that creature isn’t already slowed by the shemhazian’s
- paralyzing gaze, it must attempt a save against the shemhazian’s paralyzing
+ see within 30 feet. If that creature isn't already slowed by the shemhazian's
+ paralyzing gaze, it must attempt a save against the shemhazian's paralyzing
gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save
- or be paralyzed for 1 round. A shemhazian can’t use this ability against the
+ or be paralyzed for 1 round. A shemhazian can't use this ability against the
same creature more than once per round.
name: Focused Gaze
traits:
@@ -8962,7 +8960,7 @@ monsters:
automatic_abilities: null
description: Mariliths are the generals of the Abyss, formed from the souls of proud
evil mortals, often warlords and despots. They appear as tall and powerfully built
- humans from the waist up with snake tails and six arms. Because of Lamashtu’s
+ humans from the waist up with snake tails and six arms. Because of Lamashtu's
prominence over other demonic deities, most pride demons encountered by mortals
take female form, but they can be of any gender.
hp: 380
@@ -9020,8 +9018,8 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The marilith makes up to six longsword Strikes, each against a different
- target. These attacks count toward the marilith’s multiple attack penalty, but
- the multiple attack penalty doesn’t increase until after all the attacks.
+ target. These attacks count toward the marilith's multiple attack penalty, but
+ the multiple attack penalty doesn't increase until after all the attacks.
name: Bladestorm
traits: null
- action_cost: Two Actions
@@ -9032,7 +9030,7 @@ monsters:
- action_cost: Two Actions
description: . Even on a failed attack, the marilith deals the damage from one
longsword to the target, though they still miss completely on a critical failure.
- This counts toward the marilith’s multiple attack penalty as a number of attacks
+ This counts toward the marilith's multiple attack penalty as a number of attacks
equal to the number of longswords the pride demon wields.
name: Focused Assault
traits:
@@ -9168,8 +9166,8 @@ monsters:
name: Dispelling Strike
traits: null
- description: Any weapon a balor wields becomes a *+3 major striking vorpal weapon*
- made of cold iron and silver while the demon holds it. A weapon that isn’t eligible
- for the vorpal rune doesn’t gain its effects. The balor can change its evil
+ made of cold iron and silver while the demon holds it. A weapon that isn't eligible
+ for the vorpal rune doesn't gain its effects. The balor can change its evil
damage to chaotic whenever it attacks. The demon can conjure a whip made of
flames with an Interact action. This whip gains the same benefits as other weapons
the balor wields.
@@ -9179,7 +9177,7 @@ monsters:
- evocation
- action_cost: Free Action
description: '**Trigger** The balor kills a living creature that is at least 15th
- level. **Effect** The balor drinks the triggering creature’s life force and
+ level. **Effect** The balor drinks the triggering creature''s life force and
regains 10d8+80 Hit Points.'
name: Lifedrinker
traits:
@@ -9187,9 +9185,9 @@ monsters:
- healing
- necromancy
- description: When a balor grabs a creature with a whip Strike, they can move the
- creature to any space in the whip’s reach. The balor can move without ending
- the grab as long as the creature remains within the whip’s reach, and the balor
- can move the creature to any other space in the whip’s reach with an Interact
+ creature to any space in the whip's reach. The balor can move without ending
+ the grab as long as the creature remains within the whip's reach, and the balor
+ can move the creature to any other space in the whip's reach with an Interact
action.
name: Whip Reposition
traits: null
@@ -9503,17 +9501,17 @@ monsters:
ac_special: null
automatic_abilities: null
description: These shapeless masses of quivering flesh are the least of devilkind.
- Pathetic creatures from Hell’s first layer, lemures roam alongside damned and
+ Pathetic creatures from Hell's first layer, lemures roam alongside damned and
suffering souls. Pit fiends can combine the essence of a mob of lemures to concentrate
their collective wickedness with a single form, granting it an infernal sentience
- and transforming it into a more powerful devil (see the pit fiend’s Devil Shaping
+ and transforming it into a more powerful devil (see the pit fiend's Devil Shaping
ability).
hp: 20
immunities:
- fire
- mental
innate_spells: null
- languages: ''
+ languages: null
level: 0
melee:
- action_cost: One Action
@@ -9574,7 +9572,7 @@ monsters:
description: Imps are infiltrators and corruptors who, despite their diminutive
stature, are more than capable of subtly influencing a weak-willed individual
into performing increasingly evil acts over time. An imp will often agree to serve
- a mortal and act docile and loyal in a long-term plot to eventually damn its master’s
+ a mortal and act docile and loyal in a long-term plot to eventually damn its master's
soul to Hell. Imps are born directly from Hell itself, rather than from mortal
souls, and thus they serve outside the usual diabolic hierarchy, granting them
leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps
@@ -9707,11 +9705,11 @@ monsters:
automatic_abilities: null
description: Barbazus, known also as bearded devils or infantry devils, are murderous
fiends who satiate their lust for annihilation by serving as the foot soldiers
- of Hell’s armies, often leading hordes of lesser devils such as imps and lemures
+ of Hell's armies, often leading hordes of lesser devils such as imps and lemures
into battle. Bearded devils wield serrated glaives to inflict jagged gashes that
resist healing magic, resulting in tremendous blood loss. When enemies come too
close, bearded devils strike with the spines of their wriggling beards to deliver
- a wretched contagion called Avernal fever, savoring the sight of their victim’s
+ a wretched contagion called Avernal fever, savoring the sight of their victim's
strength being slowly devoured from within.
hp: 60
immunities:
@@ -9765,7 +9763,7 @@ monsters:
name: Avernal Fever
traits:
- disease
- - description: A bearded devil’s glaive Strike also deals 1d6 persistent bleed damage
+ - description: A bearded devil's glaive Strike also deals 1d6 persistent bleed damage
that resists attempts to heal it. The flat check to stop the bleeding starts
at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully
assists with the recovery. The DC to Administer First Aid to a creature with
@@ -9778,13 +9776,13 @@ monsters:
- necromancy
- action_cost: Free Action
description: The devil moves the creature 5 feet in any direction. The destination
- square must be within reach of the devil’s glaive. This movement doesn’t trigger
+ square must be within reach of the devil's glaive. This movement doesn't trigger
reactions.
name: Reposition
traits: null
- action_cost: One Action
description: The barbazu makes a beard Strike. This Strike ignores their multiple
- attack penalty and doesn’t count toward that penalty.
+ attack penalty and doesn't count toward that penalty.
name: Wriggling Beard
traits: null
ranged: null
@@ -9830,14 +9828,14 @@ monsters:
ac: 27
ac_special: null
automatic_abilities: null
- description: Erinyes exact vengeance and bloody justice for a creature’s crimes,
+ description: Erinyes exact vengeance and bloody justice for a creature's crimes,
torturing and punishing their victims in ironic fashion before allowing them the
escape of death. While an erinys appears as a fallen angel and the first erinyes
shared that origin, erinyes now originate in myriad ways, some promoted from lesser
devils and others shaped from lemures themselves forged from the souls of torturers
- and persecutors. The erinyes’ origin is entwined with Eiseth, herself a fallen
- angel and one of Hell’s most powerful demigods. The first erinyes were all considered
- to be Eiseth’s metaphorical daughters, but erinyes formed since that time are
+ and persecutors. The erinyes' origin is entwined with Eiseth, herself a fallen
+ angel and one of Hell's most powerful demigods. The first erinyes were all considered
+ to be Eiseth's metaphorical daughters, but erinyes formed since that time are
no longer limited to a single gender.
hp: 120
immunities:
@@ -9895,7 +9893,7 @@ monsters:
This counts as one attack for the purpose of the erinys's multiple attack penalty.
name: Furious Fusillade
traits: null
- - description: that animates in their hands. When a creature is hit by the erinys’s
+ - description: that animates in their hands. When a creature is hit by the erinys's
rope, a segment of the rope tears loose and wraps itself around the creature,
imposing a 10–foot circumstance penalty to Speed. The piece that tears off is
10 feet long for a Medium or smaller creature, and doubles in length for each
@@ -10066,8 +10064,8 @@ monsters:
mortal. This contract can grant a wide range of abilities and effects, akin
to the power of a *wish* spell but fulfilled to the letter by the contract devil.
To receive any of those benefits, the mortal must willingly sign its true name
- to the contract. At that point, the mortal’s soul is bound to the contract devil
- and Hell. While the contract is in effect, the victim can’t be restored to life
+ to the contract. At that point, the mortal's soul is bound to the contract devil
+ and Hell. While the contract is in effect, the victim can't be restored to life
except by *wish* or similar magic. If the mortal is restored to life by those
means, the contract devil knows which mortal came to life and can locate the
creature or creatures who restored the mortal to life for 1 year, gaining the
@@ -10082,7 +10080,7 @@ monsters:
contract. The target automatically critically fails its save.
name: Infernal Investment
traits: null
- - description: A contract devil’s Strikes also deal 3d6 persistent bleed damage
+ - description: A contract devil's Strikes also deal 3d6 persistent bleed damage
that resist attempts to heal it. The flat check to stop the bleeding starts
at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully
assists with the recovery. The DC to Administer First Aid to a creature with
@@ -10138,8 +10136,8 @@ monsters:
ac: 34
ac_special: null
automatic_abilities: null
- description: Insectile ice devils are strategists and masterminds in Hell’s armies,
- using their superior intellect to strike against their enemies and spread Hell’s
+ description: Insectile ice devils are strategists and masterminds in Hell's armies,
+ using their superior intellect to strike against their enemies and spread Hell's
influence throughout the planes. An ice devil rarely breaks their solitary contemplation
of strategy save to pursue a plan they have devised. They can be enticed otherwise
only by an exchange of services to be determined at a later time, adding to the
@@ -10147,7 +10145,7 @@ monsters:
skill might amuse an ice devil enough for the gelugon to agree to a contest of
strategy, typically a strategic board game like chess, to decide a dispute. In
the unlikely event the devil loses such a contest, they inevitably go to great
- lengths to later obtain that mortal’s services for their own infernal ends.
+ lengths to later obtain that mortal's services for their own infernal ends.
hp: 215
immunities:
- cold
@@ -10204,7 +10202,7 @@ monsters:
perception: 26
proactive_abilities:
- description: The ice devil channels the extreme cold of its body through its appendages
- and weapons. A creature hit by an ice devil’s weapon or unarmed attack in melee
+ and weapons. A creature hit by an ice devil's weapon or unarmed attack in melee
must attempt a DC 32 Fortitude save or be slowed 1 for 1d4 rounds. A weapon
used by an ice devil gains the effects of a frost rune while the gelugon holds
it, and the ice devil can throw any such weapon with a 20-foot range increment,
@@ -10215,7 +10213,7 @@ monsters:
- divine
- evocation
- action_cost: One Action
- description: An ice devil’s logical mind devises genius tactics from its perfect
+ description: An ice devil's logical mind devises genius tactics from its perfect
memory. It can telepathically send a tactical repositioning to its allies, allowing
all commanded or allied evil creatures in the range of its telepathy to immediately
Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding
@@ -10282,17 +10280,17 @@ monsters:
ac_special: null
automatic_abilities: null
description: When an army of devils invades to bathe a region in bloodshed and hellfire,
- it is likely that one of Hell’s most powerful and diabolical generals, the pit
+ it is likely that one of Hell's most powerful and diabolical generals, the pit
fiend, masterminded the incursion. Cunning, powerful, and ruthless, pit fiends
often serve the archdevils directly. They rule infernal duchies, subjugate mortal
worlds, and usurp infernal rivals using unparalleled despotism and calculated
ferocity. To realize their tyrannical machinations, pit fiends claim mortal souls
that they corrupt into lemure servants, which can then be shaped and transformed
- through infernal manipulation into the terrifying devils that form Hell’s formidable
+ through infernal manipulation into the terrifying devils that form Hell's formidable
legions. They often select the most wicked and vicious lemures for their armies,
- drawing upon these lesser devils’ depravity during powerful magical ceremonies
+ drawing upon these lesser devils' depravity during powerful magical ceremonies
to create hideous and terrifying abominations that can cow and eviscerate the
- pit fiend’s enemies.
+ pit fiend's enemies.
hp: 335
immunities:
- fire
@@ -10389,14 +10387,14 @@ monsters:
name: Constrict
traits: null
- description: The pit fiend reshapes a large number of lemures within a 600-foot
- radius into more powerful devils to swell Hell’s legions. The pit fiend must
+ radius into more powerful devils to swell Hell's legions. The pit fiend must
have available the number of lemures listed on the table in the sidebar. The
pit fiend can shape 100 lemures per day, to a maximum of 1,100 lemures in 11
days. Devils created in this way are in thrall to the pit fiend and follow its
orders, with the exception of created pit fiends or other devils of similar
power, which are always independent. As a result, few pit fiends choose to create
peers. At the end of the Devil Shaping activity, the pit fiend attempts an incredibly
- hard Religion check of the desired devil’s level, with results as follows. **Critical
+ hard Religion check of the desired devil's level, with results as follows. **Critical
Success** The pit fiend shapes two devils from the massed lemures instead of
one. **Success** The pit fiend shapes a devil of the desired type and level.
**Failure** The devil shaped from the lemures is 2 levels lower than the intended
@@ -10477,10 +10475,10 @@ monsters:
ac_special: null
automatic_abilities: null
description: Dezullons are dangerous carnivorous pitcher plants that dwell in forested
- regions with thick canopies. They hunt for meat along the forest’s understory
+ regions with thick canopies. They hunt for meat along the forest's understory
when not sunning themselves in the boughs above. Dezullons are smart enough to
notice that some creatures are attracted by shiny things, and sometimes use such
- objects to set up ambushes. To assume that the dezullon’s ambulations are slow
+ objects to set up ambushes. To assume that the dezullon's ambulations are slow
simply because the creature has a root structure is a foolish mistake; many an
adventurer has been crushed to death by this surprisingly agile plant. In addition,
these dangerous plants are expert climbers, making their pursuit even more difficult
@@ -10488,7 +10486,7 @@ monsters:
hp: 130
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 10
melee:
- action_cost: One Action
@@ -10665,7 +10663,7 @@ monsters:
automatic_abilities: null
description: A smaller cousin of the deinonychus, the velociraptor is a swift, cunning
pack hunter. It has no fear of larger creatures, and a group of these dinosaurs
- won’t hesitate to attack creatures the size of a horse. Velociraptors are social
+ won't hesitate to attack creatures the size of a horse. Velociraptors are social
animals, and tend to live in groups of up to a dozen other velociraptors. They
have manes of feathery plumage that extend down their backs and along the sides
of their arms, legs, and tail, while their underbellies and flanks are scaly.
@@ -10677,7 +10675,7 @@ monsters:
hp: 20
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -10751,14 +10749,14 @@ monsters:
description: Deinonychuses are wily hunters that attack in groups of up to a dozen
individuals, ripping apart their prey with sharp talons and powerful jaws. They
are lean and muscular, and have two powerful legs and a long tail that helps them
- maintain balance. Although deinonychuses don’t use their dexterous clawed forelimbs
+ maintain balance. Although deinonychuses don't use their dexterous clawed forelimbs
to attack, the dinosaurs can use them to pull aside small barriers. Although some
of these dinosaurs have scaly skin, most have thatches of vibrantly colored feathers
as well. A deinonychus is about 6 feet tall and weighs about 150 pounds.
hp: 30
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -10826,12 +10824,12 @@ monsters:
ac_special: null
automatic_abilities: null
description: Squat, heavily armored quadrupeds, ankylosauruses are stubborn and
- irascible. Although they’re herbivores, they have been known to attack other creatures
+ irascible. Although they're herbivores, they have been known to attack other creatures
that trespass within territory simply out of ill temper.
hp: 90
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 6
melee:
- action_cost: One Action
@@ -10907,7 +10905,7 @@ monsters:
hp: 125
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 7
melee:
- action_cost: One Action
@@ -10977,12 +10975,12 @@ monsters:
and obstinate, triceratopses are unlikely to back down from a fight unless they
are hopelessly outmatched, and the creatures are known to fight to the death for
no apparent reason beyond stubbornness. Triceratopses often serve as mounts for
- lizardfolk, orcs, and giants, who ride comfortably behind the dinosaurs’ protective
+ lizardfolk, orcs, and giants, who ride comfortably behind the dinosaurs' protective
bone frills. A triceratops is 30 feet long and weighs as much as 10 tons.
hp: 140
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 8
melee:
- action_cost: One Action
@@ -11061,7 +11059,7 @@ monsters:
hp: 220
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 10
melee:
- action_cost: One Action
@@ -11140,7 +11138,7 @@ monsters:
hp: 180
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 10
melee:
- action_cost: One Action
@@ -11234,7 +11232,7 @@ monsters:
hp: 8
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -11247,7 +11245,7 @@ monsters:
name: Guard Dog
perception: 6
proactive_abilities:
- - description: of at least two of the dog’s allies.
+ - description: of at least two of the dog's allies.
name: Pack Attack
traits: null
ranged: null
@@ -11297,7 +11295,7 @@ monsters:
hp: 20
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -11310,7 +11308,7 @@ monsters:
name: Riding Dog
perception: 7
proactive_abilities:
- - description: of at least two of the dog’s allies.
+ - description: of at least two of the dog's allies.
name: Pack Attack
traits: null
ranged: null
@@ -11375,8 +11373,8 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The doppelganger takes on the specific appearance of any Small or
- Medium humanoid who it has seen and whose appearance it remembers. This doesn’t
- change the doppelganger’s Speed or its attack and damage bonuses with its Strikes
+ Medium humanoid who it has seen and whose appearance it remembers. This doesn't
+ change the doppelganger's Speed or its attack and damage bonuses with its Strikes
but might change the damage type its Strikes deal (typically to bludgeoning).
name: Change Shape
traits:
@@ -11477,7 +11475,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The dragon breathes a spray of acid that deals 8d6 acid damage in
- a 60-foot line (DC 25 basic Reflex save). It can’t use Breath Weapon again for
+ a 60-foot line (DC 25 basic Reflex save). It can't use Breath Weapon again for
1d4 rounds.
name: Breath Weapon
traits:
@@ -11537,7 +11535,20 @@ monsters:
wis_mod: 3
ac: 31
ac_special: null
- automatic_abilities: null
+ automatic_abilities:
+ - name: Frightful Presence
+ description: 90 feet, DC 28
+ traits:
+ - aura
+ - emotion
+ - fear
+ - mental
+ - name: Tail Lash
+ action_cost: Reaction
+ trigger: A creature within reach of the dragon's tail takes an action to Strike or
+ attempt a skill check
+ effect: The dragon Strikes with its tail at the triggering creature at a –2 penalty.
+ If it hits, the creature takes a –2 circumstance penalty to the triggering roll.
description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
terrorize their domains with intense fervor. Gleefully sadistic, they rule their
fetid principalities from a deep cave or otherwise isolated part of the swamp
@@ -11545,12 +11556,63 @@ monsters:
is as acidic as their breath weapons, and they rarely tolerate even other dragons
of their kind—except perhaps to mate or temporarily collaborate to take down a
mutual enemy.
+
+ Black dragons are amphibious—although they breathe air, their gills also allow them
+ to breathe water. Their frills and fins make them accomplished swimmers, well suited
+ to their wetland environments and submerged lairs. They're immune to the fetid water
+ that comes as a result of their magical ability to corrupt water.
+
+ Black dragon lairs are as foul as their souls. The floors are littered with rotting
+ meat, and plundered treasures line the muck and slime of their dank caves amid
+ twisted roots and creepers. Such places are often crawling with pests, snakes, and
+ slimes. Though they claim natural caverns when they can, they make do with areas of
+ dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily
+ consist of gems and expensive glass work, as valuables of softer substance can't
+ survive the dragon's acidic presence.
hp: 215
immunities:
- acid
- paralyzed
- sleep
- innate_spells: []
+ innate_spells:
+ - level: 5
+ name: black tentacles
+ - level: 5
+ name: mariner's curse
+ - level: 4
+ name: clairvoyance
+ - level: 4
+ name: dimension door
+ - level: 4
+ name: suggestion
+ - level: 3
+ name: paralyze
+ - level: 3
+ name: slow
+ - level: 3
+ name: stinking cloud
+ - level: 2
+ name: blur
+ - level: 2
+ name: glitterdust
+ - level: 2
+ name: invisibility
+ - level: 1
+ name: alarm
+ - level: 1
+ name: ray of enfeeblement
+ - level: 1
+ name: true strike
+ - level: 0
+ name: dancing lights
+ - level: 0
+ name: detect magic
+ - level: 0
+ name: prestidigitation
+ - level: 0
+ name: read aura
+ - level: 0
+ name: tanglefoot
languages:
- Common
- Draconic
@@ -11601,18 +11663,19 @@ monsters:
description: The dragon breathes a spray of acid that deals 12d6 acid damage in
an 80-foot line (DC 30 basic Reflex save). It can't use Breath Weapon again
for 1d4 rounds.
- name: 'Breath Weapon '
+ name: Breath Weapon
traits:
- acid
- arcane
- evocation
- action_cost: One Action
- description: '**Frequency** Once per day; **Effect** The dragon permanently befouls
- 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable
- to support water-breathing life. This destroys liquid magic or alchemical items
- if they''re of a lower level than the dragon (a creature can attempt a DC 28
- Will save to protect liquids in its possession). This doesn''t affect liquids
- in a creature''s body.'
+ description: null
+ frequency: Once per day
+ effect: The dragon permanently befouls 10 cubic feet of liquid within 90 feet.
+ The liquid becomes undrinkable and unable to support water-breathing life.
+ This destroys liquid magic or alchemical items if they're of a lower level than
+ the dragon (a creature can attempt a DC 28 Will save to protect liquids in its
+ possession). This doesn't affect liquids in a creature's body.
name: Corrupt Water
traits:
- arcane
@@ -11636,7 +11699,8 @@ monsters:
saves_special:
fort: null
ref: null
- will: +1 status to all saves vs. magic
+ will: null
+ misc: +1 status to all saves vs. magic
senses:
- darkvision
- scent (imprecise) 60 feet
@@ -11648,14 +11712,14 @@ monsters:
Intimidation: 20
Stealth: 20
speed:
- - amount: 40
+ - amount: 50
type: Land
- - amount: 100
+ - amount: 120
type: Fly
- - amount: 40
+ - amount: 50
type: Swim
- spell_attack_to_hit: null
- spell_dc: null
+ spell_attack_to_hit: 24
+ spell_dc: 30
traits:
- CE
- Large
@@ -11820,7 +11884,7 @@ monsters:
dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons
often lair near or within cities and set out to bend the population to their will
and gather hordes of servants. These dragons love spinning webs of conspiracy.
- A blue dragon’s lackeys typically don’t even realize that they serve a dragon,
+ A blue dragon's lackeys typically don't even realize that they serve a dragon,
but instead think the protection money, tariffs, or taxes they are amassing is
treasure for a cruel but legitimate master. In some ways, blue dragons even see
their servants as a living hoard and value them like treasure. These dragons have
@@ -11877,7 +11941,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The dragon breathes lightning that deals 5d12 electricity damage
- in an 80-foot line (DC 28 basic Reflex save). It can’t use Breath Weapon again
+ in an 80-foot line (DC 28 basic Reflex save). It can't use Breath Weapon again
for 1d4 rounds.
name: Breath Weapon
traits:
@@ -11886,9 +11950,9 @@ monsters:
- evocation
- description: When casting *create water*, the dragon can attempt to destroy liquid
instead of creating it, turning an equal amount of liquid into sand. This destroys
- liquid magic or alchemical items if they’re of a lower level than the dragon
+ liquid magic or alchemical items if they're of a lower level than the dragon
(a creature can attempt a DC 26 Will save to protect all liquids in its possession).
- This doesn’t affect the liquids in a creature’s body.
+ This doesn't affect the liquids in a creature's body.
name: Desert Thirst
traits:
- arcane
@@ -11956,7 +12020,7 @@ monsters:
dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons
often lair near or within cities and set out to bend the population to their will
and gather hordes of servants. These dragons love spinning webs of conspiracy.
- A blue dragon’s lackeys typically don’t even realize that they serve a dragon,
+ A blue dragon's lackeys typically don't even realize that they serve a dragon,
but instead think the protection money, tariffs, or taxes they are amassing is
treasure for a cruel but legitimate master. In some ways, blue dragons even see
their servants as a living hoard and value them like treasure. These dragons have
@@ -12107,7 +12171,7 @@ monsters:
dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons
often lair near or within cities and set out to bend the population to their will
and gather hordes of servants. These dragons love spinning webs of conspiracy.
- A blue dragon’s lackeys typically don’t even realize that they serve a dragon,
+ A blue dragon's lackeys typically don't even realize that they serve a dragon,
but instead think the protection money, tariffs, or taxes they are amassing is
treasure for a cruel but legitimate master. In some ways, blue dragons even see
their servants as a living hoard and value them like treasure. These dragons have
@@ -12282,7 +12346,7 @@ monsters:
description: Green dragons are the most contemplative of the chromatic dragons as
well as the most approachable. The key to understanding green dragons is to understand
their obsession with knowledge and self-discipline. Any careful approach that
- takes advantage of a green dragon’s fixations may end in a diplomatic outcome,
+ takes advantage of a green dragon's fixations may end in a diplomatic outcome,
but any misstep or slight can provoke a savage attack. Like most chromatic dragons,
green dragons do not suffer fools—and the threshold for what they consider foolish
is very low.
@@ -12337,7 +12401,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The dragon breathes a toxic cloud that deals 9d6 poison damage in
- a 40-foot cone (DC 25 basic Fortitude save). It can’t use Breath Weapon again
+ a 40-foot cone (DC 25 basic Fortitude save). It can't use Breath Weapon again
for 1d4 rounds.
name: Breath Weapon
traits:
@@ -12408,7 +12472,7 @@ monsters:
description: Green dragons are the most contemplative of the chromatic dragons as
well as the most approachable. The key to understanding green dragons is to understand
their obsession with knowledge and self-discipline. Any careful approach that
- takes advantage of a green dragon’s fixations may end in a diplomatic outcome,
+ takes advantage of a green dragon's fixations may end in a diplomatic outcome,
but any misstep or slight can provoke a savage attack. Like most chromatic dragons,
green dragons do not suffer fools—and the threshold for what they consider foolish
is very low.
@@ -12547,14 +12611,14 @@ monsters:
ac: 41
ac_special: null
automatic_abilities:
- - description: The dragon can Hide in natural environments even if it doesn’t have
+ - description: The dragon can Hide in natural environments even if it doesn't have
cover.
name: Camouflage
traits: null
description: Green dragons are the most contemplative of the chromatic dragons as
well as the most approachable. The key to understanding green dragons is to understand
their obsession with knowledge and self-discipline. Any careful approach that
- takes advantage of a green dragon’s fixations may end in a diplomatic outcome,
+ takes advantage of a green dragon's fixations may end in a diplomatic outcome,
but any misstep or slight can provoke a savage attack. Like most chromatic dragons,
green dragons do not suffer fools—and the threshold for what they consider foolish
is very low.
@@ -12701,7 +12765,7 @@ monsters:
ac: 30
ac_special: null
automatic_abilities:
- - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed
+ - description: Smoke doesn't impair a red dragon's vision; it ignores the concealed
condition from smoke.
name: Smoke Vision
traits: null
@@ -12760,7 +12824,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The dragon breathes a blast of flame that deals 11d6 fire damage
- in a 40-foot cone (DC 30 basic Reflex save). It can’t use Breath Weapon again
+ in a 40-foot cone (DC 30 basic Reflex save). It can't use Breath Weapon again
for 1d4 rounds.
name: Breath Weapon
traits:
@@ -12820,7 +12884,7 @@ monsters:
ac: 37
ac_special: null
automatic_abilities:
- - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed
+ - description: Smoke doesn't impair a red dragon's vision; it ignores the concealed
condition from smoke.
name: Smoke Vision
traits: null
@@ -12948,7 +13012,7 @@ monsters:
ac: 45
ac_special: null
automatic_abilities:
- - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed
+ - description: Smoke doesn't impair a red dragon's vision; it ignores the concealed
condition from smoke.
name: Smoke Vision
traits: null
@@ -13022,7 +13086,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The dragon breathes a blast of flame that deals 20d6 fire damage
- in a 60-foot cone (DC 42 basic Reflex save). It can’t use Breath Weapon again
+ in a 60-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again
for 1d4 rounds.
name: Breath Weapon
traits:
@@ -13095,7 +13159,7 @@ monsters:
ac: 23
ac_special: null
automatic_abilities:
- - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment
+ - description: Snow doesn't impair a white dragon's vision; it ignores concealment
from snowfall.
name: Snow Vision
traits: null
@@ -13103,11 +13167,11 @@ monsters:
white dragons are brutish, predatory, and chiefly motivated by self-preservation.
Nearly all other dragons look down on white dragons as hopelessly hotheaded and
dull, though this does not make them any less dangerous—in fact, it may mean the
- opposite. It’s nearly impossible to treat with white dragons, not because they
- lack the capacity to do so, but because they just don’t care to. They are as difficult
+ opposite. It's nearly impossible to treat with white dragons, not because they
+ lack the capacity to do so, but because they just don't care to. They are as difficult
to deal with as they are quick to anger, and they become incensed at almost anything.
When a white dragon does speak, it spews threats, inane jokes, and incoherent
- babbling as a prelude to attacking—and when the attack comes, it’s bloody and
+ babbling as a prelude to attacking—and when the attack comes, it's bloody and
relentless.
hp: 115
immunities:
@@ -13149,7 +13213,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The dragon breathes a cloud of frost that deals 7d6 cold damage in
- a 30-foot cone (DC 24 basic Reflex save). It can’t use Breath Weapon again for
+ a 30-foot cone (DC 24 basic Reflex save). It can't use Breath Weapon again for
1d4 rounds.
name: Breath Weapon
traits:
@@ -13165,7 +13229,7 @@ monsters:
name: Draconic Momentum
traits: null
- action_cost: One Action
- description: The dragon slams into the ground. It can do this if it’s on the ground
+ description: The dragon slams into the ground. It can do this if it's on the ground
or Flying within 10 feet of the ground. Each creature on the ground within 10
feet must succeed at a DC 24 Reflex save or fall prone and take 2d6 bludgeoning
damage. The dragon can then Step.
@@ -13173,7 +13237,7 @@ monsters:
traits: null
- description: A white dragon can climb on ice as though it had the listed climb
Speed. It ignores difficult terrain and greater difficult terrain from ice and
- snow and doesn’t risk falling when crossing ice.
+ snow and doesn't risk falling when crossing ice.
name: Ice Climb
traits: null
- action_cost: Two Actions
@@ -13231,7 +13295,7 @@ monsters:
ac: 29
ac_special: null
automatic_abilities:
- - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment
+ - description: Snow doesn't impair a white dragon's vision; it ignores concealment
from snowfall.
name: Snow Vision
traits: null
@@ -13239,11 +13303,11 @@ monsters:
white dragons are brutish, predatory, and chiefly motivated by self-preservation.
Nearly all other dragons look down on white dragons as hopelessly hotheaded and
dull, though this does not make them any less dangerous—in fact, it may mean the
- opposite. It’s nearly impossible to treat with white dragons, not because they
- lack the capacity to do so, but because they just don’t care to. They are as difficult
+ opposite. It's nearly impossible to treat with white dragons, not because they
+ lack the capacity to do so, but because they just don't care to. They are as difficult
to deal with as they are quick to anger, and they become incensed at almost anything.
When a white dragon does speak, it spews threats, inane jokes, and incoherent
- babbling as a prelude to attacking—and when the attack comes, it’s bloody and
+ babbling as a prelude to attacking—and when the attack comes, it's bloody and
relentless.
hp: 215
immunities:
@@ -13374,7 +13438,7 @@ monsters:
ac: 36
ac_special: null
automatic_abilities:
- - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment
+ - description: Snow doesn't impair a white dragon's vision; it ignores concealment
from snowfall.
name: Snow Vision
traits: null
@@ -13382,11 +13446,11 @@ monsters:
white dragons are brutish, predatory, and chiefly motivated by self-preservation.
Nearly all other dragons look down on white dragons as hopelessly hotheaded and
dull, though this does not make them any less dangerous—in fact, it may mean the
- opposite. It’s nearly impossible to treat with white dragons, not because they
- lack the capacity to do so, but because they just don’t care to. They are as difficult
+ opposite. It's nearly impossible to treat with white dragons, not because they
+ lack the capacity to do so, but because they just don't care to. They are as difficult
to deal with as they are quick to anger, and they become incensed at almost anything.
When a white dragon does speak, it spews threats, inane jokes, and incoherent
- babbling as a prelude to attacking—and when the attack comes, it’s bloody and
+ babbling as a prelude to attacking—and when the attack comes, it's bloody and
relentless.
hp: 330
immunities:
@@ -13578,7 +13642,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The brass dragon breathes fire in a 60-foot line that deals 8d6 fire
- damage (DC 26 basic Reflex save). The dragon can’t use Breath Weapon again for
+ damage (DC 26 basic Reflex save). The dragon can't use Breath Weapon again for
1d4 rounds.
name: Breath Weapon
traits:
@@ -14306,7 +14370,7 @@ monsters:
description: Capricious and always eager to share a good laugh, copper dragons are
among the wiliest of the metallic dragons, but this by no means interferes with
their mission to spread freedom in oppressive lands. Copper dragons are hedonists
- who are quick to indulge in simple pleasures, but they’re also sympathetic to
+ who are quick to indulge in simple pleasures, but they're also sympathetic to
other creatures, slow to pass judgment, and careful to always examine a situation
from as many perspectives as possible. This philosophy has its drawbacks, however,
as copper dragons are susceptible to negative influences and prone to forgiving
@@ -14364,7 +14428,7 @@ monsters:
- acid
- arcane
- evocation
- - description: The dragon’s climb speed functions only when climbing stone surfaces.
+ - description: The dragon's climb speed functions only when climbing stone surfaces.
name: Climb Stone
traits: null
- action_cost: Two Actions
@@ -14424,7 +14488,7 @@ monsters:
description: Capricious and always eager to share a good laugh, copper dragons are
among the wiliest of the metallic dragons, but this by no means interferes with
their mission to spread freedom in oppressive lands. Copper dragons are hedonists
- who are quick to indulge in simple pleasures, but they’re also sympathetic to
+ who are quick to indulge in simple pleasures, but they're also sympathetic to
other creatures, slow to pass judgment, and careful to always examine a situation
from as many perspectives as possible. This philosophy has its drawbacks, however,
as copper dragons are susceptible to negative influences and prone to forgiving
@@ -14552,7 +14616,7 @@ monsters:
description: Capricious and always eager to share a good laugh, copper dragons are
among the wiliest of the metallic dragons, but this by no means interferes with
their mission to spread freedom in oppressive lands. Copper dragons are hedonists
- who are quick to indulge in simple pleasures, but they’re also sympathetic to
+ who are quick to indulge in simple pleasures, but they're also sympathetic to
other creatures, slow to pass judgment, and careful to always examine a situation
from as many perspectives as possible. This philosophy has its drawbacks, however,
as copper dragons are susceptible to negative influences and prone to forgiving
@@ -15534,7 +15598,7 @@ monsters:
description: The dragon turtle breathes a massive blast of steam that deals 10d6
fire damage to creatures within a 50-foot *cone* (DC 27 basic Reflex save).
This steam blast affects creatures within the water, as well as outside. The
- dragon turtle can’t use its Breath Weapon again for 1d4 rounds or until it takes
+ dragon turtle can't use its Breath Weapon again for 1d4 rounds or until it takes
a critical hit (whichever comes first).
name: Breath Weapon
traits:
@@ -15544,7 +15608,7 @@ monsters:
- action_cost: One Action
description: The dragon turtle tries to capsize an adjacent aquatic vessel of
its size or smaller. The dragon turtle must succeed at an *Athletics* check
- with a DC of 30 or the pilot’s *Sailing Lore* DC, whichever is higher.
+ with a DC of 30 or the pilot's *Sailing Lore* DC, whichever is higher.
name: Capsize
traits:
- attack
@@ -15604,7 +15668,7 @@ monsters:
of the largest Darklands caverns, propelled by bladders that spray air and spores.
A voracious but slow-moving hunter, the drakauthix prefers to ambush meaty creatures
from above, using its hooked appendages to pull its victims upward to feed. The
- drakauthix’s digestive process is entirely external—it clings to victims, and
+ drakauthix's digestive process is entirely external—it clings to victims, and
its spore-laden surface slowly feeds on and grows through the flesh before the
spore-infested carcass is discarded. As the infested body strikes the ground below,
it bursts and releases a cloud of spores, unleashing a host of young called sporelings
@@ -15612,7 +15676,7 @@ monsters:
hp: 190
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 9
melee:
- action_cost: One Action
@@ -15680,7 +15744,7 @@ monsters:
give them an appearance reminiscent of river sh, they are actually distant relatives
of the black dragon. While smaller than most drakes, river drakes are more than
capable of plaguing river travelers and are equally at home above and below the
- water’s surface. This flexibility allows them to catch a wide variety of prey,
+ water's surface. This flexibility allows them to catch a wide variety of prey,
from fish and boggards to deer and the occasional ferry passenger.
hp: 45
immunities:
@@ -15714,7 +15778,7 @@ monsters:
feet that explodes in a 10-foot *burst*. Creatures within the burst take 4d6
acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6
*persistent* acid damage and take a –5-foot status penalty to their Speed. This
- Speed reduction ends with the persistent acid damage. The river drake can’t
+ Speed reduction ends with the persistent acid damage. The river drake can't
use Caustic Mucus again for 1d6 rounds.
name: Caustic Mucus
traits:
@@ -15779,13 +15843,13 @@ monsters:
ac: 22
ac_special: null
automatic_abilities:
- - description: Smoke doesn’t impair a flame drake’s vision; it ignores concealment
+ - description: Smoke doesn't impair a flame drake's vision; it ignores concealment
from smoke.
name: Smoke Vision
traits: null
description: The distant kin of red dragons, flame drakes thankfully lack the intelligence
and ambition of their larger cousins, but are no less territorial or violent.
- Flame drakes dwell near volcanoes and magma, but it’s not unheard of for one to
+ Flame drakes dwell near volcanoes and magma, but it's not unheard of for one to
drift into nearby areas like forests or wooded hills. Their scales are usually
some shade of red, occasionally fading to smoky blacks and grays along the edges
of their wings and the tips of their tails.
@@ -15825,7 +15889,7 @@ monsters:
- action_cost: Two Actions
description: The flame drake expels a ball of flame to a range of 180 feet that
explodes in a 20-foot *burst*. Creatures in the burst take 6d6 fire damage (DC
- 22 basic Reflex save). The flame drake can’t use Fireball Breath again for 1d6
+ 22 basic Reflex save). The flame drake can't use Fireball Breath again for 1d6
rounds.
name: Fireball Breath
traits:
@@ -15927,8 +15991,8 @@ monsters:
name: Jungle Drake Venom
traits:
- poison
- - description: As Grab, but the jungle drake’s Grab does not end if it moves away.
- Instead, it carries the grabbed creature with it. A jungle drake can’t Fly while
+ - description: As Grab, but the jungle drake's Grab does not end if it moves away.
+ Instead, it carries the grabbed creature with it. A jungle drake can't Fly while
grabbing a creature unless that creature can also Fly.
name: Predatory Grab
traits: null
@@ -15942,7 +16006,7 @@ monsters:
description: A jungle drake can spit a sticky glob of its venom to a range of
50 feet that explodes in a 10-foot *burst*. Those in the burst must succeed
at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake
- can’t use Spit Venom again for 1d6 rounds.
+ can't use Spit Venom again for 1d6 rounds.
name: Spit Venom
traits:
- poison
@@ -15991,7 +16055,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: A wyvern is a venomous drake with a well-earned reputation for impatience
- and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern’s
+ and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern's
resilient body allows it to crash talons-first into large prey without serious
risk to itself. A wyvern uses its momentum to stun its target before injecting
it with searing venom or carrying it over the side of a nearby cliff. Because
@@ -16094,10 +16158,8 @@ monsters:
ac: 25
ac_special: null
automatic_abilities:
- - description: 'Snow doesn’t impair a frost drake’s vision; it ignores concealment
- from
-
- snowfall.'
+ - description: 'Snow doesn''t impair a frost drake''s vision; it ignores concealment
+ from snowfall.'
name: Snow Vision
traits: null
description: Frost drakes pose an immense danger in the frozen reaches they call
@@ -16150,13 +16212,13 @@ monsters:
into a 20-foot *burst* cloud of freezing mist. Those in the burst take 8d6 cold
damage (DC 25 basic Reflex save). The mist cakes all surfaces in the area with
a sheet of slippery ice that turns the area into *difficult terrain* for 2d4
- rounds. It can’t use Freezing Mist Breath again for 1d6 rounds.
+ rounds. It can't use Freezing Mist Breath again for 1d6 rounds.
name: Freezing Mist Breath
traits:
- arcane
- cold
- evocation
- - description: from ice and snow and doesn’t risk falling when crossing ice.
+ - description: from ice and snow and doesn't risk falling when crossing ice.
name: Ice Climb
traits: null
- action_cost: One Action
@@ -16209,11 +16271,11 @@ monsters:
ac: 27
ac_special: null
automatic_abilities: null
- description: Distant cousins of blue dragons that lack their relatives’ magical
+ description: Distant cousins of blue dragons that lack their relatives' magical
talents and intelligence, these desert-dwelling drakes are nonetheless dangerous
ambush predators, preying upon isolated desert travelers and outposts for food
- and supplies. They retain their true-blooded forebears’ resistance to electricity
- and affinity for sandy environs. Desert drakes’ scales range in coloration from
+ and supplies. They retain their true-blooded forebears' resistance to electricity
+ and affinity for sandy environs. Desert drakes' scales range in coloration from
rust-brown to light tan and ocher shades, mimicking the colors of the dunes they
call home.
hp: 135
@@ -16253,7 +16315,7 @@ monsters:
of 60 feet that explodes into a cloud with a 15-foot-radius *burst*. Creatures
in the area take 9d6 electricity damage (DC 27 basic Reflex save). The cloud
remains for 1d4 rounds, granting *concealment* to everything within. The desert
- drake can’t use Sandstorm Breath again for 1d6 rounds.
+ drake can't use Sandstorm Breath again for 1d6 rounds.
name: Sandstorm Breath
traits:
- arcane
@@ -16692,7 +16754,7 @@ monsters:
ac: 18
ac_special: null
automatic_abilities:
- - description: A duergar bombardier’s items listed as infused last for 24 hours,
+ - description: A duergar bombardier's items listed as infused last for 24 hours,
or until the next time they make their daily preparations.
name: Infused Items
traits: null
@@ -16740,7 +16802,7 @@ monsters:
traits: null
- action_cost: One Action
description: . This item has the infused trait, but it remains potent only until
- the start of the duergar bombardier’s next turn.
+ the start of the duergar bombardier's next turn.
name: Quick Alchemy
traits:
- see Alchemical Formulas
@@ -16822,7 +16884,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: that are within 20 feet of the duergar taskmaster gain a +1 status
- bonus to attack rolls and damage rolls until the end of the duergar taskmaster’s
+ bonus to attack rolls and damage rolls until the end of the duergar taskmaster's
next turn.
name: Take Them Down!
traits: null
@@ -16869,7 +16931,7 @@ monsters:
automatic_abilities: null
description: Riding on a horse as black as night, the headless hunter known as the
dullahan tracks down and takes the heads of those it deems unfit to continue living.
- When closing in for the kill, the dullahan first whispers its victim’s name, then
+ When closing in for the kill, the dullahan first whispers its victim's name, then
swiftly collects its prize, casting a pall of dread upon all who witness the grim
execution.
hp: 95
@@ -16923,7 +16985,7 @@ monsters:
traits: null
- action_cost: Two Actions
description: The dullahan removes the head of a dead creature within reach. Each
- creature within the area of the dullahan’s frightful presence must attempt a
+ creature within the area of the dullahan's frightful presence must attempt a
new save, even if they are temporarily immune.
name: Reap
traits: null
@@ -16987,7 +17049,7 @@ monsters:
hp: 6
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -17135,7 +17197,7 @@ monsters:
hp: 18
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -17156,7 +17218,7 @@ monsters:
name: Electric Eel
perception: 4
proactive_abilities:
- - description: A creature critically hit by the electric eel’s tail must attempt
+ - description: A creature critically hit by the electric eel's tail must attempt
a DC 17 Fortitude save. **Critical Success** The creature is unaffected. **Success**
The creature is stunned 1. **Failure** The creature is stunned 2. **Critical
Failure** The creature is stunned 3.
@@ -17210,7 +17272,7 @@ monsters:
hp: 65
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 5
melee:
- action_cost: One Action
@@ -17315,7 +17377,7 @@ monsters:
name: Elananx
perception: 14
proactive_abilities:
- - description: The elananx’s Strikes deal an extra 1d6 damage to creatures within
+ - description: The elananx's Strikes deal an extra 1d6 damage to creatures within
the reach of at least two of its allies.
name: Pack Attack
traits: null
@@ -17370,7 +17432,7 @@ monsters:
- poison
- sleep
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -17388,8 +17450,8 @@ monsters:
- action_cost: Two Actions
description: The zephyr hawk Flies up to half its Speed, makes two wing Strikes,
then Flies up to half its Speed again to return to its original location. The
- second half of this movement doesn’t trigger reactions. Both attacks count toward
- the zephyr hawk’s multiple attack penalty, but the penalty doesn’t increase
+ second half of this movement doesn't trigger reactions. Both attacks count toward
+ the zephyr hawk's multiple attack penalty, but the penalty doesn't increase
until after it makes both attacks.
name: Circling Attack
traits: null
@@ -17453,7 +17515,7 @@ monsters:
name: Living Whirlwind
perception: 10
proactive_abilities:
- - description: The living whirlwind’s movement doesn’t trigger reactions.
+ - description: The living whirlwind's movement doesn't trigger reactions.
name: Swiftness
traits: null
ranged: null
@@ -17590,7 +17652,7 @@ monsters:
name: Storm Lord
perception: 18
proactive_abilities:
- - description: The storm lord’s movement doesn’t trigger reactions.
+ - description: The storm lord's movement doesn't trigger reactions.
name: Swiftness
traits: null
ranged:
@@ -17667,14 +17729,14 @@ monsters:
description: The elemental breathes a 30-foot cone of air. Creatures in the cone
must succeed at a DC 29 Fortitude save or be knocked away from the elemental.
A creature knocked into a solid object stops moving and takes 10d6 bludgeoning
- damage. The elemental hurricane can’t use Breath Weapon again for 1d4 rounds.
+ damage. The elemental hurricane can't use Breath Weapon again for 1d4 rounds.
**Critical Success** The creature is unaffected. **Success** The creature is
Pushed 20 feet. **Failure** The creature is Pushed 40 feet. **Critical Failure**
The creature is Pushed 40 feet and knocked prone.
name: Breath Weapon
traits:
- air
- - description: The elemental’s movement doesn’t trigger reactions.
+ - description: The elemental's movement doesn't trigger reactions.
name: Swiftness
traits: null
ranged:
@@ -17737,7 +17799,7 @@ monsters:
- poison
- sleep
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -17797,7 +17859,7 @@ monsters:
ac_special: null
automatic_abilities:
- description: When not touching solid ground, the living landslide is slowed 1
- and can’t use reactions.
+ and can't use reactions.
name: Earthbound
traits: null
description: Living landslides resemble humanoids made of earth and gravel.
@@ -17904,8 +17966,8 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The xorn makes three claw Strikes; no more than two can be against
- the same target. These attacks count toward the xorn’s multiple attack penalty,
- but the penalty doesn’t increase until after all the attacks have been made.
+ the same target. These attacks count toward the xorn's multiple attack penalty,
+ but the penalty doesn't increase until after all the attacks have been made.
name: Claw Frenzy
traits: null
- description: The xorn can Burrow through any earthen matter, including rock. When
@@ -17961,7 +18023,7 @@ monsters:
ac: 27
ac_special: null
automatic_abilities:
- - description: When not touching solid ground, a stone mauler is slowed 1 and can’t
+ - description: When not touching solid ground, a stone mauler is slowed 1 and can't
use reactions.
name: Earthbound
traits: null
@@ -18045,7 +18107,7 @@ monsters:
ac_special: null
automatic_abilities:
- description: When not touching solid ground, the elemental avalanche is slowed
- 1, can’t use reactions, and can’t Trample.
+ 1, can't use reactions, and can't Trample.
name: Earthbound
traits: null
description: Stubborn and ponderous, elemental avalanches are massive beings of
@@ -18140,7 +18202,7 @@ monsters:
- poison
- sleep
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -18385,7 +18447,7 @@ monsters:
- action_cost: Two Actions
description: The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire and
2d8 persistent fire damage to every creature within the cone (DC 28 basic Reflex
- save). The firewyrm can’t use Breath Weapon again for 1d4 rounds.
+ save). The firewyrm can't use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- evocation
@@ -18473,7 +18535,7 @@ monsters:
height and distance each equal to its Speed. Its intense heat is suppressed
until the end of the jump. At any point during the jump, flames explode from
the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature
- within the area (DC 30 basic Reflex save). The elemental inferno can’t Inferno
+ within the area (DC 30 basic Reflex save). The elemental inferno can't Inferno
Leap again for 1d4 rounds.
name: Inferno Leap
traits:
@@ -18554,7 +18616,7 @@ monsters:
- action_cost: Two Actions
description: The air mephit breathes sand and grit in a 15-foot cone that deals
2d6 slashing damage to each creature within the area (DC 17 basic Reflex save).
- The air mephit can’t use Breath Weapon again for 1d4 rounds.
+ The air mephit can't use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- air
@@ -18629,7 +18691,7 @@ monsters:
- action_cost: Two Actions
description: The earth mephit breathes rocks in a 15-foot cone that deals 2d6
bludgeoning damage to each creature within the area (DC 17 basic Reflex save).
- The earth mephit can’t use Breath Weapon again for 1d4 rounds.
+ The earth mephit can't use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- arcane
@@ -18678,7 +18740,7 @@ monsters:
- description: The fire mephit ignores the concealed condition from smoke.
name: Smoke Vision
traits: null
- description: Fire mephits are conniving and quick to anger. They aren’t evil, but
+ description: Fire mephits are conniving and quick to anger. They aren't evil, but
they delight in inflicting pain, and their love of burning things pushes them
the closest to this alignment of all mephits. They have bright-orange skin, and
wisps of flame flicker along their wings as they fiap through the air. The rivalry
@@ -18710,7 +18772,7 @@ monsters:
- action_cost: Two Actions
description: The fire mephit breathes flames in a 15-foot cone that deals 2d4
fire and 1d4 persistent fire damage to each creature within the area (DC 17
- basic Reflex save). The fire mephit can’t use Breath Weapon again for 1d4 rounds.
+ basic Reflex save). The fire mephit can't use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- arcane
@@ -18758,10 +18820,10 @@ monsters:
favor for a good laugh. Just as fire mephits are the ones who cleave closest to
evil without fully crossing over into true villainy, water mephits are the friendliest
of the mephits and therefore the closest to good. Still, one should take care
- in making assumptions about a water mephit’s benevolence, for no one can reliably
+ in making assumptions about a water mephit's benevolence, for no one can reliably
count on them to keep their inborn need for pranks and trickery at bay for long.
Water mephits have blue-green skin that shimmers in light like sh scales. Though
- water mephits’ wings look more like webbed fins than limbs capable of flight,
+ water mephits' wings look more like webbed fins than limbs capable of flight,
they can flap their wings to fly through the air as easily as any other mephit.
Water mephits prefer to swim, when possible, and they leave the water only when
they must.
@@ -18790,7 +18852,7 @@ monsters:
- action_cost: Two Actions
description: The water mephit breathes acid in a 15-foot cone that deals 2d6 acid
damage to each creature within the area (DC 17 basic Reflex save). The water
- mephit can’t use Breath Weapon again for 1d4 rounds.
+ mephit can't use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- acid
@@ -18858,7 +18920,7 @@ monsters:
- poison
- sleep
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -18919,7 +18981,7 @@ monsters:
ac: 20
ac_special: null
automatic_abilities:
- - description: When not touching water, the living waterfall is slowed 1 and can’t
+ - description: When not touching water, the living waterfall is slowed 1 and can't
use reactions.
name: Water-Bound
traits: null
@@ -19072,7 +19134,7 @@ monsters:
ac: 28
ac_special: null
automatic_abilities:
- - description: When not touching water, the tidal master is slowed 1 and can’t use
+ - description: When not touching water, the tidal master is slowed 1 and can't use
reactions.
name: Water-Bound
traits: null
@@ -19149,7 +19211,7 @@ monsters:
ac: 31
ac_special: null
automatic_abilities:
- - description: When not touching water, the elemental tsunami is slowed 1 and can’t
+ - description: When not touching water, the elemental tsunami is slowed 1 and can't
use reactions.
name: Water-Bound
traits: null
@@ -19187,7 +19249,7 @@ monsters:
- water
- action_cost: Two Actions
description: . A creature that fails this save is Pushed 20 feet. The elemental
- tsunami then retracts to its former space. The elemental tsunami can’t Surge
+ tsunami then retracts to its former space. The elemental tsunami can't Surge
again for 1d4 rounds.
name: Surge
traits:
@@ -19241,7 +19303,7 @@ monsters:
hp: 130
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 7
melee:
- action_cost: One Action
@@ -19313,11 +19375,11 @@ monsters:
description: Found mostly in colder climates, mammoths are accustomed to dealing
with desperate and dangerous predators, trampling and crushing their enemies while
using their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound
- lands rely on the mammoth’s strength to help them survive.
+ lands rely on the mammoth's strength to help them survive.
hp: 190
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 10
melee:
- action_cost: One Action
@@ -19346,8 +19408,8 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The mammoth makes two tusk Strikes, each against a different creature.
- This counts as one attack for the mammoth’s multiple attack penalty, and the
- penalty doesn’t increase until after both attacks.
+ This counts as one attack for the mammoth's multiple attack penalty, and the
+ penalty doesn't increase until after both attacks.
name: Dual Tusks
traits: null
- description: creature along with it.
@@ -19401,7 +19463,7 @@ monsters:
nest and waits on the Ethereal Plane for its prey to draw near. As soon as its
victim is within reach, the ether spider shifts to the Material Plane, clamps
its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its
- venom works through the creature’s system. Ether spiders move between the planes
+ venom works through the creature's system. Ether spiders move between the planes
with ease, making them extremely dangerous to those who cannot see or attack ethereal
enemies.
hp: 75
@@ -19489,17 +19551,17 @@ monsters:
ac: 21
ac_special: null
automatic_abilities:
- - description: Each of an ettin’s heads rolls its own initiative and has its own
- turn. Neither head can Delay. At the start of a head’s turn, that head gets
- 2 actions and 1 reaction. Each brain controls one of the ettin’s arms, but both
- can move the legs. Any ability that would sever an ettin’s head (such as the
- *vorpal* weapon property) doesn’t cause the ettin to die if it still has its
+ - description: Each of an ettin's heads rolls its own initiative and has its own
+ turn. Neither head can Delay. At the start of a head's turn, that head gets
+ 2 actions and 1 reaction. Each brain controls one of the ettin's arms, but both
+ can move the legs. Any ability that would sever an ettin's head (such as the
+ *vorpal* weapon property) doesn't cause the ettin to die if it still has its
other head, but does cause it to lose the turns, actions, and reactions of the
severed head. Mental effects that target a single creature affect only one of
- the ettin’s heads.
+ the ettin's heads.
name: Independent Brains
traits: null
- description: Two heads aren’t always better than one. The slovenly, violent giants
+ description: Two heads aren't always better than one. The slovenly, violent giants
known as ettins are proof enough of that.
hp: 110
immunities: null
@@ -19605,7 +19667,7 @@ monsters:
description: The dragon breathes euphoric gas in a 10-foot cone. Each creature
in the area must succeed at a DC 18 Fortitude save or become stupefied 2 and
slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute. The
- faerie dragon can’t use Breath Weapon again for 1d4 rounds.
+ faerie dragon can't use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- arcane
@@ -19664,7 +19726,7 @@ monsters:
- acid
- mental
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -19851,7 +19913,7 @@ monsters:
immunities:
- mental
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -19869,16 +19931,16 @@ monsters:
description: The flytrap attacks a single target with both its leaves. The flytrap
makes one leaf Strike. On a success, the flytrap deals the damage from one leaf
Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure,
- the flytrap deals the damage from one leaf Strike, but it can’t use Improved
- Grab. It deals no damage on a critical failure. This counts toward the flytrap’s
+ the flytrap deals the damage from one leaf Strike, but it can't use Improved
+ Grab. It deals no damage on a critical failure. This counts toward the flytrap's
multiple attack penalty as a number of attacks equal to the number of leaves
the flytrap has.
name: Focused Assault
traits: null
- action_cost: Two Actions
description: The flytrap makes two leaf Strikes at a –2 penalty, each against
- a different target. These attacks count toward the flytrap’s multiple attack
- penalty, but the multiple attack penalty doesn’t increase until after it makes
+ a different target. These attacks count toward the flytrap's multiple attack
+ penalty, but the multiple attack penalty doesn't increase until after it makes
all its attacks.
name: Hungry Flurry
traits: null
@@ -19932,7 +19994,7 @@ monsters:
immunities:
- mental
innate_spells: null
- languages: ''
+ languages: null
level: 10
melee:
- action_cost: One Action
@@ -19951,15 +20013,15 @@ monsters:
The flytrap makes one leaf Strike. On a success, the flytrap deals the damage
from one leaf Strike plus an additional 1d8 damage for every leaf beyond the
first. On a failure, the flytrap deals the damage from one leaf Strike, but
- it can’t use Improved Grab. It deals no damage on a critical failure. This counts
- toward the flytrap’s multiple attack penalty as a number of attacks equal to
+ it can't use Improved Grab. It deals no damage on a critical failure. This counts
+ toward the flytrap's multiple attack penalty as a number of attacks equal to
the number of leaves the flytrap has.
name: Focused Assault
traits: null
- action_cost: Two Actions
description: The flytrap makes four leaf Strikes at a –2 penalty, each against
- a different target. These attacks count toward the flytrap’s multiple attack
- penalty, but the multiple attack penalty doesn’t increase until after it makes
+ a different target. These attacks count toward the flytrap's multiple attack
+ penalty, but the multiple attack penalty doesn't increase until after it makes
all its attacks.
name: Hungry Flurry
traits: null
@@ -20011,7 +20073,7 @@ monsters:
day and descend upon unlucky pedestrians at night. Their most common form is that
of a horned humanoid with bat-like wings, but individual gargoyles show a great
deal of variation, with some appearing more or less humanoid and others resembling
- no known creature. A gargoyle’s features are not flxed; city-dwelling gargoyles
+ no known creature. A gargoyle's features are not flxed; city-dwelling gargoyles
who remain in the same locale long enough slowly morph, day by day, to match the
style of the local architecture. These patient monsters can stay disguised for
long stretches of time as they patiently await an opportunity to strike.
@@ -20136,7 +20198,7 @@ monsters:
perception: 11
proactive_abilities:
- action_cost: Two Actions
- description: '**Frequency** Once per day. **Effect** The janni changes a creature’s
+ description: '**Frequency** Once per day. **Effect** The janni changes a creature''s
size. This works as a 4th-level *enlarge* or *shrink* spell but can target an
unwilling creature (DC 21 Fortitude save negates).'
name: Change Size
@@ -20460,7 +20522,7 @@ monsters:
where they build metropolises and massive trade centers that draw extraplanar
travelers from across the multiverse. They are cruel slavers, vengeful warmongers,
and sinister wish-masters; there are many tales of mortals who made pacts with
- efreet only to have their words twisted to suit a genie’s capricious and malevolent
+ efreet only to have their words twisted to suit a genie's capricious and malevolent
whims. Efreet do not readily treat with other genies; they share an eternal feud
with the djinn, disdain marids, regard jann as weaklings unworthy of the genie
title, and only occasionally tolerate alliances with shaitans. At 12 feet tall
@@ -20521,7 +20583,7 @@ monsters:
traits:
- fire
- action_cost: Two Actions
- description: '**Frequency** Once per day. **Effect** The efreeti changes a creature’s
+ description: '**Frequency** Once per day. **Effect** The efreeti changes a creature''s
size. This works as a 4th-level *enlarge* or *shrink* spell but can target an
unwilling creature (DC 29 Fortitude save negates).'
name: Change Size
@@ -20532,7 +20594,7 @@ monsters:
- transmutation
- action_cost: One Action
description: The efreeti makes a melee Strike while keeping one hand free. If
- the Strike hits, the target is grabbed in the efreeti’s free hand.
+ the Strike hits, the target is grabbed in the efreeti's free hand.
name: Combat Grab
traits: null
ranged: null
@@ -20583,7 +20645,7 @@ monsters:
automatic_abilities: null
description: Marids are capricious but powerful genies from the Plane of Water;
among geniekind, they are rivaled in power only by the fiery efreet. Marids embody
- the strength of the ocean’s waves and currents, but they also have a gentler side,
+ the strength of the ocean's waves and currents, but they also have a gentler side,
loving performance and art such as dancing, music, and storytelling. Marids regard
efreet with hostility but rarely encounter them in their native environment. They
get along with djinn, jann, and shaitans, although the latter consider marids
@@ -20656,7 +20718,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The marid can take on the appearance of any water elemental or humanoid.
- This ability doesn’t change the marid’s Speed or its attack and damage bonuses
+ This ability doesn't change the marid's Speed or its attack and damage bonuses
with its Strikes.
name: Change Shape
traits:
@@ -20667,7 +20729,7 @@ monsters:
- action_cost: Two Actions
description: The marid releases a jet of water in a 60-foot line, dealing 9d6
bludgeoning damage (DC 28 basic Reflex save). A creature that fails its save
- is also pushed 10 feet (20 feet on a critical failure). The marid can’t use
+ is also pushed 10 feet (20 feet on a critical failure). The marid can't use
Rush of Water again for 1d4 rounds.
name: Rush of Water
traits:
@@ -20979,7 +21041,7 @@ monsters:
name: Ghoul Fever
traits:
- disease
- - description: Any living, non-elf creature hit by a ghoul’s attack must succeed
+ - description: Any living, non-elf creature hit by a ghoul's attack must succeed
at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at
the end of each of its turns, and the DC cumulatively decreases by 1 on each
such save.
@@ -20989,7 +21051,7 @@ monsters:
- occult
- necromancy
- action_cost: One Action
- description: The ghoul jumps up to half its Speed. This movement doesn’t trigger
+ description: The ghoul jumps up to half its Speed. This movement doesn't trigger
reactions.
name: Swift Leap
traits:
@@ -21095,7 +21157,7 @@ monsters:
- occult
- necromancy
- action_cost: One Action
- description: The ghast jumps up to half its Speed. This movement doesn’t trigger
+ description: The ghast jumps up to half its Speed. This movement doesn't trigger
reactions.
name: Swift Leap
traits:
@@ -21182,7 +21244,7 @@ monsters:
- action_cost: One Action
description: The hill giant makes a single greatclub Strike and compares the attack
roll result to the ACs of up to two foes within its reach. This counts as two
- attacks for the hill giant’s multiple attack penalty.
+ attacks for the hill giant's multiple attack penalty.
name: Wide Swing
traits: null
ranged:
@@ -21377,7 +21439,7 @@ monsters:
that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the
cone must attempt a DC 28 basic Reflex save. A creature that fails its save
is also immobilized and takes 2d6 cold damage at the end of each of its turns
- until it gets free (Escape DC 28). The giant can’t use Chill Breath again for
+ until it gets free (Escape DC 28). The giant can't use Chill Breath again for
1d4 rounds.
name: Chill Breath
traits:
@@ -21394,7 +21456,7 @@ monsters:
- action_cost: One Action
description: The frost giant makes a single greataxe Strike and compares the attack
roll result to the ACs of up to two foes within its reach. This counts as two
- attacks for the frost giant’s multiple attack penalty.
+ attacks for the frost giant's multiple attack penalty.
name: Wide Swing
traits: null
ranged:
@@ -21451,7 +21513,7 @@ monsters:
on learning combat techniques, mastering the arts of forging weapons and armor,
and finding new ways to dominate their enemies. As a result, their social and
political structures are grounded firmly in martial hierarchies, with a strict
- emphasis on following the orders of one’s superior, no matter if you are accountable
+ emphasis on following the orders of one's superior, no matter if you are accountable
to a lowly soldier or report to a powerful officer. As soon as a fire giant can
walk, they are fitted with their first suit of forged armor. This armor is constantly
remolded and replaced as the fire giant matures, both to ensure they are comfortable
@@ -21492,9 +21554,9 @@ monsters:
- action_cost: Two Actions
description: The fire giant imbues its blade with flames and makes a greatsword
Strike with a –2 circumstance penalty against each creature in a 15-foot line.
- It makes only one attack roll and compares the result to each creature’s AC.
+ It makes only one attack roll and compares the result to each creature's AC.
This Strike deals an additional 1d6 fire damage and counts as one attack for
- the fire giant’s multiple attack penalty.
+ the fire giant's multiple attack penalty.
name: Flaming Stroke
traits:
- evocation
@@ -21557,7 +21619,7 @@ monsters:
blue. Unlike most giants, cloud giants are quite morally diverse. A handful are
neutral, but of the others, roughly half are good, while the other half are evil.
Good cloud giants are often civic-minded builders of roads and settlements, and
- are interested in trading goods as well as cultural innovations. It’s not uncommon
+ are interested in trading goods as well as cultural innovations. It's not uncommon
for such giants to approach their neighbors with diplomacy and build strong relationships
with other peaceful peoples. Conversely, evil cloud giants are often isolationist
and xenophobic. Preferring hidden mountain valleys and settlements in the caves
@@ -21673,7 +21735,7 @@ monsters:
serving as the natural guardians of tropical islands, coastlines, or rocky archipelagos.
Storm giants tend to rapidly shift in mood and behavior, one moment engaging in
peaceful negotiation, the next unleashing unbridled ferocity against their foes.
- In this way, they embody both the fury of a raging tempest and the calm of a hurricane’s
+ In this way, they embody both the fury of a raging tempest and the calm of a hurricane's
eye. This can make them valuable allies who race to the aid of those in need,
but their allies remain must be alert and mindful of their mood, as the giants
can be quick to anger or aggressive when caution is most appropriate.
@@ -21722,9 +21784,9 @@ monsters:
- description: The storm giant raises one hand to the sky, channeling a bolt of
lightning into the blade held in the other. The giant makes a greatsword Strike
with a –2 circumstance penalty against each creature within its reach. It makes
- only one attack roll and compares the result against each creature’s AC. This
+ only one attack roll and compares the result against each creature's AC. This
Strike deals an additional 3d12 electricity damage and counts as two attacks
- for the giant’s multiple attack penalty.
+ for the giant's multiple attack penalty.
name: Lightning Blade
traits:
- electricity
@@ -21737,7 +21799,7 @@ monsters:
- action_cost: One Action
description: The storm giant makes a single greatsword Strike and compares the
attack roll result to the ACs of up to two foes within its reach. This counts
- as two attacks for the giant’s multiple attack penalty.
+ as two attacks for the giant's multiple attack penalty.
name: Wide Swing
traits: null
ranged:
@@ -21795,8 +21857,8 @@ monsters:
to and tyrants among their own kind, who were given power to command and magically
control other giants. The rune giants themselves served even more powerful masters—potent
wizards known as runelords—and in so doing commanded entire armies of giants on
- behalf of the runelords’ empires. In the eons since these empires collapsed, rune
- giants have persisted as a people of their own, though to the outside world they’re
+ behalf of the runelords' empires. In the eons since these empires collapsed, rune
+ giants have persisted as a people of their own, though to the outside world they're
little more than fabled horrors whispered of late at night by superstitious giants.
Rune giants usually dwell in the most remote and rugged of towering mountain ranges,
but they can also be found in immense ruins atop lost islands, glacial valleys,
@@ -21877,7 +21939,7 @@ monsters:
- mental
- action_cost: Free Action
description: '**Trigger** The rune giant uses an arcane ability or casts an arcane
- spell. **Effect** The runes on the giant’s body flash as they produce magical
+ spell. **Effect** The runes on the giant''s body flash as they produce magical
energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude
save. **Critical Success** The creature is unaffected. **Success** The creature
is dazzled for 1 round. **Failure** The creature is blinded for 1 round.'
@@ -21891,7 +21953,7 @@ monsters:
rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage
to all creatures in the cone (DC 37 basic Reflex save). A glowing copy of the
invoked rune appears on a single weapon the giant holds, granting the weapon
- one effect listed below of the giant’s choice. The giant can’t use Invoke Rune
+ one effect listed below of the giant's choice. The giant can't use Invoke Rune
again for 1d4 rounds. The effect on the weapon lasts for 1 minute. If the giant
places a new rune on a weapon, any previously placed rune immediately vanishes,
ending its effect.
- **Rune of Destruction** The weapon gains the deadly
@@ -21913,7 +21975,7 @@ monsters:
- action_cost: One Action
description: The rune giant makes a single greatsword Strike and compares the
attack roll result to the ACs of up to two foes within its reach. This counts
- as two attacks for the giant’s multiple attack penalty.
+ as two attacks for the giant's multiple attack penalty.
name: Wide Swing
traits: null
ranged:
@@ -22109,13 +22171,13 @@ monsters:
- transmutation
- action_cost: Two Actions
description: The gimmerling knocks a held or carried weapon to the ground in the
- target’s space.
+ target's space.
name: Disarm
traits: null
- description: creatures.
name: Sneak Attack
traits: null
- - description: The gimmerling ignores difficult terrain and doesn’t trigger traps
+ - description: The gimmerling ignores difficult terrain and doesn't trigger traps
with its movement.
name: Trickster's Step
traits: null
@@ -22198,8 +22260,8 @@ monsters:
name: Gnoll Hunter
perception: 7
proactive_abilities:
- - description: A gnoll hunter deals 1d4 extra damage to any creature that’s within
- reach of at least two of the gnoll hunter’s allies.
+ - description: A gnoll hunter deals 1d4 extra damage to any creature that's within
+ reach of at least two of the gnoll hunter's allies.
name: Pack Attack
traits: null
- description: A gnoll ignores the first square of difficult terrain it moves into
@@ -22254,7 +22316,7 @@ monsters:
ac: 19
ac_special: null
automatic_abilities: null
- description: Gnoll cultists serve as their clans’ spiritual guides and conduits
+ description: Gnoll cultists serve as their clans' spiritual guides and conduits
to the divine. As often as not, their influence drives entire gnoll civilizations
to commit atrocious acts of violence and enslavement. Lamashtu and Rovagug are
favored deities of gnoll cultists, and many gnolls believe their kind was in fact
@@ -22289,7 +22351,7 @@ monsters:
name: Gnoll Cultist
perception: 8
proactive_abilities:
- - description: A gnoll cultist deals 1d4 extra damage to any creature that’s within
+ - description: A gnoll cultist deals 1d4 extra damage to any creature that's within
reach of at least two of the gnoll cultist's allies.
name: Pack Attack
traits: null
@@ -22340,7 +22402,7 @@ monsters:
among them is often designated the leader or sergeant. These gnolls train extensively
in the art of war. Their skill at arms and the respect they command make them
powerful adversaries. In smaller clans or single family units, a gnoll sergeant
- might also serve as the group’s leader in other affairs, such as sorting out domestic
+ might also serve as the group's leader in other affairs, such as sorting out domestic
disputes or negotiating with rival gnoll clans.
hp: 60
immunities: null
@@ -22377,7 +22439,7 @@ monsters:
traits:
- auditory
- linguistic
- - description: A gnoll sergeant deals 1d4 extra damage to any creature that’s within
+ - description: A gnoll sergeant deals 1d4 extra damage to any creature that's within
reach of at least two of the gnoll sergeant's allies.
name: Pack Attack
traits: null
@@ -22578,11 +22640,11 @@ monsters:
ac: 17
ac_special: null
automatic_abilities: null
- description: Some goblins take their people’s admiration of fire fully into the
+ description: Some goblins take their people's admiration of fire fully into the
realm of deadly obsession. These pyromaniacs can be a great boon to a band of
goblin raiders eager to torch their enemies and wreak havoc. More often, however,
their presence is a double-edged sword; in the heat of the moment, goblin pyros
- sometimes lose sight of their tribe’s goals and simply set fire to anything that
+ sometimes lose sight of their tribe's goals and simply set fire to anything that
will burn—including their own allies.
hp: 15
immunities: null
@@ -22723,7 +22785,7 @@ monsters:
ac: 17
ac_special: null
automatic_abilities: null
- description: Goblins’ eponymous pets aren’t true canines at all, but rather large,
+ description: Goblins' eponymous pets aren't true canines at all, but rather large,
blunt-nosed rodents with thin bodies and long legs. As cowardly as they are ugly,
goblin dogs prefer to lurk behind bushes or in deep shadows, pouncing upon lone
or wounded prey. Goblin dogs frequently lair and roam in packs, but they are likely
@@ -22731,7 +22793,7 @@ monsters:
hp: 17
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -22838,7 +22900,7 @@ monsters:
- action_cost: Two Actions
description: The gogiteth Strides three times. Once per Stride, it can attempt
a leg Strike against a creature in its reach at any point during the Stride;
- it must make each attack against a different creature, but it doesn’t apply
+ it must make each attack against a different creature, but it doesn't apply
its multiple attack penalty until after making all its Strikes. If any of the
Strikes result in a critical failure, Skittering Assault ends.
name: Skittering Assault
@@ -22912,7 +22974,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 8
melee:
- action_cost: One Action
@@ -22995,7 +23057,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 9
melee:
- action_cost: One Action
@@ -23020,7 +23082,7 @@ monsters:
to create a bomb and then makes a bomb Strike. Determine the type of bomb created
by rolling 1d6 on the alchemical chambers list above. On a roll of 1–4, it creates
the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost
- vial from chamber 2, bottled lightning from chamber 3, or alchemist’s fire from
+ vial from chamber 2, bottled lightning from chamber 3, or alchemist''s fire from
chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison
damage and 3 poison splash damage with no other effects. On a roll of 6, it
creates a sickness bomb, which exposes the target and all creatures in the splash
@@ -23100,7 +23162,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 10
melee:
- action_cost: One Action
@@ -23119,10 +23181,10 @@ monsters:
description: .
name: Berserk Slam
traits: null
- - description: A creature hit by the clay golem’s fist must succeed at a DC 29 Fortitude
- save or be cursed until healed to its maximum HP. The cursed creature can’t
+ - description: A creature hit by the clay golem's fist must succeed at a DC 29 Fortitude
+ save or be cursed until healed to its maximum HP. The cursed creature can't
regain HP except via magic, and anyone casting a spell to heal the creature
- must succeed at a DC 29 counteract check or the healing has no effect. The golem’s
+ must succeed at a DC 29 counteract check or the healing has no effect. The golem's
counteract level is equal to its creature level.
name: Cursed Wound
traits:
@@ -23169,11 +23231,11 @@ monsters:
ac_special: null
automatic_abilities: null
description: Stone golems are slow and steady constructs typically carved from marble
- or granite. They’re often made to serve as works of art when at rest, so some
+ or granite. They're often made to serve as works of art when at rest, so some
golem crafters employ master sculptors to ensure the constructs make beautiful
statues. Older stone golems might be weathered, with scuffed or cracked surfaces
- or missing noses and digits, but this weathering is largely cosmetic and doesn’t
- adversely impact the golems’ functionality.
+ or missing noses and digits, but this weathering is largely cosmetic and doesn't
+ adversely impact the golems' functionality.
hp: 175
immunities:
- acid
@@ -23193,7 +23255,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 11
melee:
- action_cost: One Action
@@ -23218,12 +23280,12 @@ monsters:
whose space it moves into and damaging them if they try to stop its movement.
A creature can attempt to bar the way by succeeding at a DC 34 Fortitude save.
On a critical success, the resisting creature takes no damage; otherwise it
- is damaged as if hit by the golem’s fist.
+ is damaged as if hit by the golem's fist.
name: Inexorable March
traits: null
- action_cost: One Action
description: Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude
- save or be slowed 1 for 1 minute. The golem can’t use Slowing Pulse again for
+ save or be slowed 1 for 1 minute. The golem can't use Slowing Pulse again for
1d4 rounds.
name: Slowing Pulse
traits:
@@ -23272,9 +23334,9 @@ monsters:
description: Traditionally crafted into the forms of giant suits of armor or powerful
animals, iron golems are products of exquisite artistry and skill. Their articulated
joints and sturdy armored bodies require great care and mathematical precision
- to craft, and regular cleaning and oiling ensure they don’t rust over the ages.
+ to craft, and regular cleaning and oiling ensure they don't rust over the ages.
With proper care, iron golems can remain in good shape for thousands of years,
- being passed down for generations, as long as they aren’t destroyed by meddlesome
+ being passed down for generations, as long as they aren't destroyed by meddlesome
adventurers. In addition to their incredible strength, iron golems possess a potent
toxic breath weapon that is often more than enough to dispatch entire groups of
opponents.
@@ -23297,7 +23359,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 13
melee:
- action_cost: One Action
@@ -23314,9 +23376,9 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The iron golem exhales poisonous gas in a 10-foot radius centered
- on the corner of one of the iron golem’s squares. The gas persists for 1 round.
+ on the corner of one of the iron golem's squares. The gas persists for 1 round.
Any creature in the area (or that later enters the area) is exposed to the iron
- golem’s poison. The golem can’t use its Breath Weapon again for 1d4 rounds.
+ golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- arcane
@@ -23327,7 +23389,7 @@ monsters:
whose space it moves into and damaging them if they try to stop its movement.
A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save.
On a critical success, the resisting creature takes no damage; otherwise, it
- is damaged as if hit by the golem’s fist.
+ is damaged as if hit by the golem's fist.
name: Inexorable March
traits: null
- description: Any drained value from this poison is reduced by 1 every hour. **Saving
@@ -23375,9 +23437,30 @@ monsters:
wis_mod: 0
ac: 42
ac_special: null
- automatic_abilities: null
+ automatic_abilities:
+ - name: Golem Antimagic
+ traits: null
+ description: harmed by acid (9d10, 2d10 from areas or persistent damage);
+ healed by fire (area 2d10 HP); slowed by electricity
+ - name: Repair Mode
+ traits: null
+ description: When the adamantine golem is at 0 HP, it isn't destroyed.
+ Instead, it enters repair mode, during which it is slowed 1, can't take
+ reactions, and can take only the Self-Repair action. Once it has more than
+ 30 HP, it can use any type of action and can use reactions, though it remains
+ slowed 1 and can't take any reactions until the start of its next turn.
+ If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP,
+ or if such a weapon hits it while it's already at 0 HP, then the golem is
+ destroyed.
+ - name: Vulnerable to Dispelling
+ traits: null
+ description: The golem can be targeted by disjunction and dispel magic. If
+ targeted by such a spell of 9th level or higher, the golem has its resistance
+ to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode)
+ for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already
+ in repair mode, it is destroyed.
description: Crafted from a nigh-indestructible metal of great rarity, adamantine
- golems can’t be destroyed except by the most powerful foes. Crafting an adamantine
+ golems can't be destroyed except by the most powerful foes. Crafting an adamantine
golem requires a quantity of adamantine so massive that collecting it usually
requires mounting a mining expedition to a distant planet, the Plane of Earth,
or an Outer Plane.
@@ -23400,7 +23483,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 18
melee:
- action_cost: One Action
@@ -23416,16 +23499,22 @@ monsters:
name: Adamantine Golem
perception: 26
proactive_abilities:
- - description: On a critical hit, the adamantine golem’s fist Strike breaks the
- target’s armor, if any, in addition to dealing damage to the target. If the
+ - description: On a critical hit, the adamantine golem's fist Strike breaks the
+ target's armor, if any, in addition to dealing damage to the target. If the
target has a shield raised, the golem breaks the shield instead.
name: Destructive Strike
traits: null
- action_cost: One Action
- description: The resisting creature is damaged and its armor takes damage as if
- hit by the adamantine golem’s fist.
+ description: The adamantine golem Strides up to its Speed, pushing back each
+ creature whose space it moves into and damaging them if they try to stop its
+ movement. A creature can try to bar the way by attempting a DC 45 Fortitude save.
name: Inexorable March
traits: null
+ critical_success: The creature takes no damage and its armor takes no damage.
+ success: The golem halts its movement and cannot enter the creature's square.
+ failure: The resisting creature is damaged and its armor takes damage as if hit
+ by the adamantine golem's fist.
+ critical_failure: null
- action_cost: One Action
description: The golem repairs itself, regaining 30 Hit Points.
name: Self-Repair
@@ -23479,10 +23568,10 @@ monsters:
automatic_abilities: null
description: 'Graveknights are undead warriors granted unlife by a cursed suit of
armor.
Creating Graveknights
You can turn an existing,
- living creature into a graveknight by completing the following steps. It’s best
- to build a graveknight from scratch, but if you don’t have the time, simply apply
+ living creature into a graveknight by completing the following steps. It''s best
+ to build a graveknight from scratch, but if you don''t have the time, simply apply
the template. A creature should be at least level 5 before being converted to
- a graveknight. Increase the creature’s level by 1 and change its statistics as
+ a graveknight. Increase the creature''s level by 1 and change its statistics as
follows. - Increase its attack rolls, AC, saving throws, Perception, and
skills by 1, its HP by 5, and its Strike damage by 1.
Graveknight
Abilities
A graveknight gains the undead and graveknight traits, and its
@@ -23505,9 +23594,9 @@ monsters:
once every 1d4 rounds. This energy damage is of the same type as that of its ruinous
weapons (see below); Devastating Blast gains the associated energy trait. **Phantom
Mount** |2| (arcane, conjuration, summon) The graveknight summons a supernatural
- mount as per phantom steed, heightened to a level equal to half the graveknight’s
- level. Unlike phantom steed, the steed’s AC and saving throw bonuses are all 4
- lower than the graveknight’s, and the steed has one-third the graveknight’s Hit
+ mount as per phantom steed, heightened to a level equal to half the graveknight''s
+ level. Unlike phantom steed, the steed''s AC and saving throw bonuses are all 4
+ lower than the graveknight''s, and the steed has one-third the graveknight''s Hit
Points (rounded down). If the steed is destroyed, the graveknight must wait 1
hour before using this ability again. **Ruinous Weapons** At the time of its creation,
a graveknight chooses one of the following energy types that was relevant to its
@@ -23526,25 +23615,25 @@ monsters:
throw instead of Reflex. **Create Grave Squire** The graveknight can gift a piece
of its armor to a willing ally, which becomes its grave squire. The graveknight
can communicate telepathically with its squire at any distance, see through the
- squire’s senses, and cast suggestion as a divine innate spell through the telepathic
+ squire''s senses, and cast suggestion as a divine innate spell through the telepathic
link at will; the squire treats its degree of success as one step worse. If the
- graveknight’s main armor is destroyed, the squire’s piece expands to cover the
- squire’s body over 1d10 days, after which point it becomes the graveknight’s new
+ graveknight''s main armor is destroyed, the squire''s piece expands to cover the
+ squire''s body over 1d10 days, after which point it becomes the graveknight''s new
body. The graveknight can have only one squire at a time, and must recover the
gifted piece of armor if it wishes to create a new squire. **Dark Deliverance**
The graveknight has positive resistance equal to its level. Graveknight
- Armor
Wearing graveknight armor is very risky, for the graveknight’s essence
- rapidly parasitizes the new wearer, accelerating the graveknight’s rejuvenation.
+ Armor Wearing graveknight armor is very risky, for the graveknight''s essence
+ rapidly parasitizes the new wearer, accelerating the graveknight''s rejuvenation.
This agonizing transformation inevitably kills the host, transforming their flesh
- into the graveknight’s new body. Removing the curse allows a character to remove
+ into the graveknight''s new body. Removing the curse allows a character to remove
the armor, but if it ever wears the armor again, the curse returns. If the wearer
- dies from another cause while wearing the armor, or if the graveknight’s rejuvenation
+ dies from another cause while wearing the armor, or if the graveknight''s rejuvenation
completes before the wearer dies from the curse, the wearer immediately progresses
- to stage 3. **Graveknight’s Curse** (arcane, curse, necromancy) This curse affects
- anyone who wears a graveknight’s armor for at least 1 hour. **Saving Throw** Will
+ to stage 3. **Graveknight''s Curse** (arcane, curse, necromancy) This curse affects
+ anyone who wears a graveknight''s armor for at least 1 hour. **Saving Throw** Will
save; **Onset** 1 hour; **Stage 1** doomed 1 and cannot remove the armor (1 day);
**Stage 2** doomed 2, hampered 10, and cannot remove the armor (1 day); **Stage
- 3** dies and transforms into the armor’s graveknight.'
+ 3** dies and transforms into the armor''s graveknight.'
hp: 175
immunities:
- death effects
@@ -23649,7 +23738,7 @@ monsters:
ac: 15
ac_special: null
automatic_abilities:
- - description: mitflit’s self-loathing makes it easy to influence. It takes a –4
+ - description: mitflit's self-loathing makes it easy to influence. It takes a –4
penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression,
and Request. **Vermin Empathy** Mitflits can use Diplomacy to Make an Impression
on and Request things of arthropods (insects, spiders, scorpions, crabs, and
@@ -23671,7 +23760,7 @@ monsters:
leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship
in the other base creatures of the world, and forge bonds of friendship with vermin,
the only other beings that seem willing to accept them. A social structure, even
- one in which they are bullied, partially fills the hole within mitflits’ personalities,
+ one in which they are bullied, partially fills the hole within mitflits' personalities,
and they rarely rebel or rail out unless their rage hits a breaking point.
hp: 10
immunities: null
@@ -23701,7 +23790,7 @@ monsters:
name: Mitflit
perception: 4
proactive_abilities:
- - description: As long as it isn’t frightened, a mitflit gains a +2 status bonus
+ - description: As long as it isn't frightened, a mitflit gains a +2 status bonus
to damage rolls against a creature that has previously damaged or tormented
it.
name: Vengeful Anger
@@ -23877,7 +23966,7 @@ monsters:
name: Sneak Attack
traits: null
- description: A group of six jinkins can work together for an hour to imbue an
- item with a curse at a range of 60 feet. While this process is lengthy, it’s
+ item with a curse at a range of 60 feet. While this process is lengthy, it's
also unobtrusive and can be performed while Hiding. Jinkins prefer to use this
ability on magic items. The curse makes the item unreliable (DC 5 flat check
or waste any action to Interact with or Activate the item), adds a bizarre requirement
@@ -23931,7 +24020,7 @@ monsters:
in many cultures. They are physically striking, with the hindquarters of a lion
and the head, wings, and forelimbs of a great bird of prey—typically an eagle,
but some instead bear the features of a hawk, falcon, or even osprey or vulture.
- In rare cases, the griffon’s hindquarters may resemble those of a different great
+ In rare cases, the griffon's hindquarters may resemble those of a different great
cat, such as a leopard or tiger. The variations seem to conform to the environment
in which the griffon lives—for instance, the especially rare griffons of northern
Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy
@@ -23943,7 +24032,7 @@ monsters:
hp: 60
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 4
melee:
- action_cost: One Action
@@ -24025,11 +24114,11 @@ monsters:
automatic_abilities:
- description: "he grikkitog implants its core into an adjacent section of earth\
\ or stone, melding seamlessly and changing its visual appearance to match the\
- \ surrounding rock. It’s immobilized but automatically succeeds at its Deception\
+ \ surrounding rock. It's immobilized but automatically succeeds at its Deception\
\ check to Impersonate the stone around it; creatures actively searching for\
\ it can still attempt Perception checks against its Deception DC as normal.\
\ A grikkitog can release its implantation as a free action, which has the manipulate\
- \ trait. A grikkitog’s infestation aura and manifold vision are only active\
+ \ trait. A grikkitog's infestation aura and manifold vision are only active\
\ while implanted. **Manifold Vision** While its core is implanted, the grikkitog\
\ can see through the eyes it creates throughout the area of its infestation\
\ aura, gaining the benefits of all-around \x1Cvision."
@@ -24041,10 +24130,10 @@ monsters:
\ of all-around \x1Cvision."
name: Manifold Vision
traits: null
- description: Grikkitogs, also known as “hungry earth,” are strange parasites from
+ description: Grikkitogs, also known as "hungry earth," are strange parasites from
the Plane of Earth that infest and possess earth, rock, and stone in order to
feed their endless hunger. A young grikkitog is a formless apparition until it
- corrupts an earth elemental host, forming the grikkitog’s core. A grikkitog can
+ corrupts an earth elemental host, forming the grikkitog's core. A grikkitog can
then infest the earth and stone nearby with its voracious essence, forming maws
and eyes all around it. These creatures are particularly dangerous to small creatures
that lair within gaps and holes among rocks, as well as mountain climbers searching
@@ -24121,7 +24210,7 @@ monsters:
ac_special: null
automatic_abilities:
- description: ''
- name: Death’s Grace
+ name: Death's Grace
traits: null
- description: The grim reaper automatically knows the Hit Points, conditions, afflictions,
and emotions of all creatures it can see.
@@ -24192,7 +24281,7 @@ monsters:
name: Grim Reaper
perception: 41
proactive_abilities:
- - description: A creature critically hit by any of the grim reaper’s attacks or
+ - description: A creature critically hit by any of the grim reaper's attacks or
that critically fails against any of its spells must succeed at a DC 47 Fortitude
save or die.
name: Death Strike
@@ -24202,14 +24291,14 @@ monsters:
name: Energy Drain
traits:
- to a maximum of doomed 3
- - description: A creature killed by the grim reaper can’t be brought back to life
+ - description: A creature killed by the grim reaper can't be brought back to life
by any means short of divine intervention.
name: Final Death
traits: null
- - description: Any scythe gains the agile trait, can’t be disarmed, and becomes
+ - description: Any scythe gains the agile trait, can't be disarmed, and becomes
a *+3 major striking keen scythe* while the grim reaper wields it. If the grim
reaper Strikes a creature with a weakness to any specific type of damage, the
- scythe’s damage counts as that type of damage, in addition to slashing.
+ scythe's damage counts as that type of damage, in addition to slashing.
name: Infuse Weapon
traits:
- divine
@@ -24263,7 +24352,7 @@ monsters:
ac_special: null
automatic_abilities:
- description: ''
- name: Death’s Grace
+ name: Death's Grace
traits: null
- description: The lesser death automatically knows the Hit Points, conditions,
afflictions, and emotions of all creatures it can see.
@@ -24325,10 +24414,10 @@ monsters:
name: Lesser Death
perception: 32
proactive_abilities:
- - description: Any scythe gains the agile trait, can’t be disarmed, and becomes
+ - description: Any scythe gains the agile trait, can't be disarmed, and becomes
a *+3 major striking keen scythe* while the grim reaper wields it. If the grim
reaper Strikes a creature with a weakness to any specific type of damage, the
- scythe’s damage counts as that type of damage, in addition to slashing.
+ scythe's damage counts as that type of damage, in addition to slashing.
name: Infuse Weapon
traits:
- divine
@@ -24379,7 +24468,7 @@ monsters:
ac: 30
ac_special: null
automatic_abilities: null
- description: A gug’s most horrid feature is its barrel-shaped head, which splits
+ description: A gug's most horrid feature is its barrel-shaped head, which splits
vertically to reveal numerous rows of sharp, yellow teeth and an open throat.
Its eyes on either side of its head-jaw are small but keen. Bony ridges protect
its eyes from the frantic flailing of its prey, as it prefers meals of raw and
@@ -24414,15 +24503,15 @@ monsters:
name: Gug
perception: 19
proactive_abilities:
- - description: Despite its size, the gug’s multiple joints allow it to fit through
+ - description: Despite its size, the gug's multiple joints allow it to fit through
tight spaces as if it were a Medium creature. While Squeezing, it can move at
its full Speed.
name: Eerie Flexibility
traits: null
- action_cost: Two Actions
description: The gug makes up to four claw Strikes, each against a different target.
- These attacks all count toward the gug’s multiple attack penalty, but the penalty
- doesn’t increase until after the gug makes all its attacks.
+ These attacks all count toward the gug's multiple attack penalty, but the penalty
+ doesn't increase until after the gug makes all its attacks.
name: Furious Claws
traits: null
- action_cost: One Action
@@ -24493,7 +24582,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 19
melee:
- action_cost: One Action
@@ -24521,7 +24610,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: . There is no additional effect on creatures in any area where the
- beams overlap. The guthallath can’t use this ability again for 1d4 rounds.
+ beams overlap. The guthallath can't use this ability again for 1d4 rounds.
name: Annihilation Beams
traits:
- DC 41 Fortitude
@@ -24592,7 +24681,7 @@ monsters:
- necromancy
- occult
- description: ''
- name: Sea Hag’s Bargain
+ name: Sea Hag's Bargain
traits: null
description: Sea hags kill and eat fishers and sailors who come near their lairs,
torment coastal dwellers with dark promises and vague threats, and enjoy the act
@@ -24683,15 +24772,15 @@ monsters:
ac: 21
ac_special: null
automatic_abilities:
- - description: A green hag adds *entangle*, *outcast’s curse*, and *wall of thorns*
- to her coven’s spells.
+ - description: A green hag adds *entangle*, *outcast's curse*, and *wall of thorns*
+ to her coven's spells.
name: Coven
traits: null
description: Green hags hate beauty and purity, so they use disguises and treachery
to lure and murder innocents, corrupt the pure of heart, and shatter the minds
and morals of their victims. Green hags create imaginative schemes to utterly
ruin anyone who crosses them, as well as good or righteous folk whose very existence
- insults the hag’s twisted sensibilities. The complicated scandals perpetuated
+ insults the hag's twisted sensibilities. The complicated scandals perpetuated
by green hags involve impersonation, mistaken identity, the seduction and betrayal
of loved ones, or all these things in combination.
hp: 70
@@ -24740,14 +24829,14 @@ monsters:
perception: 10
proactive_abilities:
- action_cost: One Action
- description: The green hag touches a creature that doesn’t realize the hag is
- an enemy. The betrayed creature is affected by the hag’s enfeebling humors and
+ description: The green hag touches a creature that doesn't realize the hag is
+ an enemy. The betrayed creature is affected by the hag's enfeebling humors and
takes a –4 circumstance penalty to their saving throw against that effect.
name: Betraying Touch
traits: null
- action_cost: One Action
description: The green hag can take on the appearance of any Medium humanoid woman.
- This doesn’t change her Speed or her attack and damage bonuses with her Strikes,
+ This doesn't change her Speed or her attack and damage bonuses with her Strikes,
but might change the damage type her Strikes deal (typically to bludgeoning).
name: Change Shape
traits:
@@ -24755,9 +24844,9 @@ monsters:
- occult
- polymorph
- transmutation
- - description: A creature damaged by a hag’s claw must succeed at a DC 20 Fortitude
+ - description: A creature damaged by a hag's claw must succeed at a DC 20 Fortitude
save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again
- and fails its save a second time, it’s enfeebled 2 for 1 day.
+ and fails its save a second time, it's enfeebled 2 for 1 day.
name: Enfeebling Humors
traits:
- necromancy
@@ -24765,7 +24854,7 @@ monsters:
- action_cost: Two Actions
description: The green hag exhales a miasma of green vapors. Each living creature
in a 15-foot cone is affected by her enfeebling humors (attempting a save as
- normal). She can’t use Exhale Miasma again for 1d4 rounds.
+ normal). She can't use Exhale Miasma again for 1d4 rounds.
name: Exhale Miasma
traits:
- necromancy
@@ -24813,7 +24902,7 @@ monsters:
ac_special: null
automatic_abilities:
- description: An annis hag adds *earthbind*, *passwall*, and *spellwrack* to her
- coven’s spells.
+ coven's spells.
name: Coven
traits: null
description: Annis hags are brutal torturers and murderers, delighting in the musical
@@ -24821,7 +24910,7 @@ monsters:
hags are the most direct of all hags, engaging in physical combat and using their
change shape ability to hunt rather than to infiltrate and betray humanoids. But
an Annis hag takes a grisly trophy from each kill and uses it to sow discord,
- sending the trophy to one of her victim’s loved ones in a way that implicates
+ sending the trophy to one of her victim's loved ones in a way that implicates
another family member in the murder. Also known as iron hags, annis hags have
iron-like yet flexible flesh that resists edged weapons, and their own touch is
the same cold iron that burns the flesh of other hags. This allows them to bully
@@ -24851,9 +24940,9 @@ monsters:
- action_cost: Two Actions
description: Once per day, an annis hag can cause a cage built of cold iron fingernails
to spring out of nothingness at a range of up to 30 feet, attempting an Athletics
- check to Grapple against the target’s Fortitude DC; if the target has a weakness
+ check to Grapple against the target's Fortitude DC; if the target has a weakness
to cold iron, the annis hag gains a +2 circumstance bonus to this check. Unlike
- a normal Grapple, the annis hag doesn’t need to be within reach and can move
+ a normal Grapple, the annis hag doesn't need to be within reach and can move
as she pleases, and a successful attempt lasts until the creature escapes (DC
24), causing the cage to crumble into rust. Any creature can attempt to destroy
the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points.
@@ -24864,7 +24953,7 @@ monsters:
- occult
- action_cost: One Action
description: The hag can take on the appearance of any Medium female humanoid.
- This doesn’t change her Speed or her attack and damage bonuses with her Strikes
+ This doesn't change her Speed or her attack and damage bonuses with her Strikes
but might change the damage type her Strikes deal (typically to bludgeoning).
name: Change Shape
traits:
@@ -24919,15 +25008,15 @@ monsters:
ac_special: null
automatic_abilities:
- description: A night hag adds *dominate*, *nightmare*, *scrying*, and *spellwrack*
- to her coven’s spells. **Nightmare Rider** When a night hag rides a nightmare,
- the nightmare also gains the night hag’s status bonus to saves against magic,
- and both the hag and rider benefit when the night hag uses her *heartstone’s*
+ to her coven's spells. **Nightmare Rider** When a night hag rides a nightmare,
+ the nightmare also gains the night hag's status bonus to saves against magic,
+ and both the hag and rider benefit when the night hag uses her *heartstone's*
*ethereal jaunt* innate spell.
name: Coven
traits: null
- description: When a night hag rides a nightmare, the nightmare also gains the
- night hag’s status bonus to saves against magic, and both the hag and rider
- benefit when the night hag uses her *heartstone’s* *ethereal jaunt* innate spell.
+ night hag's status bonus to saves against magic, and both the hag and rider
+ benefit when the night hag uses her *heartstone's* *ethereal jaunt* innate spell.
name: Nightmare Rider
traits: null
description: Night hags are thieves and merchants of mortal souls. These foul creatures
@@ -24936,7 +25025,7 @@ monsters:
the Ethereal Plane, where they prey upon mortals in their dreams, debilitating
them with horrific nightmares as they rest. A night hag may find a particular
target and haunt them continuously over the course of weeks, slowly and cruelly
- breaking down the victim’s will and ability to resist, until their soul is forfeit.
+ breaking down the victim's will and ability to resist, until their soul is forfeit.
hp: 170
immunities:
- sleep
@@ -25009,7 +25098,7 @@ monsters:
name: Night Hag
perception: 18
proactive_abilities:
- - description: A creature can’t recover from drained until abyssal plague is cured.
+ - description: A creature can't recover from drained until abyssal plague is cured.
**Saving Throw** DC 28 Fortitude; **Stage 1** Drained 1 (1 day); **Stage 2**
Drained increases by 2 (1 day)
name: Abyssal Plague
@@ -25017,7 +25106,7 @@ monsters:
- disease
- action_cost: One Action
description: The night hag can take on the appearance of any Medium female humanoid.
- This doesn’t change her Speed or her attack and damage bonuses with her Strikes,
+ This doesn't change her Speed or her attack and damage bonuses with her Strikes,
but might change the damage type her Strikes deal (typically to bludgeoning).
name: Change Shape
traits:
@@ -25026,7 +25115,7 @@ monsters:
- polymorph
- transmutation
- description: If a night hag is ethereal and hovering over a sleeping chaotic or
- evil creature, she can ride the victim’s back until dawn. The creature endures
+ evil creature, she can ride the victim's back until dawn. The creature endures
tormenting dreams as the hag casts *nightmare* on it, and is exposed to abyssal
plague. Any drained caused by dream haunting is cumulative. Only an ethereal
being can confront the night hag and stop her dream haunting.
@@ -25090,7 +25179,7 @@ monsters:
creates a savory flavor in the flesh. Harpies can eat most creatures but strongly
prefer sapient prey—humans and elves are their favorite. Although harpies will
eat goblins if sufficiently hungry, they dislike their flavor and avoid eating
- them if possible. This doesn’t comfort goblins, of course, who have a particularly
+ them if possible. This doesn't comfort goblins, of course, who have a particularly
strong fear of harpies. Because their aeries often reek with the gore of their
kills and careless spatters of guano, harpies carry a distinctly vile scent that
canny travelers associate with danger. Harpies who roost close to civilization
@@ -25124,18 +25213,18 @@ monsters:
- action_cost: One Action
description: The harpy cries out an eerie, compelling melody. Each non-harpy creature
within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated
- by the harpy’s song. The effect lasts for 1 round, but if the harpy uses this
+ by the harpy's song. The effect lasts for 1 round, but if the harpy uses this
ability again on subsequent rounds, it extends the duration by 1 round for all
affected creatures. Once a creature succeeds at any save against Captivating
Song, that creature is temporarily immune to Captivating Songs for 24 hours.
**Success** The creature is unaffected. **Failure** The creature is fascinated,
and it must spend each of its actions to move closer to the harpy as expediently
as possible, while avoiding obvious dangers. If a captivated creature is adjacent
- to the harpy, it stays still and doesn’t act. If attacked by the harpy, the
- creature is freed from captivation at the end of the harpy’s turn. **Critical
+ to the harpy, it stays still and doesn't act. If attacked by the harpy, the
+ creature is freed from captivation at the end of the harpy's turn. **Critical
Failure** As failure, but if attacked by the harpy, the creature can attempt
a new save at the start of its next turn, rather than being freed at the end
- of the harpy’s turn.
+ of the harpy's turn.
name: Captivating Song
traits:
- auditory
@@ -25191,7 +25280,7 @@ monsters:
ac: 19
ac_special: null
automatic_abilities: null
- description: A hell hound’s appearance dismisses any doubts as to its infernal origins—flesh
+ description: A hell hound's appearance dismisses any doubts as to its infernal origins—flesh
the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud
of ever-burning hell re are all trademark features.
hp: 40
@@ -25215,7 +25304,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The hell hound breathes flames that deal 4d6 fire damage to all creatures
- in a 15-foot cone (DC 19 basic Reflex save). The hell hound can’t use Breath
+ in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Breath
Weapon again for 1d4 rounds. If the hell hound would take fire damage or be
targeted by a fire effect, its Breath Weapon recharges.
name: Breath Weapon
@@ -25288,7 +25377,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The warhound breathes flames that deal 10d6 fire damage to all creatures
- in a 15-foot cone (DC 28 basic Reflex save.) The warhound can’t use Breath Weapon
+ in a 15-foot cone (DC 28 basic Reflex save.) The warhound can't use Breath Weapon
again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted
by a fire effect, its Breath Weapon recharges.
name: Breath Weapon
@@ -25404,7 +25493,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: Bands of hobgoblin soldiers typically have at least one archer among
- their ranks. In smaller groups, the hobgoblin archer also serves as that band’s
+ their ranks. In smaller groups, the hobgoblin archer also serves as that band's
captain.
hp: 50
immunities: null
@@ -25431,8 +25520,8 @@ monsters:
name: Crossbow Precision
traits: null
- description: The hobgoblin archer ignores the concealed condition. Their targets
- don’t benefit from lesser cover, and they reduce the AC bonus from standard
- cover by 2 against the hobgoblin archer’s attack.
+ don't benefit from lesser cover, and they reduce the AC bonus from standard
+ cover by 2 against the hobgoblin archer's attack.
name: Perfect Aim
traits: null
- action_cost: One Action
@@ -25486,13 +25575,13 @@ monsters:
ac_special: null
automatic_abilities:
- description: ''
- name: General’s Cry
+ name: General's Cry
traits: null
description: Hobgoblin generals serve as leaders of entire armies and rulers of
hobgoblin settlements. A general does not permit the luxuries of rule to soften
them. They lead their forces on the field of battle and view this opportunity
to excel in a fight at the head of an army as the true reward for a life spent
- honing one’s skills in battle.
+ honing one's skills in battle.
hp: 90
immunities: null
innate_spells: null
@@ -25515,7 +25604,7 @@ monsters:
perception: 13
proactive_abilities:
- description: On a critical hit, the target of the critical hit is moved 5 feet
- in a direction of the hobgoblin general’s choice.
+ in a direction of the hobgoblin general's choice.
name: Polearm Critical Specialization
traits: null
ranged:
@@ -25568,8 +25657,8 @@ monsters:
ac: 17
ac_special: null
automatic_abilities:
- - description: homunculus can’t speak, but it is telepathically linked to its creator.
- It can share information back and forth, including its master’s knowledge and
+ - description: homunculus can't speak, but it is telepathically linked to its creator.
+ It can share information back and forth, including its master's knowledge and
everything the homunculus hears. The range of this link is 1,. The homunculus
adopts the same alignment as its creator and is utterly faithful. If the homunculus
is destroyed, the master takes 2d10 mental damage. If the master is slain, the
@@ -25585,9 +25674,9 @@ monsters:
serve as a spy, scout, messenger, or assistant. When a crafter first begins to
study the art of creating constructs, she often crafts a homunculus first, since
the creation process is simple and inexpensive due to a magical shortcut: the
- use of the creator’s own blood. This forges a link between the homunculus and
- its master, causing the homunculus to gain a spark of the creator’s intellect,
- as well as the same moral values and some of the creator’s basic personality traits.
+ use of the creator''s own blood. This forges a link between the homunculus and
+ its master, causing the homunculus to gain a spark of the creator''s intellect,
+ as well as the same moral values and some of the creator''s basic personality traits.
Homunculi left to their own devices never stray far from their masters.'
hp: 17
immunities:
@@ -25669,7 +25758,7 @@ monsters:
hp: 16
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 0
melee:
- action_cost: One Action
@@ -25727,7 +25816,7 @@ monsters:
hp: 22
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -25785,7 +25874,7 @@ monsters:
hp: 20
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -25843,7 +25932,7 @@ monsters:
hp: 36
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -25903,7 +25992,7 @@ monsters:
immunities:
- area damage
innate_spells: null
- languages: ''
+ languages: null
level: 6
melee:
- action_cost: One Action
@@ -25924,14 +26013,14 @@ monsters:
Strike to the target, plus an additional 1d6 damage for every head it has beyond
the first. Even on a failed attack, the hydra deals the damage from one fangs
Strike to the target creature, though it still misses completely on a critical
- failure. This counts toward the hydra’s multiple attack penalty as a number
+ failure. This counts toward the hydra's multiple attack penalty as a number
of attacks equal to the number of heads the hydra has.
name: Focused Assault
traits: null
- action_cost: Two Actions
description: The hydra makes a number of Strikes up to its number of heads, each
- against a different target. These attacks count toward the hydra’s multiple
- attack penalty, but the multiple attack penalty doesn’t increase until after
+ against a different target. These attacks count toward the hydra's multiple
+ attack penalty, but the multiple attack penalty doesn't increase until after
the hydra makes all its attacks.
name: Storm of Jaws
traits: null
@@ -25983,7 +26072,7 @@ monsters:
hp: 20
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -26001,8 +26090,8 @@ monsters:
up to 10 feet, dragging the enemy along.
name: Drag
traits: null
- - description: The hyena deals an extra 1d4 damage to any creature that’s within
- reach of at least two of the hyena’s allies.
+ - description: The hyena deals an extra 1d4 damage to any creature that's within
+ reach of at least two of the hyena's allies.
name: Pack Attack
traits: null
ranged: null
@@ -26050,7 +26139,7 @@ monsters:
hp: 45
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -26063,7 +26152,7 @@ monsters:
name: Hyaenodon
perception: 9
proactive_abilities:
- - description: as the creature’s bones or cartilage are crushed by the beast’s jaws.
+ - description: as the creature's bones or cartilage are crushed by the beast's jaws.
name: Bonecrunching Bite
traits: null
- action_cost: One Action
@@ -26072,7 +26161,7 @@ monsters:
name: Drag
traits: null
- description: The hyaenodon deals an extra 1d6 damage to any creature within reach
- of at least two of the hyaenodon’s allies.
+ of at least two of the hyaenodon's allies.
name: Pack Attack
traits: null
ranged: null
@@ -26115,7 +26204,7 @@ monsters:
description: The typical kobold trains with agile weaponry, favoring the light pick
for its use in crafting new tunnels to expand their domains through underground
reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes
- but are just as quick to scamper off to safety when they don’t, as a group, outnumber
+ but are just as quick to scamper off to safety when they don't, as a group, outnumber
their enemies at least two to one.
hp: 8
immunities: null
@@ -26282,7 +26371,7 @@ monsters:
automatic_abilities: null
description: Kobold dragon mages use magic to carry out their secret schemes. The
presence of a dragon mage in a kobold warren is one of the greatest testaments
- to the kobolds’ claim to draconic heritage.
+ to the kobolds' claim to draconic heritage.
hp: 25
immunities: null
innate_spells: null
@@ -26426,15 +26515,15 @@ monsters:
- action_cost: One Action
description: The kraken makes two Strikes with two different arms or tentacles,
each limb targeting a different creature. Double Attack counts as two attacks
- toward the kraken’s multiple attack penalty for further actions, but the penalty
- doesn’t increase until after both attacks are made. If the kraken subsequently
+ toward the kraken's multiple attack penalty for further actions, but the penalty
+ doesn't increase until after both attacks are made. If the kraken subsequently
uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
name: Double Attack
traits: null
- action_cost: One Action
description: The kraken emits a cloud of black, venomous ink in an 80-foot emanation.
This cloud has no effect outside water. Creatures inside the ink cloud are exposed
- to kraken ink poison and are undetected while inside the cloud. The kraken can’t
+ to kraken ink poison and are undetected while inside the cloud. The kraken can't
use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute.
name: Ink Cloud
traits: null
@@ -26502,7 +26591,7 @@ monsters:
hp: 150
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 8
melee:
- action_cost: One Action
@@ -26545,7 +26634,7 @@ monsters:
and is drained 1. Neither can be healed while the tooth remains. Removing the
tooth safely requires a successful DC 26 check to Administer First Aid. Instead
of ending bleeding or stabilizing, this removes the drained condition, but it
- doesn’t automatically end the bleed damage.'
+ doesn''t automatically end the bleed damage.'
name: Poison Tooth
traits:
- poison
@@ -26593,8 +26682,8 @@ monsters:
clouding the mind and regressing conscious thought to purely animalistic instincts.
Creatures affected by this curse grow reckless, becoming unaware of the consequences
of their own actions and unable to think clearly. This makes the hapless victim
- all the more susceptible to the lamia’s cunning illusions and insidious charms.
- The lamia’s animalistic nature and the effect of their cursed touch has led some
+ all the more susceptible to the lamia's cunning illusions and insidious charms.
+ The lamia's animalistic nature and the effect of their cursed touch has led some
scholars to theorize that the original lamias must have, millennia ago, turned
away from their own reason and intellect and embraced the life of simple beasts.
Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted
@@ -26709,13 +26798,13 @@ monsters:
description: The brilliant and powerful lamia matriarchs possess boundless ambition,
always seeking to bring more people and territory into the clutches of their kind.
Consequently, the become rulers of other lamia. For all their cruelty toward other
- creatures, they’re fierce protectors of other lamia, and consequently they quickly
- come to rule cults or warbands. Regardless of the lamia’s gender, these ascended
- lamias are always known as matriarchs. Rather than leonine limbs, a lamia matriarch’s
- lower body is formed in the winding coils of a giant snake. They’re also set apart
+ creatures, they're fierce protectors of other lamia, and consequently they quickly
+ come to rule cults or warbands. Regardless of the lamia's gender, these ascended
+ lamias are always known as matriarchs. Rather than leonine limbs, a lamia matriarch's
+ lower body is formed in the winding coils of a giant snake. They're also set apart
by the occult power they pursue, and some have even have grand designs to break
the animalistic curse that transformed them. However, every attempt so far has
- led to the matriarch’s fall.
+ led to the matriarch's fall.
hp: 135
immunities:
- controlled
@@ -26757,7 +26846,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The lamia matriarch can take on the appearance of a Medium humanoid.
- This doesn’t change their Speed or their attack and damage modifiers with their
+ This doesn't change their Speed or their attack and damage modifiers with their
Strikes, but it does prevent them from using their cursed touch. Each lamia
matriarch has a fixed humanoid form—they cannot adopt a different appearance
each time they use this ability, and the appearance resembles that of their
@@ -26771,7 +26860,7 @@ monsters:
- description: The lamia matriarch makes a scimitar attack against each enemy within
reach. Each attack counts toward their multiple attack penalty, but the penalty
does not increase until after all the attacks. The first enemy she damages is
- subject to matriarch’s caress.
+ subject to matriarch's caress.
name: Dervish Strike
traits: null
- action_cost: Two Actions
@@ -26961,7 +27050,7 @@ monsters:
- polymorph
- primal
- transmutation
- - description: and wrap around the target’s limbs. The target must attempt a DC
+ - description: and wrap around the target's limbs. The target must attempt a DC
17 Reflex save. On a failure, the target takes a –10-foot status penalty to
its Speed for 1 round; on a critical failure, the target is immobilized for
1 round and the penalty to Speed lasts for 1 minute.
@@ -27054,7 +27143,7 @@ monsters:
name: Spore Cloud
traits:
- poison
- - description: A creature that takes damage from a fungus leshy’s spore pod Strike
+ - description: A creature that takes damage from a fungus leshy's spore pod Strike
must attempt a saving throw with the same DC and effect as its Spore Cloud ability
name: Spores
traits: null
@@ -27147,8 +27236,8 @@ monsters:
- curse
- incapacitation
- necromancy
- - description: If a reaction would disrupt the lich’s spellcasting action, the lich
- attempts a DC 15 flat check. On a success, the action isn’t disrupted.
+ - description: If a reaction would disrupt the lich's spellcasting action, the lich
+ attempts a DC 15 flat check. On a success, the action isn't disrupted.
name: Steady Spellcasting
traits: null
ranged: null
@@ -27195,12 +27284,12 @@ monsters:
ac: 38
ac_special: null
automatic_abilities:
- - description: Typically, a demilich is inert when encountered and doesn’t take
+ - description: Typically, a demilich is inert when encountered and doesn't take
actions until its *contingency* reaction has been triggered (see below).
name: Torpor
traits: null
description: Demiliches are formed when a lich, through carelessness or by accident,
- loses its phylactery. As years pass, the lich’s body crumbles to dust, leaving
+ loses its phylactery. As years pass, the lich's body crumbles to dust, leaving
only the skull as the seat of its necromantic power. The lich enters a sort of
torpor, its mind left wandering the planes in search of ever greater mysteries.
The lich gradually loses the ability to cast spells and its magic items slowly
@@ -27264,17 +27353,17 @@ monsters:
eye has *maze* and the other *polar ray*). The demilich can Activate an eye.
This uses the number of spellcasting actions the spell requires, and also requires
command and envision components. When the demilich casts a spell from a gemstone
- eye, that eye stops glowing for 1d4 rounds, during which time that eye’s spell
- can’t be used. Occasionally, one or both of the two *demilich eye gems* can
+ eye, that eye stops glowing for 1d4 rounds, during which time that eye's spell
+ can't be used. Occasionally, one or both of the two *demilich eye gems* can
be harvested from a destroyed demilich as magic items.
name: Demilich Eye Gems
traits:
- arcane
- action_cost: One Action
- description: '**Requirements** A soul has been trapped in one of the demilich’s
+ description: '**Requirements** A soul has been trapped in one of the demilich''s
blight quartz gems (see Trap Soul) for 24 hours. **Effect** The demilich consumes
the soul. The soul is utterly destroyed, and the demilich regains HP equal to
- double the creature’s level.'
+ double the creature''s level.'
name: Devour Soul
traits:
- arcane
@@ -27290,7 +27379,7 @@ monsters:
name: Staff Gems
traits: null
- action_cost: One Action
- description: . When the soul of a creature gets trapped, the creature’s body swiftly
+ description: . When the soul of a creature gets trapped, the creature's body swiftly
turns to dust. The gemstones work like the black sapphires used in *bind soul*,
except that they can hold creatures of up to 17th level and have a value of
200 gp apiece. The demilich can Devour a Soul it has trapped.
@@ -27404,12 +27493,12 @@ monsters:
description: The crag linnorm breathes out a stream of magma in a 120-foot line
that deals 12d6 fire damage to creatures within the area (DC 34 basic Reflex
save). Any creature that fails its save also takes 4d6 persistent fire damage.
- The crag linnorm can’t use Breath Weapon again for 1d4 rounds. The magma remains
- until the start of the linnorm’s next turn. If the linnorm was on the ground,
+ The crag linnorm can't use Breath Weapon again for 1d4 rounds. The magma remains
+ until the start of the linnorm's next turn. If the linnorm was on the ground,
the magma remains as a burning line on the ground directly under the line of
the Breath Weapon, and if the linnorm was airborne, the magma rains downward
in a sheet 60 feet high. Any creature that moves across or through the magma
- takes 6d6 fire damage (DC 34 basic Reflex save). At the start of the linnorm’s
+ takes 6d6 fire damage (DC 34 basic Reflex save). At the start of the linnorm's
next turn, the magma cools to a thin layer of brittle stone on the ground, or
the magma rain finishes falling and turns to harmless pebbles. The cooled magma
quickly degrades to powder and sand over the course of several hours.
@@ -27540,9 +27629,9 @@ monsters:
immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen
target by dealing a total of 20 fire damage to the frozen target. Left unattended,
the ice crumbles away in 1 minute on its own. Creatures with the fire trait
- can’t be frozen in place by this breath weapon. Flying creatures fall if frozen,
+ can't be frozen in place by this breath weapon. Flying creatures fall if frozen,
and swimming creatures that are frozen rise toward the surface of the water
- at a speed of 60 feet per round. An ice linnorm can’t use Breath Weapon again
+ at a speed of 60 feet per round. An ice linnorm can't use Breath Weapon again
for 1d4 rounds.
name: Breath Weapon
traits:
@@ -27663,10 +27752,10 @@ monsters:
- action_cost: Two Actions
description: The tarn linnorm can expel either a 120-foot line or a 60-foot cone
of acid dealing 20d6 acid damage to creatures within the area (DC 44 basic Reflex
- save). The acid creates toxic fumes. At the beginning of the linnorm’s next
- turn, those who failed the breath weapon’s Reflex save must succeed at a DC
+ save). The acid creates toxic fumes. At the beginning of the linnorm's next
+ turn, those who failed the breath weapon's Reflex save must succeed at a DC
42 Fortitude save or gain sickened 4 from the poisonous fumes. A tarn linnorm
- can’t use Breath Weapon or Overwhelming Breath again for 1d4 rounds.
+ can't use Breath Weapon or Overwhelming Breath again for 1d4 rounds.
name: Breath Weapon
traits:
- acid
@@ -27680,12 +27769,12 @@ monsters:
- action_cost: One Action
description: The tarn linnorm Strides and then makes a jaws Strike with each of
its heads, each against a different target. These attacks count toward the tarn
- linnorm’s multiple attack penalty, and the multiple attack penalty doesn’t increase
+ linnorm's multiple attack penalty, and the multiple attack penalty doesn't increase
until after the tarn linnorm makes all of these attacks.
name: Double Bite
traits: null
- description: A tarn linnorm uses its Breath Weapon twice. A creature attempts
- only one save and can take damage only once. The tarn linnorm can’t use Breath
+ only one save and can take damage only once. The tarn linnorm can't use Breath
Weapon or Overwhelming Breath again for 2d4 rounds.
name: Overwhelming Breath
traits: null
@@ -27743,7 +27832,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: Tor linnorms dwell in the tallest volcanic mountains, either within
- natural formed caverns or within molten craters. A tor linnorm’s temper can be
+ natural formed caverns or within molten craters. A tor linnorm's temper can be
as hot and destructive as the magma the creature resembles.
hp: 440
immunities:
@@ -27802,13 +27891,13 @@ monsters:
- action_cost: Two Actions
description: The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6
fire damage to creatures within the area (DC 46 basic Reflex save). At the start
- of the tor linnorm’s next turn, the area affected by the breath weapon is covered
+ of the tor linnorm's next turn, the area affected by the breath weapon is covered
in thick, scorching smoke that burns both the lungs and eyes, dealing an additional
10d6 fire damage to all creatures in the area (DC 46 basic Reflex save). A creature
that spends an entire round in the smoke with open eyes must succeed at a DC
44 Fortitude save or is blinded for 1 minute. The smoke dissipates after 1 minute;
in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds,
- it may clear even more quickly. The tor linnorm can’t use Breath Weapon again
+ it may clear even more quickly. The tor linnorm can't use Breath Weapon again
for 1d4 rounds.
name: Breath Weapon
traits:
@@ -27821,8 +27910,8 @@ monsters:
traits: null
- action_cost: One Action
description: A tor linnorm makes four Strikes with its claws, each against a different
- target. These attacks count toward the tor linnorm’s multiple attack penalty,
- but the multiple attack penalty doesn’t increase until after the tor linnorm
+ target. These attacks count toward the tor linnorm's multiple attack penalty,
+ but the multiple attack penalty doesn't increase until after the tor linnorm
makes all its attacks.
name: Slashing Claws
traits: null
@@ -27880,7 +27969,7 @@ monsters:
ac: 16
ac_special: null
automatic_abilities:
- - description: A giant gecko’s allow it to climb virtually any surface, no matter
+ - description: A giant gecko's allow it to climb virtually any surface, no matter
how slick or sheer. If a giant gecko attempts an Athletics check to climb and
critically fails, it gets a failure instead.
name: Uncanny Climber
@@ -27892,13 +27981,13 @@ monsters:
are found in a wide variety of habitats, from rainforests and deserts to mountain
slopes or even underground caverns. They spend most of their time climbing around
in large trees or on rocky cliffs, whether hunting for small animals or hiding
- from predators. A giant gecko’s scales are often quite brightly colored or decorated
+ from predators. A giant gecko's scales are often quite brightly colored or decorated
in intricate patterns. Giant geckos span nearly 8 feet in length from head to
tail, and they weigh about 120 pounds.
hp: 20
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -27951,7 +28040,7 @@ monsters:
automatic_abilities: null
description: Large and seemingly ponderous, a monitor lizard is a deceptively swift
and ruthless predator. It ambushes its prey by rushing out from cover and biting
- the target with its powerful jaws. A giant monitor lizard’s saliva is venomous,
+ the target with its powerful jaws. A giant monitor lizard's saliva is venomous,
allowing it to bring down prey larger than it can easily haul away in its jaws.
Giant monitor lizards grow up to 14 feet long, including their long tails, and
they weigh about 350 pounds. Their bodies are normally dark brown with patches
@@ -27963,7 +28052,7 @@ monsters:
hp: 30
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -28028,7 +28117,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: Found in warm and tropical forests and savannas, these immense lizards
- are a deadly threat to the unsuspecting traveler. When they aren’t sleeping or
+ are a deadly threat to the unsuspecting traveler. When they aren't sleeping or
stalking prey, giant frilled lizards bask in the sunlight for hours at a time.
Explorers sometimes mistakenly think them related to dragons due to their large
size, elaborate neck frills (which, when displayed in a show of aggression and
@@ -28037,7 +28126,7 @@ monsters:
hp: 75
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 5
melee:
- action_cost: One Action
@@ -28252,7 +28341,7 @@ monsters:
name: Giant Centipede Venom
traits:
- poison
- - description: against the scout’s attacks until the end of the scout's turn.
+ - description: against the scout's attacks until the end of the scout's turn.
name: Hidden Movement
traits: null
- description: creatures.
@@ -28312,7 +28401,7 @@ monsters:
automatic_abilities: null
description: The tradition of astrology and looking to the stars for both navigation
and prognostication is well-established in iruxi society, and their wise and observant
- stargazers are among the people’s most respected members. Even the lowliest stargazer,
+ stargazers are among the people's most respected members. Even the lowliest stargazer,
as presented here, has a number of useful primal spells to aid their kin; in larger
iruxi settlements, stargazers wield even greater powers.
hp: 30
@@ -28483,7 +28572,7 @@ monsters:
hp: 40
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -28562,7 +28651,7 @@ monsters:
hp: 220
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 11
melee:
- action_cost: One Action
@@ -28601,7 +28690,7 @@ monsters:
- action_cost: One Action
description: The mantis makes a mandibles Strike against a creature it has grabbed.
If that Strike hits and the creature is wearing armor with Hardness 12 or lower,
- the armor is broken. This Strike doesn’t further damage armor that’s already
+ the armor is broken. This Strike doesn't further damage armor that's already
broken.
name: Rending Mandibles
traits: null
@@ -28653,7 +28742,7 @@ monsters:
of weaker creatures. A medusa may seek out powerful magic items, use divination
magic to discover secret knowledge and unlock forbidden power, or infiltrate a
society to beguile influential politicians. Their ability to worm their way into
- powerful organizations makes them natural leaders of criminal out ts and thieves’
+ powerful organizations makes them natural leaders of criminal out ts and thieves'
guilds, and their interest in magical phenomena leads some to pursue careers as
oracles who offer to help adventurers find what they seek—for a price. Of course,
if wit and deception proves insufficient, a medusa can always simply turn rivals
@@ -29182,13 +29271,13 @@ monsters:
automatic_abilities: null
description: Fearsome centipede-like creatures, mukradis are three-headed predators
with a devastating array of breath weapons. A Darklands version of the mukradi
- is rumored to exist. It’s said these variant mukradis have black scales, and all
+ is rumored to exist. It's said these variant mukradis have black scales, and all
of their heads spew a black, acidic goo that animates before being reabsorbed
by the mukradis.
hp: 300
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 15
melee:
- action_cost: One Action
@@ -29243,7 +29332,7 @@ monsters:
- action_cost: Two Actions
description: The mukradi breathes a blast of energy from one of its three heads;
each creature in the area must attempt a DC 36 basic Reflex save. The mukradi
- can’t use Breath Weapon again for 1d4 rounds. - **Acid Maw** (acid) 10-foot-wide,
+ can't use Breath Weapon again for 1d4 rounds.
- **Acid Maw** (acid) 10-foot-wide,
60-foot line of acid dealing 16d6 acid damage.
- **Flame Maw** (fire)
60-foot cone of fire dealing 16d6 fire damage.
- **Shock Maw** (electricity)
120-foot line of electricity dealing 16d6 electricity damage.
@@ -29264,7 +29353,7 @@ monsters:
Strike up to once with each maw, once with its tail lash, and any number of
times with its legs. Each attack takes a –2 circumstance penalty and counts
toward the mukradi's multiple attack penalty, but the multiple attack penalty
- doesn’t increase until after all the attacks are made.
+ doesn't increase until after all the attacks are made.
name: Thrash
traits: null
- description: Huge or smaller, leg, DC 36
@@ -29316,9 +29405,9 @@ monsters:
starved of nourishing food and instead fed strange spices, preservative agents,
and toxins intended to quicken the desiccation of the flesh. The victim remains
immobile but painfully aware during the final stages, where its now-useless entrails
- are extracted before it’s shrouded in funerary wrappings and entombed within a
+ are extracted before it's shrouded in funerary wrappings and entombed within a
necromantically ensorcelled sarcophagus to await intrusions in the potentially
- distant future. While it’s certainly possible to use other methods to create a
+ distant future. While it's certainly possible to use other methods to create a
mummy guardian from an already-deceased body, those who seek to create these foul
undead as their guardians in the afterlife often feel that such methods result
in inferior undead—the pain and agony of death by mummification being an essential
@@ -29345,8 +29434,8 @@ monsters:
name: Mummy Guardian
perception: 16
proactive_abilities:
- - description: This disease and any damage from it can’t be healed until this curse
- is removed. A creature killed by mummy rot turns to dust and can’t be resurrected
+ - description: This disease and any damage from it can't be healed until this curse
+ is removed. A creature killed by mummy rot turns to dust and can't be resurrected
except by a 7th-level *resurrect* ritual or similar magic. **Saving Throw**
DC 22 Fortitude; **Stage 1** carrier with no ill effect (1 minute); **Stage
2** 4d6 negative damage and stupefied 1 (1 day)
@@ -29446,8 +29535,8 @@ monsters:
traits:
- divine
- necromancy
- - description: This disease and any damage from it can’t be healed until this curse
- is removed. A creature killed by insidious mummy rot turns to sand and can’t
+ - description: This disease and any damage from it can't be healed until this curse
+ is removed. A creature killed by insidious mummy rot turns to sand and can't
be resurrected except by a 7th-level *resurrect* ritual or similar magic. **Saving
Throw** DC 26 Fortitude; **Stage 1** carrier with no ill effect (1 minute);
**Stage 2** 8d6 negative damage and stupefied 2 (1 day)
@@ -29460,7 +29549,7 @@ monsters:
- action_cost: Two Actions
description: The mummy pharaoh exhales a 60-foot cone of superheated sand that
deals 5d6 fire and 5d6 slashing damage (DC 28 basic Reflex save). The mummy
- pharaoh can’t use Sandstorm Wrath again for 1d4 rounds.
+ pharaoh can't use Sandstorm Wrath again for 1d4 rounds.
name: Sandstorm Wrath
traits:
- concentrate
@@ -29667,7 +29756,7 @@ monsters:
negates) and is then temporarily immune sickness from the smoke for 1 minute.
The nightmare, its rider, any creature currently holding its breath (or that
does not need to breathe), and any creature immune to poison are immune to the
- aura’s sickened effect but not the concealment.
+ aura's sickened effect but not the concealment.
name: Smoke
range: 15 feet
traits:
@@ -29708,7 +29797,7 @@ monsters:
- action_cost: Two Actions
description: The nightmare Strides or Flies up to triple its Speed. Its hooves
burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save)
- once to each creature other than the nightmare’s rider that the nightmare moves
+ once to each creature other than the nightmare's rider that the nightmare moves
adjacent to during its gallop.
name: Flaming Gallop
traits:
@@ -29761,7 +29850,7 @@ monsters:
negates) and is then temporarily immune sickness from the smoke for 1 minute.
The nightmare, its rider, any creature currently holding its breath (or that
does not need to breathe), and any creature immune to poison are immune to the
- aura’s sickened effect but not the concealment.
+ aura's sickened effect but not the concealment.
name: Smoke
range: 20 feet
traits:
@@ -29803,7 +29892,7 @@ monsters:
- action_cost: Two Actions
description: The greater nightmare Strides or Flies up to triple its Speed. Its
hooves burst with intense flame, dealing 6d6 fire damage (DC 30 basic Reflex
- save) once to each creature other than the greater nightmare’s rider that the
+ save) once to each creature other than the greater nightmare's rider that the
greater nightmare moves adjacent to during its gallop.
name: Flaming Gallop
traits:
@@ -29860,7 +29949,7 @@ monsters:
these creatures are fated to one day be eaten by them. Niliths draw intense joy
from tormenting sapient creatures, often focusing their predations on the pious
and the just, from whom they draw forth their most basic fears and worst thoughts
- and revel in their victims’ subsequent terror. More often than not, these despicable
+ and revel in their victims' subsequent terror. More often than not, these despicable
manipulators wish to drive their victims into madness and even to suicide. Most
niliths lack the patience to spend too much time fully tearing down an individual,
and when a nilith tires of its current plaything and becomes bored with its particular
@@ -29924,7 +30013,7 @@ monsters:
- action_cost: One Action
description: '**Requirements** The nilith has a creature grabbed. **Effect** The
nilith reaches into the mind of the grabbed creature and implants disjointed
- images of the victim’s worst fears and nightmares. The grabbed creature takes
+ images of the victim''s worst fears and nightmares. The grabbed creature takes
6d6 mental damage (DC 31 basic Will save). On a critical failure, the target
is also affected as though by *feeblemind*, and it must attempt a second Will
save against that effect.'
@@ -29985,7 +30074,7 @@ monsters:
description: Naiads protect streams, ponds, springs, and other natural bodies of
fresh water. While most naiads lead solitary lives close to their chosen ward,
sometimes these nymphs congregate in coven-like groups where river tributaries
- meet, performing great magic and blessing the waters of the land. Because naiads’
+ meet, performing great magic and blessing the waters of the land. Because naiads'
bonds to their bodies of water permit more flexibility, they are the nymphs most
likely to interact with humanoids and even visit their settlements on occasion.
Unlike other nymphs, naiads occasionally become adventurers, especially when dark
@@ -30132,8 +30221,8 @@ monsters:
- action_cost: Two Actions
description: The dryad touches a tree of enough volume to contain her and merges
into it for as long as she wishes. She can Cast a Spell while inside as long
- as the spell doesn’t require a line of effect outside the tree. She can hear,
- but not see, what’s going on outside the tree. She can Dismiss this effect.
+ as the spell doesn't require a line of effect outside the tree. She can hear,
+ but not see, what's going on outside the tree. She can Dismiss this effect.
Significant physical damage dealt to the tree expels the dryad from the tree
and deals 3d6 damage to her. *Passwall* expels the dryad without dealing damage.
If a dryad uses this ability on her bonded tree, she instead enters an extradimensional
@@ -30195,7 +30284,7 @@ monsters:
name: Wild Empathy
traits: null
description: Naiad queens rule over pristine wildernesses centered on untouched
- lakes or other bodies of fresh water. Bards’ songs and artists’ paintings of nymphs
+ lakes or other bodies of fresh water. Bards' songs and artists' paintings of nymphs
tend to depict naiad queens in their slightly more humanoid forms, which they
don when they make the rare journey into civilized lands to garner allies or gauge
threats.
@@ -30234,7 +30323,7 @@ monsters:
- transmutation
- action_cost: One Action
description: On a failed save, if the target was already affected by the naiad
- queen’s beauty, the image of the queen sears into the creature’s mind, allowing
+ queen's beauty, the image of the queen sears into the creature's mind, allowing
no further sight and effectively blinding the creature until restored via restore
senses or a similar effect, or until the naiad queen chooses to remove the effect
using a single action, which has the concentrate trait.
@@ -30322,8 +30411,8 @@ monsters:
description: Hamadryads rule over an entire forest, or a portion of an incredibly
large forest, leading and protecting all dryads within. Hamadryads often have
strange relationships with powerful and deadly fey, working together in a dualistic
- way despite their differences, with the hamadryad representing nature’s wonders
- and the other fey representing nature’s wrath.
+ way despite their differences, with the hamadryad representing nature's wonders
+ and the other fey representing nature's wrath.
hp: 220
immunities: null
innate_spells:
@@ -30380,7 +30469,7 @@ monsters:
- transmutation
- action_cost: One Action
description: On a failed save, if the target was already affected by the dryad
- queen’s beauty, the target suffers the effects of a failed save against *charm*.
+ queen's beauty, the target suffers the effects of a failed save against *charm*.
name: Focus Beauty
traits:
- emotion
@@ -30399,8 +30488,8 @@ monsters:
- action_cost: Two Actions
description: The hamadryad touches a tree within her domain of enough volume to
contain her and merges into it for as long as she wishes. She can Cast a Spell
- while inside as long as the spell doesn’t require a line of effect outside the
- tree. She can hear, but not see, what’s going on outside the tree. She can enter
+ while inside as long as the spell doesn't require a line of effect outside the
+ tree. She can hear, but not see, what's going on outside the tree. She can enter
or exit her extradimensional domain from any tree in her domain. She can Dismiss
this effect. Significant physical damage dealt to the tree expels the hamadryad
from the tree and deals 3d6 damage to her. *Passwall* expels the hamadryad without
@@ -30474,7 +30563,7 @@ monsters:
hp: 135
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 8
melee:
- action_cost: One Action
@@ -30514,8 +30603,8 @@ monsters:
- action_cost: One Action
description: The octopus emits a cloud of black ink in a 30-foot emanation. This
cloud has no effect outside of water. Creatures inside the cloud are undetected
- and can’t use their sense of smell. The cloud dissipates after 1 minute. The
- octopus can’t use Ink Cloud again for 2d6 rounds.
+ and can't use their sense of smell. The cloud dissipates after 1 minute. The
+ octopus can't use Ink Cloud again for 2d6 rounds.
name: Ink Cloud
traits: null
- action_cost: Two Actions
@@ -30526,7 +30615,7 @@ monsters:
- move
- action_cost: Two Actions
description: The giant octopus makes up to four Strikes with different arms, each
- against a different target. Each attack counts separately for the octopus’s
+ against a different target. Each attack counts separately for the octopus's
multiple attack penalty, but the penalty doesn't increase the penalty until
the octopus has made all the attacks. If the octopus subsequently uses the Grab
action, it can Grab any number of creatures it hit with Writhing Arms.
@@ -30575,11 +30664,11 @@ monsters:
ac: 31
ac_special: null
automatic_abilities:
- - description: When it’s not in danger, an ofalth can spend 1 minute settling into
+ - description: When it's not in danger, an ofalth can spend 1 minute settling into
a 10-foot pile that looks like a heap of garbage. While doing so, the ofalth
- gains a +2 circumstance bonus to AC but can’t use attack, manipulate, or move
+ gains a +2 circumstance bonus to AC but can't use attack, manipulate, or move
actions. A creature that enters the area of the garbage heap or interacts with
- it must attempt a save against the ofalth’s putrid stench and wretched weeps
+ it must attempt a save against the ofalth's putrid stench and wretched weeps
disease. An ofalth can leave this form using a single action.
name: Refuse Pile
traits: null
@@ -30588,7 +30677,7 @@ monsters:
ofalths are living heaps of matter from an altogether more unpleasant source:
these monsters look like 9-foot-tall amalgamations of wet detritus, sewage, and
rubbish with long tentacular arms and stout legs. It can be difficult to tell
- where an ofalth’s body ends and the foul contents of the cesspit they wallow within
+ where an ofalth''s body ends and the foul contents of the cesspit they wallow within
begins. They move through refuse heaps in search of organic material in their
endless quest to sate their hunger.'
hp: 170
@@ -30663,7 +30752,7 @@ monsters:
automatic_abilities: null
description: The simplest of ogres are slabs of muscle with hatefully beady eyes,
misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre
- warriors are quick to turn on their kin when there’s a shortage of smaller folk
+ warriors are quick to turn on their kin when there's a shortage of smaller folk
to torment, so those who lead ogres do their best to keep them constantly distracted
with new opportunities for raids and ruin.
hp: 50
@@ -30736,7 +30825,7 @@ monsters:
filled with poisoned meat are common, but such tales are of little consolation
to those who have been gobbled down whole by these ravenous giants. In addition
to their sadistic table manners, ogre gluttons have a disturbing knack for coming
- up with violent “games” that are little more than drawn-out torments, yet those
+ up with violent "games" that are little more than drawn-out torments, yet those
who somehow manage to beat a glutton at the rules of its own game can often enrage
and frustrate the ogre enough that the resulting tantrum is more than enough distraction
to afford a last-ditch escape from doom.
@@ -30820,7 +30909,7 @@ monsters:
automatic_abilities: null
description: In ogre society, might makes more than right—it makes the rules. The
strongest or most violent ogre in a family (in most cases, this is the same ogre)
- is invariably that family’s boss. Quick to hook fallen foes on their weapons,
+ is invariably that family's boss. Quick to hook fallen foes on their weapons,
even other ogres fear the repercussions of displeasing an ogre boss. When an ogre
boss barks out commands, the other members of the family move quickly to obey.
hp: 130
@@ -30916,7 +31005,7 @@ monsters:
- unconscious
- visual
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -30973,14 +31062,14 @@ monsters:
ac_special: null
automatic_abilities:
- description: A gelatinous cube can sense nearby motion through vibration and air
- movement. **Transparent** A gelatinous cube is so clear that it’s difficult
+ movement. **Transparent** A gelatinous cube is so clear that it's difficult
to spot. A successful DC 23 Perception check is required to notice a stationary
cube, and a creature must be Searching to attempt this check. A creature that
walks into the cube is automatically Engulfed (this usually causes the GM to
call for initiative).
name: Motion Sense
traits: null
- - description: A gelatinous cube is so clear that it’s difficult to spot. A successful
+ - description: A gelatinous cube is so clear that it's difficult to spot. A successful
DC 23 Perception check is required to notice a stationary cube, and a creature
must be Searching to attempt this check. A creature that walks into the cube
is automatically Engulfed (this usually causes the GM to call for initiative).
@@ -30988,7 +31077,7 @@ monsters:
traits: null
description: Found underground or in dungeons, these quivering cubes of slime continuously
scour their domain for food. The acid in their bodies is weak enough that many
- gelatinous cubes still contain the gear of their victims, as they’re unable to
+ gelatinous cubes still contain the gear of their victims, as they're unable to
break them down.
hp: 90
immunities:
@@ -30999,7 +31088,7 @@ monsters:
- unconscious
- visual
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -31070,7 +31159,7 @@ monsters:
traits: null
description: Ochre jellies are animate masses of protoplasm with a sickly combination
of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave
- other materials, including a victim’s gear and bones, intact. Some ancient cultures
+ other materials, including a victim's gear and bones, intact. Some ancient cultures
would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze
to break down the flesh and clean and polish the bones.
hp: 150
@@ -31085,7 +31174,7 @@ monsters:
- unconscious
- visual
innate_spells: null
- languages: ''
+ languages: null
level: 5
melee:
- action_cost: One Action
@@ -31163,7 +31252,7 @@ monsters:
- unconscious
- visual
innate_spells: null
- languages: ''
+ languages: null
level: 7
melee:
- action_cost: One Action
@@ -31423,7 +31512,7 @@ monsters:
- action_cost: One Action
description: Bellowing mightily, the warchief gives themself and all orc allies
within 60 feet a +1 status bonus to attack and damage rolls until the start
- of the orc warchief’s next turn.
+ of the orc warchief's next turn.
name: Battle Cry
traits:
- auditory
@@ -31512,7 +31601,7 @@ monsters:
description: 1d6+6 bludgeoning, DC 22
name: Constrict
traits: null
- - description: The sickened and unconscious conditions from filth fever don’t improve
+ - description: The sickened and unconscious conditions from filth fever don't improve
on their own until the disease is cured. **Saving Throw** DC 20 Fortitude; **Stage
1** carrier with no ill effect (1d4 hours); **Stage 2** sickened 1 (1 day);
**Stage 3** sickened 1 and slowed 1 as long as it remains sickened (1 day);
@@ -31521,7 +31610,7 @@ monsters:
traits:
- disease
- action_cost: One Action
- description: check and comparing the result against each creature’s Fortitude
+ description: check and comparing the result against each creature's Fortitude
DC. On a failure, the creature remains in place, and on a critical failure,
the creature is no longer grabbed.
name: Reposition
@@ -31571,7 +31660,7 @@ monsters:
hp: 70
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 4
melee:
- action_cost: One Action
@@ -31877,7 +31966,7 @@ monsters:
automatic_abilities: null
description: Tieflings are planar scions with fiendish blood. One of the most common
types is pitborn, who bear a demonic corruption infesting their mortal bloodline.
- Some strive to live above their forebear’s fiendish reputation, but many, such
+ Some strive to live above their forebear's fiendish reputation, but many, such
as this tiefling adept, simply accept their label and delve fully into evil.
hp: 29
immunities: null
@@ -31910,7 +31999,7 @@ monsters:
proactive_abilities:
- action_cost: Free Action
description: ', without spending a spell slot. The adept must still Cast the Spell
- and meet the spell’s other requirements.'
+ and meet the spell''s other requirements.'
name: Drain Bonded Item
traits:
- choosing a different spell level each time
@@ -31996,7 +32085,7 @@ monsters:
traits: null
- action_cost: One Action
description: checks against its prey and to any check to Recall Knowledge about
- its prey, as well as a +1 circumstance bonus to AC against its prey’s attacks.
+ its prey, as well as a +1 circumstance bonus to AC against its prey's attacks.
The duskwalker can have only one prey designated at a time.
name: Hunt Prey
traits: null
@@ -32072,6 +32161,11 @@ monsters:
ac: 23
ac_special:
- descr: 25 with shield raised
+ items:
+ - crossbow (10 bolts)
+ - half plate
+ - steel shield (Hardness 5, 20 HP, BT 10)
+ - longsword
automatic_abilities: null
description: Mortals whose ancestry has been influenced by celestials are known
as aasimars, and angelkin, who have blood of angels coursing through their veins,
@@ -32079,7 +32173,16 @@ monsters:
of doing good in the world.
hp: 73
immunities: null
- innate_spells: []
+ divine_spells:
+ - name: light
+ frequency: null
+ level: 0
+ action_cost: null
+ innate_spells:
+ - name: lay on hands
+ frequency: null
+ level: 3
+ action_cost: 1 Focus Point
languages:
- Celestial
- Common
@@ -32096,10 +32199,24 @@ monsters:
name: Aasimar Redeemer
perception: 11
proactive_abilities:
- - description: '*lay on hands*'
- name: Champion Devotion Spells
- traits:
- - 1 Focus Point
+ - name: Divine Grace
+ action_cost: Reaction
+ trigger: The angelkin is targeted by a spell that allows a saving throw.
+ effect: The scion gains a +2 circumstance bonus to the saving throw.
+ traits: null
+ - name: Glimpse of Redemption
+ action_cost: Reaction
+ trigger: An enemy damages one of the angelkin's allies. Both the enemy and ally must be within 15 feet of the angelkin.
+ effect: 'The angelkin causes its foe to hesitate under the weight of its sins as visions of possible redemption play out in its mind''s eye.
+ The foe chooses one of two options:
+ [bullet]The ally is completely unharmed by the triggering damage.
+ [bullet]The ally gains resistance 7 to all damage against the triggering damage. After the damaging effect resolves, the enemy becomes enfeebled 2 until the end of its next turn.'
+ traits: null
+ - name: Shield Block
+ action_cost: Reaction
+ trigger: null
+ effect: null
+ traits: null
ranged:
- action_cost: One Action
damage:
@@ -32118,7 +32235,8 @@ monsters:
saves_special:
fort: null
ref: null
- will: +1 status to all saves vs. disease (against diseases, critical failures
+ will: null
+ misc: +1 status to all saves vs. disease (against diseases, critical failures
become failures)
senses:
- darkvision
@@ -32150,7 +32268,7 @@ monsters:
ac: 22
ac_special: null
automatic_abilities:
- - description: A poltergeist is tied to a location and can’t travel more than from
+ - description: A poltergeist is tied to a location and can't travel more than from
the place where it was created or formed. Some poltergeists are instead bound
to a specific room, building, or similar area
name: Site Bound
@@ -32184,7 +32302,7 @@ monsters:
description: '**Requirement** The poltergeist must be invisible. **Effect** The
poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each
creature within 30 feet must attempt a DC 21 Will save, becoming frightened
- 2 on a failure. On a critical failure, it’s also fleeing for as long as it’s
+ 2 on a failure. On a critical failure, it''s also fleeing for as long as it''s
frightened. On a success, the creature is temporarily immune for 1 minute. At
the start of its next turn, the poltergeist becomes invisible again.'
name: Frighten
@@ -32200,7 +32318,7 @@ monsters:
multiple foes or directing them at one target. - When this effect is spread
out among multiple foes, the poltergeist makes a telekinetic object Strike at
a –2 penalty against each creature within 30 feet. These count as one attack
- for the poltergeist’s multiple attack penalty, and the penalty doesn’t increase
+ for the poltergeist's multiple attack penalty, and the penalty doesn't increase
until after all the attacks.
- When this effect has only one target, the
poltergeist makes a telekinetic object Strike against the target, and the damage
increases to 3d12. It deals 1d12 damage on a failure, and no damage on a critical
@@ -32305,7 +32423,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The poracha teleports up to 40 feet. It must have line of sight to
- the space it teleports to. It can’t use Jaunt again for 1d4 rounds.
+ the space it teleports to. It can't use Jaunt again for 1d4 rounds.
name: Jaunt
traits:
- conjuration
@@ -32314,9 +32432,9 @@ monsters:
- teleportation
- action_cost: Two Actions
description: The poracha touches an adjacent object of enough volume to contain
- it. It merges into the object indefinitely, and while it’s inside, time moves
+ it. It merges into the object indefinitely, and while it's inside, time moves
exceptionally slowly for it and it has only limited perception of the outside
- world. The poracha can sense what’s going on outside the object only using tremorsense.
+ world. The poracha can sense what's going on outside the object only using tremorsense.
The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the
object and appears where it chooses. If a creature Strikes the object, the poracha
is expelled unharmed.
@@ -32375,9 +32493,9 @@ monsters:
- divination
- divine
- prediction
- description: Other proteans don’t consider the flying, iridescent beings known as
+ description: Other proteans don't consider the flying, iridescent beings known as
voidworms to be part of a protean caste at all, but instead merely a shameful
- side effect of the Maelstrom’s constantly churning energy. To call a voidworm
+ side effect of the Maelstrom's constantly churning energy. To call a voidworm
a protean in the presence of a more powerful protean is as sure a way to instigate
combat as any.
hp: 16
@@ -32426,7 +32544,7 @@ monsters:
perception: 4
proactive_abilities:
- action_cost: One Action
- description: The voidworm takes on the appearance of a Tiny animal. This doesn’t
+ description: The voidworm takes on the appearance of a Tiny animal. This doesn't
change its Speed or its attack and damage bonuses with its Strikes, but might
change the damage type its Strikes deal.
name: Change Shape
@@ -32435,7 +32553,7 @@ monsters:
- divine
- polymorph
- transmutation
- - description: A creature hit by the voidworm’s tail Strike is stupefied 1 for 1
+ - description: A creature hit by the voidworm's tail Strike is stupefied 1 for 1
round (stupefied 2 on a critical hit). A successful DC 16 Will save negates
this effect and grants temporary immunity to confounding lash for 1 minute.
name: Confounding Lash
@@ -32575,7 +32693,7 @@ monsters:
- transmutation
- action_cost: One Action
description: The naunet can take the appearance of any Small, Medium, or Large
- animal, beast, or humanoid. This doesn’t change its Speed or its attack and
+ animal, beast, or humanoid. This doesn't change its Speed or its attack and
damage bonuses with its Strikes but might change the damage type its Strikes
deal.
name: Change Shape
@@ -32584,7 +32702,7 @@ monsters:
- divine
- polymorph
- transmutation
- - description: A creature hit by the naunet’s tentacle Strike is stupefied 2 for
+ - description: A creature hit by the naunet's tentacle Strike is stupefied 2 for
1d4 rounds (DC 24 Will negates). If the creature was already stupefied in this
way, the duration extends by 1 round instead. A chaotic creature is only stupefied
1 instead.
@@ -32661,10 +32779,10 @@ monsters:
description: 'The ruling caste of the proteans, keketars orchestrate attacks against
the bastions of law and adjudicate protean disputes confidently and capriciously.
A keketar resembles a shimmering, serpentine creature with spines, claws, and
- a dragon-like head. A keketar’s actual appearance is in constant flux, but they
+ a dragon-like head. A keketar''s actual appearance is in constant flux, but they
generally stay about 18 feet long with a weight of around 1,500 pounds. While
- their physical forms can vary, two things remain constant: First, a keketar’s
- eyes are always a piercing shade of amber or violet. Second, the keketar’s mark
+ their physical forms can vary, two things remain constant: First, a keketar''s
+ eyes are always a piercing shade of amber or violet. Second, the keketar''s mark
of office—a crown of shifting symbols that hovers above its head—never changes.
A keketar cannot remove its crown but can suppress it, although most are loath
to do so and consider such an act one of cowardice or shame.'
@@ -32763,7 +32881,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The keketar can take the appearance of any Huge or smaller creature.
- This doesn’t change its Speed or its attack and damage bonuses with its Strikes,
+ This doesn't change its Speed or its attack and damage bonuses with its Strikes,
but might change the damage type its Strikes deal.
name: Change Shape
traits:
@@ -32785,7 +32903,7 @@ monsters:
- divine
- polymorph
- transmutation
- - description: A creature struck by a keketar’s jaws or claw Strike must succeed
+ - description: A creature struck by a keketar's jaws or claw Strike must succeed
at a DC 36 Fortitude save or be subject to a warpwave.
name: Warpwave Strike
traits:
@@ -32851,7 +32969,7 @@ monsters:
- divination
- divine
description: A nosoi resembles a whippoorwill, sparrow, or other small bird wearing
- a heavy leather plague doctor’s mask. They are the clerks, messengers, and scribes
+ a heavy leather plague doctor's mask. They are the clerks, messengers, and scribes
of the Boneyard, witnessing judgments, directing souls, and generally performing
the administrative grunt work that keeps the Boneyard functioning. Most nosois
are particularly chatty and eager to discuss how important they consider their
@@ -32885,7 +33003,7 @@ monsters:
perception: 6
proactive_abilities:
- action_cost: One Action
- description: The nosoi takes the appearance of a raven or songbird. This doesn’t
+ description: The nosoi takes the appearance of a raven or songbird. This doesn't
change its Speed or its attack and damage modifiers with its Strikes.
name: Change Shape
traits:
@@ -32903,7 +33021,7 @@ monsters:
**Failure** The creature is fascinated. **Critical Failure** As failure, and
the creature must spend each of its actions on its turn to move closer to the
nosoi as expediently as possible while avoiding obvious dangers. If a fascinated
- creature is adjacent to the nosoi, it stays still and doesn’t act. If the creature
+ creature is adjacent to the nosoi, it stays still and doesn't act. If the creature
is attacked, the fascination ends.
name: Haunting Melody
traits:
@@ -33030,7 +33148,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: A morrigna can take the appearance of any Small or Medium animal
- or humanoid. This doesn’t change their Speed or their attack and damage modifiers
+ or humanoid. This doesn't change their Speed or their attack and damage modifiers
with their Strikes, but it might change the damage type their Strikes deal.
Unless they choose to manifest their web wrappings in their new form, they cannot
make web wrappings Strikes.
@@ -33109,7 +33227,7 @@ monsters:
hp: 35
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -33174,7 +33292,7 @@ monsters:
hp: 110
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 7
melee:
- action_cost: One Action
@@ -33293,7 +33411,7 @@ monsters:
traits: null
- action_cost: One Action
description: '**Frequency** once per round; **Effect** The quelaunt feeds on the
- emotional unrest of a single creature within 30 feet that’s under a harmful
+ emotional unrest of a single creature within 30 feet that''s under a harmful
emotion effect. The target must succeed at a DC 37 Will save or take 4d10 mental
damage and be stunned for 1 round. If the target fails its saving throw, the
quelaunt regains the same number of Hit Points and Feed on Emotion does not
@@ -33313,9 +33431,9 @@ monsters:
- attack
- action_cost: Free Action
description: '**Trigger** A creature fails a saving throw to resist one of the
- quelaunt’s innate spells or emotional focus spells. **Effect** As the quelaunt
- invades the triggering creature’s mind and plants the seeds of negative emotions,
- it also strips away the target’s feelings of hope or positivity. The quelaunt
+ quelaunt''s innate spells or emotional focus spells. **Effect** As the quelaunt
+ invades the triggering creature''s mind and plants the seeds of negative emotions,
+ it also strips away the target''s feelings of hope or positivity. The quelaunt
can immediately end a single emotion effect from which the triggering creature
is benefiting.'
name: Spiral of Despair
@@ -33360,7 +33478,7 @@ monsters:
ac: 23
ac_special: null
automatic_abilities: null
- description: Known as “biters” among the more powerful rakshasa castes, dandasukas
+ description: Known as "biters" among the more powerful rakshasa castes, dandasukas
serve as spies and assassins for rakshasa clans or powerful spellcasters who have
found methods to bind one of these fiends to their will. Born to manipulate and
murder, these half-sized terrors revel in their work and delight in the sight
@@ -33403,7 +33521,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The dandasuka takes on the appearance of any Small humanoid. This
- doesn’t change the dandasuka’s Speed or its attack and damage modifiers with
+ doesn't change the dandasuka's Speed or its attack and damage modifiers with
its Strikes, but it might change the damage type its Strikes deal (typically
to bludgeoning). It typically loses its fangs Strike unless the humanoid form
has fangs or a similar unarmed attack.
@@ -33505,7 +33623,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The raja rakshasa takes on the appearance of any Medium humanoid.
- This doesn’t change the raja rakshasa’s Speed or its attack and damage modifiers
+ This doesn't change the raja rakshasa's Speed or its attack and damage modifiers
with its Strikes but might change the damage type its Strikes deal (typically
to bludgeoning). It typically loses its fangs Strike unless the humanoid form
has fangs or a similar unarmed attack.
@@ -33516,9 +33634,9 @@ monsters:
- polymorph
- transmutation
- action_cost: One Action
- description: The raja rakshasa’s eyes flash green as it projects a telepathic
+ description: The raja rakshasa's eyes flash green as it projects a telepathic
wave in a 30-foot emanation. All creatures in the area are assailed by a vision
- of evil decadence from one of the rakshasa’s past lives. Each non-evil creature
+ of evil decadence from one of the rakshasa's past lives. Each non-evil creature
in the area must succeed at a DC 29 Will save or become sickened 1 (and stunned
1 on a critical failure). The visions last 1d4 rounds, and while they do, the
raja rakshasa and all evil creatures in the area gain a +1 status bonus to all
@@ -33583,7 +33701,7 @@ monsters:
hp: 8
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -33598,7 +33716,7 @@ monsters:
name: Giant Rat
perception: 5
proactive_abilities:
- - description: The sickened and unconscious conditions from filth fever don’t improve
+ - description: The sickened and unconscious conditions from filth fever don't improve
on their own until the disease is cured. **Saving Throw** DC 14 Fortitude; **Stage
1** carrier with no ill effect (1d4 hours), **Stage 2** sickened 1 (1 day),
**Stage 3** sickened 1 and slowed 1 (1 day), **Stage 4** unconscious (1 day),
@@ -33648,20 +33766,20 @@ monsters:
description: A swarm of rats can cause total chaos within a household or business.
Contracting filth fever is all the easier when dozens of these agitated or hungry
vermin gather to bite victims en masse, making rat-hunting a viable career in
- many parts of the world as desperate townspeople seek relief from the disease’s
+ many parts of the world as desperate townspeople seek relief from the disease's
spread.
hp: 14
immunities:
- precision
- swarm mind
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee: null
name: Rat Swarm
perception: 5
proactive_abilities:
- - description: The sickened and unconscious conditions from filth fever don’t improve
+ - description: The sickened and unconscious conditions from filth fever don't improve
on their own until the disease is cured. **Saving Throw** DC 14 Fortitude; **Stage
1** carrier with no ill effect (1d4 hours), **Stage 2** sickened 1 (1 day),
**Stage 3** sickened 1 and slowed 1 (1 day), **Stage 4** unconscious (1 day),
@@ -33670,7 +33788,7 @@ monsters:
traits:
- disease
- action_cost: One Action
- description: Each enemy in the swarm’s space takes 1d6 piercing damage and must
+ description: Each enemy in the swarm's space takes 1d6 piercing damage and must
attempt a DC 17 basic Reflex save. A creature that fails its save is exposed
to filth fever.
name: Swarming Bites
@@ -33718,7 +33836,7 @@ monsters:
ac_special: null
automatic_abilities:
- description: A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused
- moderate alchemist’s fires, and 2 infused moderate frost vials. These items
+ moderate alchemist's fires, and 2 infused moderate frost vials. These items
last for 24 hours, or until the next time they make their daily preparations.
name: Infused Items
traits: null
@@ -33822,10 +33940,10 @@ monsters:
ac: 21
ac_special: null
automatic_abilities:
- - description: redcap’s woolen hat is dyed with the blood of its victims. If the
+ - description: redcap's woolen hat is dyed with the blood of its victims. If the
redcap loses its cap, it no longer benefits from fast healing and takes a –4
status penalty to its damage rolls. It can create a new cap in 10 minutes, but
- that cap doesn’t grant its powers until the redcap has turned it red with Blood
+ that cap doesn't grant its powers until the redcap has turned it red with Blood
Soak. A cap has no benefit for creatures other than the redcap who made it.
name: Red Cap
traits:
@@ -33931,7 +34049,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: Reefclaws are aquatic monsters that resemble huge shrimp or lobsters.
- As one might expect from its name, a reefclaw’s oversized claws are powerful weapons
+ As one might expect from its name, a reefclaw's oversized claws are powerful weapons
with their vicelike grip and the ability to inject potent venom into unfortunate
prey.
hp: 17
@@ -34004,7 +34122,7 @@ monsters:
insect with draconic features. This monster has chitinous plates and more than
a score segmented legs, a multipartite maw, and winglike growths fianking its
head. The most unusual aspect of the creature, however, is its internal heat,
- which burns with such intensity that it causes the armored plates on the creature’s
+ which burns with such intensity that it causes the armored plates on the creature's
back to become superheated whenever the beast is agitated.
hp: 120
immunities:
@@ -34037,7 +34155,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The remorhaz unleashes a gout of flame that deals 8d6 fire damage
- in a 30-foot cone (DC 26 basic Reflex save). It can’t use Breath Weapon again
+ in a 30-foot cone (DC 26 basic Reflex save). It can't use Breath Weapon again
for 1d4 rounds.
name: Breath Weapon
traits:
@@ -34054,8 +34172,8 @@ monsters:
traits: null
- action_cost: Two Actions
description: The remorhaz Strikes once with its jaws and once with its tail, each
- targeting a different creature. Each attack counts toward the remorhaz’s multiple
- attack penalty, but the multiple attack penalty doesn’t increase until after
+ targeting a different creature. Each attack counts toward the remorhaz's multiple
+ attack penalty, but the multiple attack penalty doesn't increase until after
all the attacks have been made.
name: Thrash
traits: null
@@ -34104,13 +34222,13 @@ monsters:
strategy involves grabbing their prey in their powerful talons and then dropping
it from great heights before feeding. This method creates a massive amount of
carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers,
- such as ravens and buzzards, who find it easy to steal bits of the larger birds’
- meals. Rocs, for the most part, don’t mind these creatures, which sometimes get
- gobbled up along with the rest of the roc’s food.
+ such as ravens and buzzards, who find it easy to steal bits of the larger birds'
+ meals. Rocs, for the most part, don't mind these creatures, which sometimes get
+ gobbled up along with the rest of the roc's food.
hp: 180
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 9
melee:
- action_cost: One Action
@@ -34220,27 +34338,27 @@ monsters:
perception: 21
proactive_abilities:
- action_cost: One Action
- description: checks, and while they’re retracted, it can’t use its strand Strikes.
+ description: checks, and while they're retracted, it can't use its strand Strikes.
name: Extend Strands
traits: null
- action_cost: One Action
description: . Each attack must be against a different target. These attacks count
- toward the roper’s multiple attack penalty, but its multiple attack penalty
- doesn’t increase until after all the attacks.
+ toward the roper's multiple attack penalty, but its multiple attack penalty
+ doesn't increase until after all the attacks.
name: Flurry of Strands
traits:
- except those that are immobilizing creatures
- action_cost: Two Actions
- description: check and compares the result to each immobilized creature’s Fortitude
+ description: check and compares the result to each immobilized creature's Fortitude
DC. The roper pulls each creature it succeeds against up to 25 feet closer and
each creature it critically succeeds against up to 50 feet closer.
name: Pull the Strands
traits: null
- description: . This enfeebled value decreases by 1 every 8 hours. The roper can
move while it has a creature grabbed with a strand, but it automatically releases
- the creature if it moves beyond the strand’s reach. The roper can release an
+ the creature if it moves beyond the strand's reach. The roper can release an
grabbed creature as a free action. A creature can sever a strand with a target
- attack that hits AC 27 and deals at least 18 slashing damage. This doesn’t deal
+ attack that hits AC 27 and deals at least 18 slashing damage. This doesn't deal
any damage to the roper itself, though it can no longer attack with a severed
strand.
name: Sticky Strand
@@ -34295,13 +34413,13 @@ monsters:
are a bane to any adventurers who rely on armor, weapons, or other metal items.
These strange-looking creatures grow to about 5 feet long, with four insectile
legs and a long tail ending in a four-pronged appendage resembling a tiny windmill.
- However, it is the rust monster’s feathery antennae that strike fear in the hearts
+ However, it is the rust monster's feathery antennae that strike fear in the hearts
of battle-hardened warriors, for a single touch from even just one antenna can
- reduce an adventurer’s most valuable tools to a useless pile of rust.
+ reduce an adventurer's most valuable tools to a useless pile of rust.
hp: 40
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -34329,7 +34447,7 @@ monsters:
perception: 8
proactive_abilities:
- action_cost: One Action
- description: . On a success, the item is subject to the rust monster’s rust ability
+ description: . On a success, the item is subject to the rust monster's rust ability
(see below) in addition to the effects of the Disarm, and if the check to Disarm
is a critical success, the rust monster drops the item on the ground in its
own space.
@@ -34381,10 +34499,10 @@ monsters:
ac: 19
ac_special: null
automatic_abilities:
- - description: satyr’s wineskin magically enchants any alcohol inside. With an Interact
+ - description: satyr's wineskin magically enchants any alcohol inside. With an Interact
action, a living creature can imbibe the alcohol and gain a +1 item bonus to
Will saves and a +3 item bonus to Will saves against fear effects for the following
- hour. When the wineskin is removed from a satyr’s person, the magic remains
+ hour. When the wineskin is removed from a satyr's person, the magic remains
only until the wine spoils. The wineskin holds up to eight drafts of wine.
name: Sylvan Wine
traits:
@@ -34392,12 +34510,12 @@ monsters:
- mental
- primal
description: To a satyr, life is a party and everyone is invited. Notorious for
- their hedonism, these fey believe there’s no greater beauty than can be found
+ their hedonism, these fey believe there's no greater beauty than can be found
in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting
songs and natural charm to encourage all manner of people to follow their true
- desires and free themselves from society’s rules. This usually involves enticing
+ desires and free themselves from society's rules. This usually involves enticing
mortals to join raucous parties or engage in trysts in moonlit glades. If a potential
- companion rejects a satyr’s advances, however, the satyr has little interest in
+ companion rejects a satyr's advances, however, the satyr has little interest in
continuing a conversation and goes off to find more amenable revelers.
hp: 80
immunities: null
@@ -34440,10 +34558,10 @@ monsters:
- description: '**Requirements** The satyr is holding a musical instrument. **Effect**
The satyr plays a melody on his instrument to cast *charm*, *fear*, *sleep*,
or *suggestion* without expending the spell slot and using his music in place
- of providing the spell’s component actions. The spell gains the auditory trait
+ of providing the spell''s component actions. The spell gains the auditory trait
and targets all creatures in a 60-foot emanation instead of its usual targets.
A creature that succeeds at its Will save against any spell is then temporarily
- immune from spells played from that satyr’s pipes for 1 minute. Satyrs are immune
+ immune from spells played from that satyr''s pipes for 1 minute. Satyrs are immune
to this music.'
name: Play the Pipes
traits:
@@ -34520,7 +34638,7 @@ monsters:
hp: 45
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -34592,13 +34710,13 @@ monsters:
automatic_abilities: null
description: While a single scorpion is itself a menace, swarms of these vermin
can be outright devastating. These skittering droves of death swiftly bring down
- their prey before devouring everything short of the victim’s bones.
+ their prey before devouring everything short of the victim's bones.
hp: 55
immunities:
- precision
- swarm mind
innate_spells: null
- languages: ''
+ languages: null
level: 4
melee: null
name: Scorpion Swarm
@@ -34659,7 +34777,7 @@ monsters:
ac_special: null
automatic_abilities:
- description: he sea devil can communicate telepathically with sharks within range.
- It can communicate only simple concepts like “come,” “guard,” or “attack.”
+ It can communicate only simple concepts like "come," "guard," or "attack."
name: Shark Commune
traits:
- mental
@@ -34711,7 +34829,7 @@ monsters:
devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
a +4 status bonus to damage rolls with its claws and jaws, gains 7 temporary
HP until the end of the frenzy, and takes a –2 status penalty to AC. The sea
- devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is
+ devil can''t voluntarily stop its frenzy. After its frenzy, the sea devil is
fatigued.'
name: Blood Frenzy
traits:
@@ -34770,7 +34888,7 @@ monsters:
ac_special: null
automatic_abilities:
- description: he sea devil can communicate telepathically with sharks within range.
- It can communicate only simple concepts like “come,” “guard,” or “attack.”
+ It can communicate only simple concepts like "come," "guard," or "attack."
name: Shark Commune
traits:
- mental
@@ -34819,7 +34937,7 @@ monsters:
devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
a +4 status bonus to damage rolls with its claws and jaws, gains 11 temporary
HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea
- devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is
+ devil can''t voluntarily stop its frenzy. After its frenzy, the sea devil is
fatigued.'
name: Blood Frenzy
traits:
@@ -34881,7 +34999,7 @@ monsters:
ac_special: null
automatic_abilities:
- description: he sea devil can communicate telepathically with sharks within range.
- It can communicate only simple concepts like “come,” “guard,” or “attack.”
+ It can communicate only simple concepts like "come," "guard," or "attack."
name: Shark Commune
traits:
- mental
@@ -34932,7 +35050,7 @@ monsters:
devil gains a +1 status bonus to attack rolls with its claws and jaws, gains
a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary
HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea
- devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is
+ devil can''t voluntarily stop its frenzy. After its frenzy, the sea devil is
fatigued.'
name: Blood Frenzy
traits:
@@ -35007,7 +35125,7 @@ monsters:
- primal
description: These fabled beasts resemble massive snakes with long rows of finned
spines down their back. Temperamental and territorial, sea serpents can capsize
- a boat with ease, and most won’t hesitate to do so when hungry or threatened.
+ a boat with ease, and most won't hesitate to do so when hungry or threatened.
Stories abound of aggrieved captains who spend their entire lives hunting down
the elusive monster that sunk their ships and took their livelihoods. These hunts
rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought
@@ -35015,7 +35133,7 @@ monsters:
hp: 210
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 12
melee:
- action_cost: One Action
@@ -35040,8 +35158,8 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The sea serpent attempts to capsize an aquatic vessel of its size
- or smaller that it’s adjacent to. It must succeed at an Athletics check with
- a DC of 35 or the pilot’s Sailing Lore DC, whichever is higher.
+ or smaller that it's adjacent to. It must succeed at an Athletics check with
+ a DC of 35 or the pilot's Sailing Lore DC, whichever is higher.
name: Capsize
traits:
- attack
@@ -35049,7 +35167,7 @@ monsters:
description: 1d10+14 bludgeoning
name: Constrict
traits: null
- - description: The water in the ballast organs around the sea serpent’s neck is
+ - description: The water in the ballast organs around the sea serpent's neck is
full of psychotropic algae. **Saving Throw** DC 34 Fortitude; **Maximum Duration**
6 rounds; **Stage 1** confused and, if flying, spends its first action each
turn to descend 20 feet (1 round); **Stage 2** confused and, if flying, descends
@@ -35154,15 +35272,15 @@ monsters:
its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.
name: Shadow Spawn
traits: null
- - description: The shadow can Hide or end its Sneak in a creature’s or object’s
+ - description: The shadow can Hide or end its Sneak in a creature's or object's
shadow.
name: Slink in Shadows
traits: null
- description: '**Requirement** The shadow hit a living creature with a shadow hand
- Strike on its previous action. **Effect** The shadow pulls at the target’s shadow,
+ Strike on its previous action. **Effect** The shadow pulls at the target''s shadow,
making the creature enfeebled 1. This is cumulative with other enfeebled conditions
- from shadows, to a maximum of enfeebled 4. If this increases a creature’s enfeebled
- value to 3 or more, the target’s shadow is separated from its body (see shadow
+ from shadows, to a maximum of enfeebled 4. If this increases a creature''s enfeebled
+ value to 3 or more, the target''s shadow is separated from its body (see shadow
spawn). Enfeebled from Steal Shadow decreases by 1 every hour.'
name: Steal Shadow
traits:
@@ -35233,25 +35351,25 @@ monsters:
name: Greater Shadow
perception: 14
proactive_abilities:
- - description: When a creature’s shadow is pulled free by Steal Shadow, it becomes
+ - description: When a creature's shadow is pulled free by Steal Shadow, it becomes
a shadow spawn under the command of the greater shadow that created it. This
- shadow spawn doesn’t have Steal Shadow. If the creature the shadow spawn was
+ shadow spawn doesn't have Steal Shadow. If the creature the shadow spawn was
pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow.
If the creature recovers from its enfeeblement, its shadow returns to it and
the shadow spawn is extinguished.
name: Shadow Spawn
traits: null
- - description: The greater shadow can Hide or end its Sneak in a creature’s or object’s
+ - description: The greater shadow can Hide or end its Sneak in a creature's or object's
shadow.
name: Slink in Shadows
traits: null
- action_cost: One Action
description: '**Requirement** The greater shadow hit a living creature with a
shadow hand Strike on its previous action. **Effect** The greater shadow pulls
- at the target’s shadow, making the creature enfeebled 2 (or enfeebled 3 on a
+ at the target''s shadow, making the creature enfeebled 2 (or enfeebled 3 on a
critical hit). This is cumulative with other enfeebled conditions from shadows,
- to a maximum of enfeebled 4. If this increases a creature’s enfeebled value
- to 3 or more, the target’s shadow is separated from its body (see shadow spawn).
+ to a maximum of enfeebled 4. If this increases a creature''s enfeebled value
+ to 3 or more, the target''s shadow is separated from its body (see shadow spawn).
Enfeebled from Steal Shadow decreases by 1 every hour.'
name: Steal Shadow
traits:
@@ -35295,20 +35413,20 @@ monsters:
ac: 22
ac_special: null
automatic_abilities:
- - description: When it’s not in danger, the shambler spends 1 minute settling into
+ - description: When it's not in danger, the shambler spends 1 minute settling into
a pile that looks like a lump of loose vegetation. While it is in this form,
creatures must actively Seek and succeed at a DC 22 Perception check (DC 28
- in forests or swamps) to detect the shambler’s true nature.
+ in forests or swamps) to detect the shambler's true nature.
name: Mound
traits: null
description: Shamblers are cunning carnivorous plants that resemble heaps of wet,
- rotting vegetation. Even when standing erect on their stumpy legs, shamblers don’t
+ rotting vegetation. Even when standing erect on their stumpy legs, shamblers don't
have much in the way of identifiable anatomy; they are tangles of parasitic vines
that lash out at prey with their longest creepers, entwined together to deliver
- powerful blows. Sometimes called “shambling mounds,” these ambush predators have
+ powerful blows. Sometimes called "shambling mounds," these ambush predators have
a particular fondness for flesh, and are most well known for their ability to
hunker down and hide in plain sight. A shambler can draw nutrients from plant
- matter or soil, but won’t do so if it suspects meat might soon wander near, and
+ matter or soil, but won't do so if it suspects meat might soon wander near, and
indeed may lie in wait for days in anticipation of such a meal.
hp: 120
immunities:
@@ -35384,7 +35502,7 @@ monsters:
hp: 60
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 4
melee:
- action_cost: One Action
@@ -35401,7 +35519,7 @@ monsters:
description: . After the Strike, the shark splashes back down into the water.
name: Breach
traits:
- - this lets it attack a creature within 30 feet of the water’s surface
+ - this lets it attack a creature within 30 feet of the water's surface
- action_cost: One Action
description: The creature the shark hit takes 1d12 slashing damage.
name: Savage
@@ -35458,7 +35576,7 @@ monsters:
hp: 180
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 9
melee:
- action_cost: One Action
@@ -35484,7 +35602,7 @@ monsters:
- action_cost: One Action
description: The shark Swims up to its swim Speed, then Leaps vertically out of
the water up to 25 feet high, making a Strike against a creature at any point
- during the jump (this lets it attack a creature within 35 feet of the water’s
+ during the jump (this lets it attack a creature within 35 feet of the water's
surface or 40 feet with its tail). After the Strike, the shark splashes back
down into the water.
name: Breach
@@ -35750,7 +35868,7 @@ monsters:
hp: 195
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 12
melee:
- action_cost: One Action
@@ -35835,7 +35953,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: Desert-dwelling people consider the sight of a simurgh a herald to
- a lifetime’s worth of luck, and those who are unfamiliar with the majestic beast
+ a lifetime's worth of luck, and those who are unfamiliar with the majestic beast
might mistake it for the avatar of a deity. Beautiful, graceful, and truly gargantuan,
the simurgh resembles nothing so much as a massive multicolored bird with the
head of an equally enormous and regal lupine. Simurghs act as intermediaries in
@@ -35970,59 +36088,59 @@ monsters:
description: 'Sinspawn were created by one of seven ancient wizards known collectively
as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn
was created by the Runelord of Wrath, utilizing techniques that have since gone
- on to influence fleshwarping practices. It wasn’t long before the technique used
+ on to influence fleshwarping practices. It wasn''t long before the technique used
to create sinspawn fell into the hands of the other runelords, and while each
tried their own hand at crafting variants of their own design, today sinspawn
of wrath remain the most numerous and notorious of their kind. Bearing only a
vague resemblance to the humanoids from whose flesh they were formed, sinspawn
generally appear horrifically emaciated and have unnaturally long arms and digitigrade
- legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn’s
+ legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn''s
bodies in sanguine patterns that suspiciously resemble twisted runes, and their
flesh is pale and hairless. Their heads are elongated, bearing only slits for
a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing
pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human
of their size. They behave in a manner consistent with their associated sin and
- have physical characteristics that hint at these qualities. For example, greedspawn’s
+ have physical characteristics that hint at these qualities. For example, greedspawn''s
veins appear to run with gold while envyspawn appear even more wasted than the
rest of their kin.
Sinspawn Sins
When a sinspawn is created,
it becomes associated with one of the seven sins: envoy, gluttony, greed, lust,
- pride, sloth, or wrath. A sinspawn’s sin is determined by the *runewell* that
- spawned it or by its creator’s preferred sin, and cannot be changed. Each sin
+ pride, sloth, or wrath. A sinspawn''s sin is determined by the *runewell* that
+ spawned it or by its creator''s preferred sin, and cannot be changed. Each sin
grants sinspawn associated with it additional benefits and abilities beyond those
described by the sinspawn stat block, as detailed below.Envyspawn
An envyspawn has Deception +7 and typically carries a halberd. They tend to be
shorter and thinner than other sinspawn. **Melee** |1| halberd +10 (reach 10 feet,
versatile S), **Damage** 1d10+4 piercing **Sinful Bite** Creatures that critically
- fail their saves against an envyspawn’s sinful bite are enfeebled 2 for 1 minute.
+ fail their saves against an envyspawn''s sinful bite are enfeebled 2 for 1 minute.
Gluttonyspawn
A gluttonyspawn has Survival +10 and usually
carries a scythe. They are obese, but hardy and strong. **Melee** |1| scythe +10
(deadly d10, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures that
- critically fail their saves against a gluttonyspawn’s sinful bite are drained
+ critically fail their saves against a gluttonyspawn''s sinful bite are drained
1. Greedspawn
A greedspawn has Thievery +9 and typically
wields a glaive. They are the tallest of sinspawn, often 7 feet in height, and
with gold-tinged veins. **Melee** |1| glaive +10 (deadly d8, forceful, reach 10
feet), **Damage** 1d8+4 slashing **Sinful Bite** Creatures that critically fail
- their saves against a greedspawn’s sinful bite are clumsy 2 for 1 minute. Lustspawn
A lustspawn has Diplomacy +7 and usually carries
a guisarme. They have attractive bodies, but hideous faces. **Melee** |1| guisarme
+10 (reach 10 feet, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures
- that critically fail their saves against a lustspawn’s sinful bite are stupefied
+ that critically fail their saves against a lustspawn''s sinful bite are stupefied
2 for 1 minute. Pridespawn
A pridespawn has Intimidation
+7 and often wields a maul. They are nearly skeletal in their gauntness, and often
seek out fine clothes or jewelry to wear, taking strange pleasure in appearing
elegant and regal. **Melee** |1| maul +10 (shove), **Damage** 1d12+4 bludgeoning
- **Sinful Bite** Creatures that critically fail their saves against a pridespawn’s
+ **Sinful Bite** Creatures that critically fail their saves against a pridespawn''s
sinful bite are clumsy 1 and enfeebled 1 for 1 minute. Slothspawn
A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess
- skin drape the slothspawn’s hunched frame. **Melee** |1| longspear +10 (reach
+ skin drape the slothspawn''s hunched frame. **Melee** |1| longspear +10 (reach
10 feet), **Damage** 1d8+4 piercing **Sinful Bite** Creatures that critically
- fail their saves against a slothspawn’s sinful bite take a –10-foot status penalty
+ fail their saves against a slothspawn''s sinful bite take a –10-foot status penalty
to their Speeds for 1 minute. Wrathspawn
The most commonly
encountered of the sinspawn, a wrathspawn has Athletics +12 and typically wields
a ranseur. These sinspawn are the bulkiest looking of their kind. **Melee** |1|
ranseur + 10 (disarm, reach 10 feet), **Damage** 1d10+4 piercing **Sinful Bite**
- Creatures that critically fail their saves against a wrathspawn’s sinful bite
+ Creatures that critically fail their saves against a wrathspawn''s sinful bite
are drained 1 as well as enfeebled 1 for 1 minute.'
hp: 30
immunities:
@@ -36053,7 +36171,7 @@ monsters:
perception: 10
proactive_abilities:
- description: A sinspawn gains an additional skill based on its sin, as well as
- a weapon that reflects the preferences of its kinds’ ancient creators. The seven
+ a weapon that reflects the preferences of its kinds' ancient creators. The seven
sins and the benefits they confer upon a sinspawn are noted in the Sinspawn
Sins section.
name: Sin
@@ -36061,7 +36179,7 @@ monsters:
- description: A creature hit by the jaws of a sinspawn must attempt a DC 18 Will
save as it is assailed by sinful thoughts. **Critical Success** Unaffected.
**Success** Sickened 1. **Failure** Sickened 2. **Critical Failure** Sickened
- 2 plus an additional penalty, determined by the sinspawn’s sin, while it remains
+ 2 plus an additional penalty, determined by the sinspawn's sin, while it remains
sickened.
name: Sinful Bite
traits:
@@ -36118,7 +36236,7 @@ monsters:
- poison
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -36299,7 +36417,7 @@ monsters:
- poison
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -36377,7 +36495,7 @@ monsters:
- poison
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -36469,7 +36587,7 @@ monsters:
- poison
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 7
melee:
- action_cost: One Action
@@ -36608,7 +36726,7 @@ monsters:
perception: 33
proactive_abilities:
- description: Whenever a creature dies within 60 feet of a skulltaker, the skulltaker
- draws a portion of the creature’s bones into its shard storm. The creature must
+ draws a portion of the creature's bones into its shard storm. The creature must
succeed at a DC 40 Will save or rise as a *skeletal champion* in 1d4 rounds.
These skeletal champions are controlled by the skulltaker.
name: Bonetaker
@@ -36689,9 +36807,9 @@ monsters:
automatic_abilities: null
description: The slurk is a sticky, tusked frog-beast found in underground lairs
and caves. It has two massive tusks, which it uses to gore prey and tangle with
- rival slurks. With the slurk’s natural ability to climb walls and cling effortlessly
+ rival slurks. With the slurk's natural ability to climb walls and cling effortlessly
to ceilings, it can be easy for unwary cave explorers to end up on the wrong end
- of the beast’s formidable ivory tusks.
+ of the beast's formidable ivory tusks.
hp: 35
immunities: null
innate_spells: null
@@ -36716,10 +36834,10 @@ monsters:
to Balance across the slime is 18.
name: Belly Grease
traits: null
- - description: A creature struck by a slurk’s slime squirt becomes clumsy 1 and
+ - description: A creature struck by a slurk's slime squirt becomes clumsy 1 and
takes a –5-foot penalty to Speed for 1 hour or until the slime is removed. The
slime can be removed with a total of three Interact actions by the entangled
- creature or creatures adjacent to the creature. These actions don’t need to
+ creature or creatures adjacent to the creature. These actions don't need to
be consecutive or made by the same creature.
name: Entangling Slime
traits: null
@@ -36770,11 +36888,11 @@ monsters:
description: Each member of this family of venomous snakes has long, hinged fangs
that inject potent venom in their prey. Different vipers inject different types
of venom, which might result in paralysis, extreme pain and swelling, blood clotting,
- or even the sudden stopping of the victim’s heart.
+ or even the sudden stopping of the victim's heart.
hp: 8
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -36836,14 +36954,14 @@ monsters:
ac: 16
ac_special: null
automatic_abilities: null
- description: This nonvenomous snake’s name comes from its tendency to curl into
+ description: This nonvenomous snake's name comes from its tendency to curl into
a ball when frightened, though most people know it for its hunting tactic of coiling
around prey and crushing victims with its powerful muscles. Nonetheless, brave
herpetologists sometimes keep ball pythons as pets.
hp: 20
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -36862,7 +36980,7 @@ monsters:
traits: null
- action_cost: One Action
description: The ball python moves the creature into its coils, freeing its jaws
- to make attacks, then uses Constrict against the creature. The ball python’s
+ to make attacks, then uses Constrict against the creature. The ball python's
coils can hold one creature.
name: Wrap in Coils
traits: null
@@ -36908,13 +37026,13 @@ monsters:
ac: 19
ac_special: null
automatic_abilities: null
- description: The giant viper’s fangs are a frightening sight, with injection tubes
+ description: The giant viper's fangs are a frightening sight, with injection tubes
as long as daggers. The sheer amount of venom injected by a giant viper can cause
severe blood clotting and leave a victim utterly drained of vitality.
hp: 26
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -36989,7 +37107,7 @@ monsters:
hp: 175
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 8
melee:
- action_cost: One Action
@@ -37028,9 +37146,9 @@ monsters:
- attack
- action_cost: One Action
description: '**Requirement** A Large or smaller creature is grabbed or restrained
- in the giant anaconda’s jaws. **Effect** The giant anaconda moves the creature
+ in the giant anaconda''s jaws. **Effect** The giant anaconda moves the creature
into its coils, freeing its jaws to make attacks, then uses Greater Constrict
- against the creature. The giant anaconda’s coils can hold as many creatures
+ against the creature. The giant anaconda''s coils can hold as many creatures
as will fit in its space.'
name: Wrap in Coils
traits:
@@ -37077,24 +37195,24 @@ monsters:
ac: 20
ac_special: null
automatic_abilities:
- - description: A soulbound doll shares fragments of its donor soul’s personality,
- though none of that creature’s memories. This causes a soulbound doll to match
- the donor soul’s alignment and gain the corresponding alignment traits.
+ - description: A soulbound doll shares fragments of its donor soul's personality,
+ though none of that creature's memories. This causes a soulbound doll to match
+ the donor soul's alignment and gain the corresponding alignment traits.
name: Personality Fragments
traits: null
description: Soulbound dolls are eerie mannequins or playthings that have been imbued
- with a small piece of a deceased mortal’s soul. These little constructs are created
+ with a small piece of a deceased mortal's soul. These little constructs are created
for a variety of reasons—such as to serve as companions or servants—but their
free will means their obedience to their creators is hardly a given. Followers
of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the
natural cycle of souls, and those who worship the Lady of Graves see the destruction
- of a soulbound doll, regardless of the construct’s alignment, as an important
+ of a soulbound doll, regardless of the construct's alignment, as an important
service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound
constructs including human-sized soulbound mannequins, powerful soulbound shells,
and sentinel soulbound terra-cotta warriors. Creating them from unwilling living
creatures is evil, and an unwilling donor can resist the process with a successful
- Will save against the creator’s Craft DC, ruining the doll if not preventing the
- donor’s death. A non-evil doll can only be crafted from the soul of a person who
+ Will save against the creator's Craft DC, ruining the doll if not preventing the
+ donor's death. A non-evil doll can only be crafted from the soul of a person who
has given consent to such use before their death occurred
hp: 23
immunities:
@@ -37143,7 +37261,8 @@ monsters:
- frequency: if alignment is Lawful Evil
level: 3
name: zone of truth
- languages: ' one spoken by its creator (typically Common)'
+ languages:
+ - ' one spoken by its creator (typically Common)'
level: 2
melee:
- action_cost: One Action
@@ -37322,7 +37441,7 @@ monsters:
- precision
- swarm mind
innate_spells: null
- languages: ''
+ languages: null
level: 0
melee: null
name: Spider Swarm
@@ -37335,7 +37454,7 @@ monsters:
traits:
- poison
- action_cost: One Action
- description: Each enemy in the spider swarm’s space takes 1d4 piercing damage
+ description: Each enemy in the spider swarm's space takes 1d4 piercing damage
with a DC 14 basic Reflex save. A creature that fails its save is exposed to
spider swarm venom.
name: Swarming Bites
@@ -37395,7 +37514,7 @@ monsters:
hp: 16
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -37412,7 +37531,7 @@ monsters:
- action_cost: One Action
description: The hunting spider moves straight down up to 40 feet, suspended by
a web line. It can hang from the web or drop off. The distance it Descends on
- a Web doesn’t count for falling damage. A creature that successfully Strikes
+ a Web doesn't count for falling damage. A creature that successfully Strikes
the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall.
name: Descend on a Web
traits:
@@ -37476,7 +37595,7 @@ monsters:
hp: 135
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 6
melee:
- action_cost: One Action
@@ -37556,7 +37675,7 @@ monsters:
hp: 220
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 11
melee:
- action_cost: One Action
@@ -37573,7 +37692,7 @@ monsters:
- action_cost: One Action
description: The goliath spider moves straight down up to 120 feet, suspended
by a web line. It can hang from the web or drop off. The distance it Descends
- on a Web doesn’t count for falling damage. A creature that successfully Strikes
+ on a Web doesn't count for falling damage. A creature that successfully Strikes
the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall.
name: Descend on a Web
traits:
@@ -37585,7 +37704,7 @@ monsters:
traits:
- incapacitation
- poison
- - description: ', but this doesn’t free the restrained creature.'
+ - description: ', but this doesn''t free the restrained creature.'
name: Web Tether
traits:
- AC 20
@@ -37637,8 +37756,8 @@ monsters:
automatic_abilities:
- description: sprite naturally sheds light like a torch. The sprite can extinguish,
rekindle, or change the color of this light using a single action, which has
- the concentrate trait. While this light is extinguished, the sprite’s Strikes
- don’t deal fire damage and they can’t use their luminous spark Strike.
+ the concentrate trait. While this light is extinguished, the sprite's Strikes
+ don't deal fire damage and they can't use their luminous spark Strike.
name: Luminous Fire
traits:
- evocation
@@ -37828,7 +37947,7 @@ monsters:
description: Insatiably curious, overly excitable, and just a bit puckish, pixies
are wanderers and tricksters who use their pixie dust to create all sorts of whimsical
situations, as well as to defend themselves. Other creatures often have trouble
- understanding a pixie’s rapid, rambling way of speaking.
+ understanding a pixie's rapid, rambling way of speaking.
hp: 40
immunities: null
innate_spells:
@@ -37864,13 +37983,13 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The pixie sprinkles pixie dust onto one of its arrows. If the pixie
- hits a creature with that arrow before the pixie’s next turn, the arrow inflicts
+ hits a creature with that arrow before the pixie's next turn, the arrow inflicts
one of the following special effects instead of dealing damage. Each effect
- depends on the target’s DC 21 Will save. On a critical hit, the target treats
+ depends on the target's DC 21 Will save. On a critical hit, the target treats
its save result as one degree worse. - **Charm** (emotion, enchantment,
incapacitation, mental) The target suffers the effects of a *charm* spell, except
- it doesn’t gain a bonus to its save if the only hostile act was the pixie firing
- its bow, and the pixie can choose to direct the target’s adoration toward another
+ it doesn't gain a bonus to its save if the only hostile act was the pixie firing
+ its bow, and the pixie can choose to direct the target's adoration toward another
creature rather than itself.
- **Memory Loss** (divination, mental) On
a failed Will save, the target loses the last 5 minutes of its memory.
- **Sleep**
(enchantment, incapacitation, mental, sleep) The target suffers the effects
@@ -37936,7 +38055,7 @@ monsters:
wherever they travel, so by necessity many possess a knack for languages as well
as for blades. They live on the fringes of society and tend to flock toward less-than-legal
occupations, earning them their reputation for being streetwise and unscrupulous—a
- label that, in turn, perpetuates the tengus’ oppressive cycle of discrimination
+ label that, in turn, perpetuates the tengus' oppressive cycle of discrimination
and illegitimate work.
hp: 27
immunities: null
@@ -37968,7 +38087,7 @@ monsters:
perception: 6
proactive_abilities:
- description: '**Trigger** The tengu critically hits with a beak Strike. **Effect**
- The tengu attempts to peck out its victim’s eyes. The target must attempt a
+ The tengu attempts to peck out its victim''s eyes. The target must attempt a
DC 17 Fortitude save. **Success** Unaffected. **Failure** Blinded for 1 round.
**Critical Failure** Blinded until healed to maximum HP.'
name: Go for the Eyes
@@ -37977,7 +38096,7 @@ monsters:
- description: The tengu deals 1d6 extra precision damage to flat-footed creatures.
name: Sneak Attack
traits: null
- - description: On the first round of combat, creatures that haven’t acted yet are
+ - description: On the first round of combat, creatures that haven't acted yet are
flat-footed to the tengu.
name: Surprise Attacker
traits: null
@@ -38035,7 +38154,7 @@ monsters:
description: The legendary terotricus is a massive slime-mold that hails from the
Abyss. Its collective consciousness encapsulates entire regions, spreading as
far as its ever-growing cloud of spores will take it. Once it has seeped onto
- the Material Plane from the Abyssal realm, a terotricus’s agenda is to feed on
+ the Material Plane from the Abyssal realm, a terotricus's agenda is to feed on
all living creatures, infecting them with its spores, and its presence can spell
doom for any in its way.
hp: 370
@@ -38235,7 +38354,7 @@ monsters:
save. A creature that fails its save is doomed 1 for 1 minute and sickened 3.
Treerazer can choose to exclude any number of plants in the area from this effect,
and generally does so to preserve twisted and corrupted plants or fungi, or
- plant creatures that are allied to his cause. Treerazer can’t use Defoliation
+ plant creatures that are allied to his cause. Treerazer can't use Defoliation
for 1d4 rounds.
name: Defoliation
traits:
@@ -38316,9 +38435,9 @@ monsters:
automatic_abilities: null
description: Common trolls are dim-witted, gangly giants who stalk the fringes of
civilization. They rely on their incredible strength to overpower foes with their
- vicious claws and toothy maws. A troll’s endless hunger drives it to consume all
+ vicious claws and toothy maws. A troll's endless hunger drives it to consume all
variety of living creatures, and it is their ravenous eating habits that fuel
- trolls’ legendary regenerative abilities. Trolls stand anywhere from 12 to 16
+ trolls' legendary regenerative abilities. Trolls stand anywhere from 12 to 16
feet tall, though they prefer to hunch for comfort and to lull foes into a false
sense of security.
hp: 115
@@ -38425,7 +38544,7 @@ monsters:
perception: 19
proactive_abilities:
- action_cost: One Action
- description: '**Requirements** The troll king’s regeneration is not currently
+ description: '**Requirements** The troll king''s regeneration is not currently
deactivated. **Effect** The troll king regains 15 HP.'
name: Forced Regeneration
traits:
@@ -38448,7 +38567,7 @@ monsters:
traits: null
- description: The troll king Strides twice in a straight line. It can make up to
two claw Strikes during this movement and one jaws Strike at the end of its
- movement. It can’t Strike the same creature more than once.
+ movement. It can't Strike the same creature more than once.
name: Unstoppable Charge
traits: null
ranged: null
@@ -38542,7 +38661,7 @@ monsters:
name: Unicorn
perception: 13
proactive_abilities:
- - description: A unicorn’s Strikes have the effects of a ghost touch property rune.
+ - description: A unicorn's Strikes have the effects of a ghost touch property rune.
name: Ghost Touch
traits: null
- action_cost: Two Actions
@@ -38620,7 +38739,7 @@ monsters:
description: The uthul unleashes a powerful bolt of lightning and a stunning thunderclap.
The bolt deals 6d12 electricity damage to all creatures in a 30-foot line, with
a DC 34 basic Reflex save, and every creature in a 20-foot emanation must attempt
- a DC 34 Fortitude save. The uthul can’t use Lightning Crash again for 1d4 rounds.
+ a DC 34 Fortitude save. The uthul can't use Lightning Crash again for 1d4 rounds.
**Critical Success** The creature is unaffected. **Success** The creature is
stunned 1. **Failure** The creature is stunned for 1 round. **Critical Failure**
The creature is stunned for 1d4 rounds.
@@ -38629,7 +38748,7 @@ monsters:
- electricity
- incapacitation
- sonic
- - description: An uthul’s movement doesn’t trigger reactions.
+ - description: An uthul's movement doesn't trigger reactions.
name: Swiftness
traits: null
- action_cost: Two Actions
@@ -38637,7 +38756,7 @@ monsters:
10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until
it Dismisses the effect. While in this form, the uthul gains resistance 10 to
physical damage and can move through other creatures. Its aura remains active,
- but it can’t make debris Strikes nor use Lightning Crash. Instead, any creature
+ but it can't make debris Strikes nor use Lightning Crash. Instead, any creature
the uthul moves through takes 4d6 bludgeoning damage and 2d12 electricity damage.
A creature can take this damage only once per round. A Large or smaller creature
must also succeed at a DC 32 Reflex save or be picked up and held suspended
@@ -38830,9 +38949,9 @@ monsters:
- description: If a creature dies after being reduced to 0 HP by Drink Blood, the
vampire can turn this victim into a vampire by donating some of its own blood
to the victim and burying the victim in earth for 3 nights. If the new vampire
- is lower level than its creator, it is under the creator’s control. If a vampire
+ is lower level than its creator, it is under the creator's control. If a vampire
controls too many spawn at once (as determined by the GM), strong-willed spawn
- can free themselves by succeeding at a Will saving throw against the vampire’s
+ can free themselves by succeeding at a Will saving throw against the vampire's
Will DC.
name: Create Spawn
traits:
@@ -38951,9 +39070,9 @@ monsters:
- description: If a creature dies after being reduced to 0 HP by Drink Blood, the
vampire can turn this victim into a vampire by donating some of its own blood
to the victim and burying the victim in earth for 3 nights. If the new vampire
- is lower level than its creator, it is under the creator’s control. If a vampire
+ is lower level than its creator, it is under the creator's control. If a vampire
controls too many spawn at once (as determined by the GM), strong-willed spawn
- can free themselves by succeeding at a Will saving throw against the vampire’s
+ can free themselves by succeeding at a Will saving throw against the vampire's
Will DC.
name: Create Spawn
traits:
@@ -38970,11 +39089,11 @@ monsters:
- mental
- visual
- action_cost: Free Action
- description: '**Frequency** Once per day. **Requirements** The vampire hasn’t
+ description: '**Frequency** Once per day. **Requirements** The vampire hasn''t
acted yet on this turn. **Effect** The vampire expends the power stored in its
signet ring. This gives the vampire the ability to cast one prepared spell it
had already previously cast today, without spending a spell slot. The vampire
- must still Cast the Spell and meet the spell’s other requirements.'
+ must still Cast the Spell and meet the spell''s other requirements.'
name: Drain Bonded Item
traits:
- arcane
@@ -38985,9 +39104,9 @@ monsters:
traits:
- divine
- necromancy
- - description: If another creature’s reaction would disrupt the vampire mastermind’s
+ - description: If another creature's reaction would disrupt the vampire mastermind's
spellcasting action, the vampire attempts a DC 15 flat check. If the vampire
- succeeds, its action isn’t disrupted.
+ succeeds, its action isn't disrupted.
name: Steady Spellcasting
traits: null
- action_cost: One Action
@@ -39072,8 +39191,8 @@ monsters:
name: Warg
perception: 8
proactive_abilities:
- - description: The warg’s Strikes deal 1d4 extra damage to creatures within the
- reach of at least two of the warg’s allies.
+ - description: The warg's Strikes deal 1d4 extra damage to creatures within the
+ reach of at least two of the warg's allies.
name: Pack Attack
traits: null
- action_cost: One Action
@@ -39150,15 +39269,15 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The winter wolf breathes a cloud of frost in a 15-foot cone that
- deals 5d8 cold damage (DC 23 basic Reflex save). The winter wolf can’t use Breath
+ deals 5d8 cold damage (DC 23 basic Reflex save). The winter wolf can't use Breath
Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- cold
- evocation
- primal
- - description: The winter wolf’s Strikes deal 1d6 extra damage to creatures within
- the reach of at least two of the winter wolf’s allies.
+ - description: The winter wolf's Strikes deal 1d6 extra damage to creatures within
+ the reach of at least two of the winter wolf's allies.
name: Pack Attack
traits: null
ranged: null
@@ -39238,10 +39357,10 @@ monsters:
perception: 27
proactive_abilities:
- action_cost: Free Action
- description: '**Trigger** The warsworn moves into a dying creature’s space. **Effect**
+ description: '**Trigger** The warsworn moves into a dying creature''s space. **Effect**
The warsworn absorbs the dying creature into itself, instantly killing the creature
- and healing the warsworn for a number of Hit Points equal to the creature’s
- level. As long as the warsworn still exists, absorbed creatures can’t be resurrected
+ and healing the warsworn for a number of Hit Points equal to the creature''s
+ level. As long as the warsworn still exists, absorbed creatures can''t be resurrected
except by wish or a similarly powerful effect.'
name: Absorb
traits:
@@ -39258,7 +39377,7 @@ monsters:
- description: When a warsworn hits with a corpse wave Strike or damages a creature
with Trample, the target must succeed at a DC 35 Fortitude save or become drained
2 and doomed 1. On a critical success, the target becomes temporarily immune
- to the warsworn’s energy drain for 24 hours.
+ to the warsworn's energy drain for 24 hours.
name: Energy Drain
traits:
- divine
@@ -39319,7 +39438,7 @@ monsters:
hp: 45
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -39399,7 +39518,7 @@ monsters:
- precision
- swarm mind
innate_spells: null
- languages: ''
+ languages: null
level: 4
melee: null
name: Wasp Swarm
@@ -39502,7 +39621,7 @@ monsters:
name: Web Lurker Venom
traits:
- poison
- - description: A creature hit by the web lurker’s web attack is immobilized and
+ - description: A creature hit by the web lurker's web attack is immobilized and
stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to
Escape.
name: Web Trap
@@ -39553,7 +39672,7 @@ monsters:
lapping up blood like water. Possessing a rudimentary intelligence and an unquenchable
thirst for blood, wemmuths lie in wait for most of their lives, growing to incredible
size in the bloody soil of their grisly homes. Though the vines that comprise
- a wemmuth’s body are scarcely thicker than rope, a single adult wemmuth system
+ a wemmuth's body are scarcely thicker than rope, a single adult wemmuth system
consists of 6 tons of vines, enough to stretch for 6,000 feet if stretched from
end to end in a single straight line. Wemmuths never orient themselves this way,
however, instead preferring to wrap themselves into massive mounds approximately
@@ -39705,11 +39824,11 @@ monsters:
a forlorn howl that can be heard up to 1 mile away. Any creature that hears
the howl must succeed at a DC 38 Will save or be frightened 1. Any creature
that critically fails and is within 120 feet of the wendigo is instead frightened
- 3, and is also fleeing for 1d4 rounds (or until it’s no longer frightened, whichever
- comes first). A creature frightened by a wendigo’s howl still naturally recovers
- from its fright but can’t reduce it below frightened 1 in this way until 1 hour
+ 3, and is also fleeing for 1d4 rounds (or until it''s no longer frightened, whichever
+ comes first). A creature frightened by a wendigo''s howl still naturally recovers
+ from its fright but can''t reduce it below frightened 1 in this way until 1 hour
has passed or magic is used. Whether it succeeds or fails its save, a creature
- is then temporarily immune to that wendigo’s Howl for 24 hours.'
+ is then temporarily immune to that wendigo''s Howl for 24 hours.'
name: Howl
traits:
- auditory
@@ -39733,7 +39852,7 @@ monsters:
- concentrate
- primal
- transmutation
- - description: A creature affected by wendigo torment can’t recover beyond stage
+ - description: A creature affected by wendigo torment can't recover beyond stage
1 until it has been restored to full HP. **Saving Throw** Will DC 38; **Stage
1** Stupefied 4 (1 day); **Stage 2** As stage 1 (1 day); **Stage 3** The creature
searches for an individual of its own ancestry to kill and devour. It then becomes
@@ -39801,12 +39920,12 @@ monsters:
description: Wererats tend to be selfishly opportunistic, avaricious, and paranoid
as a result of their curse. Because wererats typically dwell in metropolitan areas
where they can hide in plain sight, practically any city-goer could be a wererat
- in disguise—from the quiet shopkeep to the city’s criminal mastermind. The bustle
+ in disguise—from the quiet shopkeep to the city's criminal mastermind. The bustle
of crowds and countless rat-holes make ghettos and shantytowns favored homes for
wererats, especially since in these poorer districts the wererat can kill out
of greed or fear with little chance of the authorities noticing. In some cities,
- wererats operate entire thieves’ guilds or organized crime rings, and membership
- requires willfully submitting to the wererat’s cursed bite. Wererats look very
+ wererats operate entire thieves' guilds or organized crime rings, and membership
+ requires willfully submitting to the wererat's cursed bite. Wererats look very
similar to ratfolk when in hybrid form, apart from potential differences in size,
but ratfolk have no love for these monsters.
hp: 45
@@ -39861,7 +39980,7 @@ monsters:
- transmutation
- description: This curse affects only humanoids. **Saving Throw** DC 18 Fortitude
save. On each full moon, the cursed creature must succeed at another Fortitude
- save or turn into a wererat until dawn. The creature is under the GM’s control
+ save or turn into a wererat until dawn. The creature is under the GM's control
and goes on a rampage for half the night before falling unconscious until dawn.
name: Curse of the Wererat
traits:
@@ -39869,7 +39988,7 @@ monsters:
- necromancy
- primal
- description: When a full moon appears in the night sky, the wererat must enter
- hybrid form, can’t Change Shape thereafter, becomes one size larger, increases
+ hybrid form, can't Change Shape thereafter, becomes one size larger, increases
its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
sets or the sun rises, the wererat returns to humanoid form and is fatigued
for 2d4 hours.
@@ -39992,7 +40111,7 @@ monsters:
- transmutation
- description: This curse affects only humanoids. **Saving Throw** DC 19 Fortitude
save. On each full moon, the cursed creature must succeed at another Fortitude
- save or turn into a werewolf until dawn. The creature is under the GM’s control
+ save or turn into a werewolf until dawn. The creature is under the GM's control
and goes on a rampage for half the night before falling unconscious until dawn.
name: Curse of the Werewolf
traits:
@@ -40000,7 +40119,7 @@ monsters:
- necromancy
- primal
- description: When a full moon appears in the night sky, the werewolf must enter
- hybrid form, can’t Change Shape thereafter, becomes one size larger, increases
+ hybrid form, can't Change Shape thereafter, becomes one size larger, increases
its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
sets or the sun rises, the werewolf returns to humanoid form and is fatigued
for 2d4 hours.
@@ -40009,8 +40128,8 @@ monsters:
- polymorph
- primal
- transmutation
- - description: The werewolf’s Strikes deal 1d6 extra damage to creatures within
- reach of at least two of the werewolf’s allies.
+ - description: The werewolf's Strikes deal 1d6 extra damage to creatures within
+ reach of at least two of the werewolf's allies.
name: Pack Attack
traits: null
ranged:
@@ -40140,7 +40259,7 @@ monsters:
- transmutation
- description: This curse affects only humanoids. **Saving Throw** DC 22 Fortitude
save. On each full moon, the cursed creature must succeed at another Fortitude
- save or turn into a werebear until dawn. The creature is under the GM’s control
+ save or turn into a werebear until dawn. The creature is under the GM's control
and goes on a rampage for half the night before falling unconscious until dawn.
name: Curse of the Werebear
traits:
@@ -40152,11 +40271,11 @@ monsters:
it in exploration mode. **Effect** The werebear gains a +2 circumstance bonus
to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival
checks when it Tracks its prey. The werebear also ignores the penalty for making
- ranged attacks within its second range increment against the prey it’s hunting.
+ ranged attacks within its second range increment against the prey it''s hunting.
The werebear can designate only one creature as its hunted prey at a time. If
it uses Hunt Prey against a different creature, the prior creature loses the
designation and the new prey gains the designation. In any case, this designation
- lasts until the werebear’s next daily preparation.'
+ lasts until the werebear''s next daily preparation.'
name: Hunt Prey
traits:
- concentrate
@@ -40165,7 +40284,7 @@ monsters:
name: Mauler
traits: null
- description: When a full moon appears in the night sky, the werebear must enter
- hybrid form, can’t Change Shape thereafter, becomes one size larger, increases
+ hybrid form, can't Change Shape thereafter, becomes one size larger, increases
its reach by 5 feet, and increases the damage of its jaws by 2. When the moon
sets or the sun rises, the werebear returns to humanoid form and is fatigued
for 2d4 hours.
@@ -40265,9 +40384,9 @@ monsters:
traits:
- divine
- necromancy
- - description: A living humanoid slain by a wight’s claw Strike rises as a wight
+ - description: A living humanoid slain by a wight's claw Strike rises as a wight
after 1d4 rounds. This wight spawn is under the command of the wight that killed
- it. It doesn’t have Drain Life or Wight Spawn and becomes clumsy 2 for as long
+ it. It doesn't have Drain Life or Wight Spawn and becomes clumsy 2 for as long
as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn
becomes a full-fledged, autonomous wight; it regains its free will, gains Drain
Life and Wight Spawn, and is no longer clumsy.
@@ -40312,14 +40431,14 @@ monsters:
ac: 27
ac_special: null
automatic_abilities: null
- description: Malevolent balls of colored light, will-o’-wisps haunt lonely marshes
- and forests where they lure unsuspecting travelers into danger. Will-o’-wisps
+ description: Malevolent balls of colored light, will-o'-wisps haunt lonely marshes
+ and forests where they lure unsuspecting travelers into danger. Will-o'-wisps
can vary the color and illumination they shed, and delight in mimicking bobbing
lanterns or distant fires to draw lost or disoriented travelers off of safe trails.
They can extinguish their illumination entirely to become invisible, and they
enjoy doing so once their victims are wholly lost and have realized that the bobbing
- light in the distance isn’t, in fact, leading them to safety. Even invisible,
- however, a will-o’-wisp rarely ventures far from its target, as it feasts upon
+ light in the distance isn't, in fact, leading them to safety. Even invisible,
+ however, a will-o'-wisp rarely ventures far from its target, as it feasts upon
the panic and dread felt by its victims.
hp: 50
immunities:
@@ -40339,22 +40458,22 @@ monsters:
traits:
- electricity
- magical
- name: Will-o’-Wisp
+ name: Will-o'-Wisp
perception: 16
proactive_abilities:
- action_cost: One Action
description: '**Requirement** An enemy is under a fear effect or dying within
- 15 feet of the will-o’-wisp. **Effect** The will-o’wisp feeds on the creature’s
+ 15 feet of the will-o''-wisp. **Effect** The will-o''wisp feeds on the creature''s
terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites.
- A will-o’-wisp can take this action only once per round.'
+ A will-o''-wisp can take this action only once per round.'
name: Feed on Fear
traits:
- concentrate
- action_cost: One Action
- description: The will-o’-wisp extinguishes its glow, becoming invisible. It can
+ description: The will-o'-wisp extinguishes its glow, becoming invisible. It can
end this effect with another use of this action. If it uses its shock attack
while invisible, the arc of electricity lets any observer determine its location,
- making the will-o’-wisp only hidden to all observers until it moves.
+ making the will-o'-wisp only hidden to all observers until it moves.
name: Go Dark
traits:
- concentrate
@@ -40399,12 +40518,12 @@ monsters:
description: Wolves live and hunt in packs, which, contrary to popular belief, are
not led by the strongest in the group, but typically consist of a mated pair,
their pups, and juvenile offspring from previous mating seasons. Offspring generally
- leave their parents’ pack upon reaching maturity, at which point they seek out
+ leave their parents' pack upon reaching maturity, at which point they seek out
mates of their own to go form their own packs elsewhere.
hp: 24
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -40466,7 +40585,7 @@ monsters:
hp: 50
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 3
melee:
- action_cost: One Action
@@ -40577,9 +40696,9 @@ monsters:
traits:
- divine
- necromancy
- - description: A living humanoid slain by a wraith’s spectral hand Strike rises
+ - description: A living humanoid slain by a wraith's spectral hand Strike rises
as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of
- the wraith that killed it. It doesn’t have drain life or wraith spawn and becomes
+ the wraith that killed it. It doesn't have drain life or wraith spawn and becomes
clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn
dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains
its free will, gains Wraith Spawn, and is no longer clumsy.
@@ -40630,7 +40749,7 @@ monsters:
automatic_abilities: null
description: Xulgath warriors strike with fury and eager cruelty, always ready for
the next fight. The taking of prizes from battle—including weapons and items stolen
- from defeated foes along with grislier trophies harvested from fallen victims’
+ from defeated foes along with grislier trophies harvested from fallen victims'
flesh—is a popular pursuit among these vicious reptiles, and those whose armor
and scales are most adorned are awarded the greatest respect (and perhaps fear)
from their kin.
@@ -40719,7 +40838,7 @@ monsters:
ac: 19
ac_special: null
automatic_abilities: null
- description: Xulgath warrens are patrolled—some might say “haunted”—by the community’s
+ description: Xulgath warrens are patrolled—some might say "haunted"—by the community's
skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows
and otherwise ambushing foes.
hp: 28
@@ -40759,7 +40878,7 @@ monsters:
name: Xulgath Skulker
perception: 7
proactive_abilities:
- - description: against the skulker’s attacks until the end of the skulker’s turn.
+ - description: against the skulker's attacks until the end of the skulker's turn.
name: Hidden Movement
traits: null
- description: A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures.
@@ -40900,7 +41019,7 @@ monsters:
ac: 21
ac_special: null
automatic_abilities:
- - description: When Hiding, the yeti is concealed by any snowfall, even if it’s
+ - description: When Hiding, the yeti is concealed by any snowfall, even if it's
not thick enough to make other creatures concealed.
name: Snowblind
traits: null
@@ -40908,7 +41027,7 @@ monsters:
often too late. Yetis dwell amid the highest, most remote peaks of the world,
coming down from their snowy mountain holds to raid, steal livestock, and sometimes
feed their insatiable urges for slaughter and destruction. Those folks who live
- at the foot of a yeti-ruled mountain warn of the “abominable snowmen”: monstrous,
+ at the foot of a yeti-ruled mountain warn of the "abominable snowmen": monstrous,
fur-covered humanoids who leave strange and bloody tracks in the snow.'
hp: 115
immunities:
@@ -40933,7 +41052,7 @@ monsters:
and the yeti was hidden from that creature at the start of combat. **Effect**
Each enemy within 30 feet that witnesses the attack (including the target of
the attack) must attempt a DC 23 Will save. On a failure, the creature is frightened
- 2; on a critical failure, it’s frightened 4.'
+ 2; on a critical failure, it''s frightened 4.'
name: Grizzly Arrival
traits:
- emotion
@@ -41054,7 +41173,7 @@ monsters:
- but not stone
- action_cost: Two Actions
description: The zaramuun sprays a blast of sand that deals 11d10 slashing damage
- to all creatures in a 60-foot line (Reflex DC 38). It can’t Sandblast again
+ to all creatures in a 60-foot line (Reflex DC 38). It can't Sandblast again
for 1d4 rounds. **Critical Success** No effect. **Success** Half damage. **Failure**
Full damage. **Critical Failure** Full damage and blinded for 1 round.
name: Sandblast
@@ -41113,7 +41232,7 @@ monsters:
ac: 12
ac_special: null
automatic_abilities:
- - description: A zombie is permanently slowed 1 and can’t use reactions.
+ - description: A zombie is permanently slowed 1 and can't use reactions.
name: Slow
traits: null
description: A zombie shambler is a slow-moving horror dangerous in larger groups.
@@ -41126,7 +41245,7 @@ monsters:
- poison
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: -1
melee:
- action_cost: One Action
@@ -41183,7 +41302,7 @@ monsters:
ac: 13
ac_special: null
automatic_abilities:
- - description: A zombie is permanently slowed 1 and can’t use reactions.
+ - description: A zombie is permanently slowed 1 and can't use reactions.
name: Slow
traits: null
description: Plague zombies are infested with hideous contagions.
@@ -41196,7 +41315,7 @@ monsters:
- poison
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -41217,7 +41336,7 @@ monsters:
name: Jaws
traits:
- attack
- - description: An infected creature can’t heal damage it takes from zombie rot until
+ - description: An infected creature can't heal damage it takes from zombie rot until
it has been cured of the disease. **Saving Throw** DC 18 Fortitude; **Stage
1** carrier with no ill effect (1 day); **Stage 2** 1d6 negative damage (1 day);
**Stage 3** 1d6 negative damage (1 day); **Stage 4** 1d6 negative damage (1
@@ -41262,7 +41381,7 @@ monsters:
ac: 15
ac_special: null
automatic_abilities:
- - description: A zombie is permanently slowed 1 and can’t use reactions.
+ - description: A zombie is permanently slowed 1 and can't use reactions.
name: Slow
traits: null
description: Necromantic augmentations have granted this zombie increased size and
@@ -41276,7 +41395,7 @@ monsters:
- poison
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -41326,7 +41445,7 @@ monsters:
ac: 21
ac_special: null
automatic_abilities:
- - description: A zombie is permanently slowed 1 and can’t use reactions.
+ - description: A zombie is permanently slowed 1 and can't use reactions.
name: Slow
traits: null
description: These towering horrors are animated from the corpses of monstrosities.
@@ -41339,7 +41458,7 @@ monsters:
- poison
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 6
melee:
- action_cost: One Action
@@ -41356,13 +41475,13 @@ monsters:
- description: A zombie hulk can throw corpses at foes. While any Medium dead body
will do, they sometimes throw zombie shamblers, who take just as much damage
from being thrown as the target they hit. A thrown shambler lands prone, but
- if it’s not destroyed, it can rise and use other actions normally.
+ if it's not destroyed, it can rise and use other actions normally.
name: Corpse Throwing
traits: null
- action_cost: One Action
description: The zombie hulk makes a hunk of meat Strike and compares the attack
- roll result to the AC of up to two foes, each of whom must be within the Strike’s
- reach. This attack counts as two attacks for the zombie hulk’s multiple attack
+ roll result to the AC of up to two foes, each of whom must be within the Strike's
+ reach. This attack counts as two attacks for the zombie hulk's multiple attack
penalty.
name: Wide Swing
traits: null
@@ -41423,7 +41542,7 @@ monsters:
hp: 35
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -41499,7 +41618,7 @@ monsters:
hp: 15
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 0
melee:
- action_cost: One Action
@@ -41516,10 +41635,10 @@ monsters:
perception: 4
proactive_abilities:
- description: A creature grabbed by a vine lasher is not immobilized, but the grabbed
- creature’s space and every adjacent square use the rules for difficult terrain.
+ creature's space and every adjacent square use the rules for difficult terrain.
If the creature moves, the vine lasher moves with it, always keeping the grabbed
creature within 10 feet of itself. If two or more vine lashers have a creature
- grabbed in this way, then the target’s space and adjacent square instead use
+ grabbed in this way, then the target's space and adjacent square instead use
the rules for greater difficult terrain.
name: Light Hold
traits: null
@@ -41573,7 +41692,7 @@ monsters:
- unconscious
- visual
innate_spells: null
- languages: ''
+ languages: null
level: 4
melee:
- action_cost: One Action
@@ -41672,8 +41791,8 @@ monsters:
- action_cost: One Action
description: The anadi changes into their true form, spider form, or human form.
The above statistics assume the anadi is in their true form. While in their
- human form, the anadi hunter can’t use their fangs attack and loses their climb
- Speed. When in spider form, they can’t use weapons.
+ human form, the anadi hunter can't use their fangs attack and loses their climb
+ Speed. When in spider form, they can't use weapons.
name: Change Shape
traits:
- arcane
@@ -41789,8 +41908,8 @@ monsters:
- action_cost: One Action
description: The anadi changes into their true form, spider form, or human form.
The above statistics assume the anadi is in their true form. While in their
- human form, the anadi sage can’t use their fangs attack and loses their climb
- Speed. When in spider form, they can’t use weapons.
+ human form, the anadi sage can't use their fangs attack and loses their climb
+ Speed. When in spider form, they can't use weapons.
name: Change Shape
traits:
- arcane
@@ -41903,8 +42022,8 @@ monsters:
- action_cost: One Action
description: The anadi changes into their true form, spider form, or human form.
The above statistics assume the anadi is in their true form. While in their
- human form, the anadi elder can’t use their fangs attack and loses their climb
- Speed. When in spider form, they can’t use weapons.
+ human form, the anadi elder can't use their fangs attack and loses their climb
+ Speed. When in spider form, they can't use weapons.
name: Change Shape
traits:
- arcane
@@ -41977,7 +42096,7 @@ monsters:
description: Doorwardens are constructs originally invented by elves. Upon first
glance, these guardians resemble ornate doors made entirely of steel or even mithral,
but when trespassers try to force their way past, the doorwarden transforms into
- a skilled and sturdy soldier bearing its “door” like a towering shield.
+ a skilled and sturdy soldier bearing its "door" like a towering shield.
hp: 60
immunities:
- bleed
@@ -42033,7 +42152,7 @@ monsters:
- action_cost: Two Actions
description: The door opens and slams its doors, making two door Strikes against
one creature. If both hit, the creature is grabbed—stuck between the doors.
- The doorwarden’s multiple attack penalty doesn’t increase until it has finished
+ The doorwarden's multiple attack penalty doesn't increase until it has finished
both attacks.
name: Slam Doors
traits:
@@ -42086,7 +42205,7 @@ monsters:
hp: 27
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 2
melee:
- action_cost: One Action
@@ -42122,7 +42241,7 @@ monsters:
- visual
- action_cost: Two Actions
description: The emperor bird makes tail Strikes against two different creatures
- within reach. The emperor bird’s multiple attack penalty does not increase until
+ within reach. The emperor bird's multiple attack penalty does not increase until
it has finished both attacks.
name: Tail Lash
traits: null
@@ -42209,7 +42328,7 @@ monsters:
traits:
- 22-1/2 minutes
- action_cost: One Action
- description: . The grauladon can’t use Noxious Breath or Reactive Breath again
+ description: . The grauladon can't use Noxious Breath or Reactive Breath again
for 1d4 rounds.
name: Noxious Breath
traits:
@@ -42310,7 +42429,7 @@ monsters:
description: The graveshell withdraws into its shell, gaining a +2 circumstance
bonus to AC and allowing it to use Shell Block. This lasts until the graveshell
moves or attacks with any attack other than its shell spikes. The graveshell
- can’t take this action or get any benefit from it if its shell is broken.
+ can't take this action or get any benefit from it if its shell is broken.
name: Shell Game
traits: null
ranged: null
@@ -42360,7 +42479,7 @@ monsters:
haunt battlefields and abandoned castles, slaying all they encounter. A strange
fusion of spirit and steel, a hellcrown has no corporeal form by itself, but instead
inhabits the helmet it so proudly wore in life. Dangling from the helmet like
- a shroud is a shadow of the former Hellknight’s spine, adding to the creature’s
+ a shroud is a shadow of the former Hellknight's spine, adding to the creature's
terrifyingly gruesome appearance. Hellknights regard hellcrowns with a mixture
of disgust and respect, considering the individuals who transform into these floating
undead to have been resolute in purpose but weak in body.
@@ -42389,7 +42508,7 @@ monsters:
- action_cost: One Action
description: All creatures that can see the hellcrown and are suffering from its
bleeding nail must attempt a DC 16 Will saving throw. A creature that fails
- is frightened 1, and on a critical failure becomes fleeing for as long as it’s
+ is frightened 1, and on a critical failure becomes fleeing for as long as it's
frightened. Any creature that attempts a save is then temporarily immune for
10 minutes.
name: Terrifying Stare
@@ -42488,7 +42607,7 @@ monsters:
name: Swallow Whole
traits: null
- description: When a tixitog hits a Small or smaller creature with its tongue Strike,
- the target is pulled into the tixitog’s mouth. The tixitog can then attempt
+ the target is pulled into the tixitog's mouth. The tixitog can then attempt
to Swallow it Whole.
name: Tongue Pull
traits: null
@@ -42535,9 +42654,9 @@ monsters:
automatic_abilities: null
description: Asanbosams are monstrous, hairy humanoids with cold iron fangs and
muscular limbs that end in powerful, hooked claws. They hide in treetops and grab
- prey from above, latching onto their unfortunate victims’ necks to drain their
- blood. Locals in nearby communities tell horror stories of these “bloodsucking
- tree-folk,” and experienced jungle explorers keep a close watch on the treetops
+ prey from above, latching onto their unfortunate victims' necks to drain their
+ blood. Locals in nearby communities tell horror stories of these "bloodsucking
+ tree-folk," and experienced jungle explorers keep a close watch on the treetops
in asanbosam territory.
hp: 95
immunities: null
@@ -42570,12 +42689,12 @@ monsters:
description: ', it can make a claw Strike with its reach increased to 15 feet.
This Strike deals an additional 1d6 slashing damage, and if it hits, the asanbosam
Grabs the target and pulls it to a space adjacent to the asanbosam. This counts
- as two attacks when calculating the asanbosam’s multiple attack penalty.'
+ as two attacks when calculating the asanbosam''s multiple attack penalty.'
name: Attack from Above
traits:
- usually by using its Climb speed
- action_cost: One Action
- description: A victim’s drained condition decreases by 1 each week. A blood transfusion,
+ description: A victim's drained condition decreases by 1 each week. A blood transfusion,
which requires a successful DC 20 Medicine check and a blood donor or sufficient
blood, reduces the drained value by 1 after 10 minutes.
name: Drink Blood
@@ -42842,7 +42961,7 @@ monsters:
description: The veteran makes a melee Strike and compares the attack roll result
to the AC of up to two foes, each of whom must be within their melee reach and
adjacent to each other. Roll damage only once and apply it to each creature
- hit. A Swipe counts as two attacks for the veteran’s multiple attack penalty.
+ hit. A Swipe counts as two attacks for the veteran's multiple attack penalty.
name: Swipe
traits: null
ranged:
@@ -43007,7 +43126,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: A charau-ka warrior carries hatchets, daggers, and similar weaponry
- on their person and usually doesn’t worry about running out of thrown weapons
+ on their person and usually doesn't worry about running out of thrown weapons
when rocks plucked from the ground are just as deadly in their hands.
hp: 18
immunities: null
@@ -43049,10 +43168,10 @@ monsters:
perception: 6
proactive_abilities:
- action_cost: Free Action
- description: '**Trigger** The charau-ka’s turn begins. **Frequency** once per
+ description: '**Trigger** The charau-ka''s turn begins. **Frequency** once per
hour; **Effect** The charau-ka is quickened until the end of its turn, and can
use the extra action to Stride or Strike. While in the frenzy, the charau-ka
- can’t speak and automatically critically fails Stealth checks, due to its loud
+ can''t speak and automatically critically fails Stealth checks, due to its loud
wailing.'
name: Shrieking Frenzy
traits:
@@ -43132,7 +43251,7 @@ monsters:
ac: 19
ac_special: null
automatic_abilities: null
- description: Even with the Gorilla King’s fall, some charau-kas still worship Angazhan.
+ description: Even with the Gorilla King's fall, some charau-kas still worship Angazhan.
hp: 45
immunities: null
innate_spells: null
@@ -43163,10 +43282,10 @@ monsters:
perception: 9
proactive_abilities:
- action_cost: Free Action
- description: '**Trigger** The charau-ka’s turn begins. **Frequency** once per
+ description: '**Trigger** The charau-ka''s turn begins. **Frequency** once per
hour; **Effect** The charau-ka is quickened until the end of its turn, and can
use the extra action to Stride or Strike. While in the frenzy, the charau-ka
- can’t speak and automatically critically fails Stealth checks, due to its loud
+ can''t speak and automatically critically fails Stealth checks, due to its loud
wailing.'
name: Shrieking Frenzy
traits:
@@ -43280,10 +43399,10 @@ monsters:
name: Rage
traits: null
- action_cost: Free Action
- description: '**Trigger** The charau-ka’s turn begins. **Frequency** once per
+ description: '**Trigger** The charau-ka''s turn begins. **Frequency** once per
hour; **Effect** The charau-ka is quickened until the end of its turn, and can
use the extra action to Stride or Strike. While in the frenzy, the charau-ka
- can’t speak and automatically critically fails Stealth checks, due to its loud
+ can''t speak and automatically critically fails Stealth checks, due to its loud
wailing.'
name: Shrieking Frenzy
traits:
@@ -43602,12 +43721,12 @@ monsters:
ac: 25
ac_special: null
automatic_abilities: null
- description: Kishi are duplicitous and murderous fey who dwell on the edges of Golarion’s
+ description: Kishi are duplicitous and murderous fey who dwell on the edges of Golarion's
darkest jungles. At first glance, kishi appear to be attractive humans, usually
of a local ethnicity, but their full heads of thick hair conceal a second face,
that of a snarling hyena. When a kishi lures their prey into a vulnerable situation,
- their head swivels around, revealing this fearsome visage. In this form, a kishi’s
- powerful jaws are almost impossible to pry loose and can crush a victim’s bones
+ their head swivels around, revealing this fearsome visage. In this form, a kishi's
+ powerful jaws are almost impossible to pry loose and can crush a victim's bones
in a matter of moments. Kishi are highly varied in their physical features, and
their height and weight are as variable as the people whose communities they infiltrate.
hp: 138
@@ -43651,7 +43770,7 @@ monsters:
of at least one enemy, it can make a melee Strike against that enemy.
name: Sudden Charge
traits: null
- - description: A creature grabbed in the kishi’s jaws can’t speak, including providing
+ - description: A creature grabbed in the kishi's jaws can't speak, including providing
verbal components for spells. In addition, the creature takes a –2 circumstance
penalty to Escape.
name: Vice-Like Jaws
@@ -43703,8 +43822,8 @@ monsters:
their swollen, bulbous trunks, which coagulates when exposed to air. The toxic
resin, which has a bitter taste, protects the tree from herbivorous insects and
other animals, but in rare cases—usually in areas awash in positive energy or
- the influence of the First World—the sap gains a life of its own. Such “living
- sap” is a mindless ooze that attempts to smother and engulf just about anything
+ the influence of the First World—the sap gains a life of its own. Such "living
+ sap" is a mindless ooze that attempts to smother and engulf just about anything
that moves, from the bugs and small beasts that feed on its sharinga tree to larger
creatures unlucky enough to stumble upon it. Due to its immunities to most forms
of physical damage and its protectiveness of its mother tree, a living ooze is
@@ -43720,7 +43839,7 @@ monsters:
- unconscious
- visual
innate_spells: null
- languages: ''
+ languages: null
level: 6
melee:
- action_cost: One Action
@@ -43737,7 +43856,7 @@ monsters:
description: DC 22, 2d6 acid, Escape DC 24, Rupture 10
name: Engulf
traits: null
- - description: until the end of the living sap’s next turn.
+ - description: until the end of the living sap's next turn.
name: Entangling Residue
traits: null
ranged: null
@@ -43780,14 +43899,14 @@ monsters:
ac: 27
ac_special: null
automatic_abilities: null
- description: Mokele-mbembes are large, reptilian predators found deep within Golarion’s
- jungles. Mwangi view mokele-mbembes as embodiments of nature’s strength and majesty,
+ description: Mokele-mbembes are large, reptilian predators found deep within Golarion's
+ jungles. Mwangi view mokele-mbembes as embodiments of nature's strength and majesty,
and they consider the sighting of this rare being a sign of favor from the gods
and an omen of powerful natural forces.
hp: 172
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 9
melee:
- action_cost: One Action
@@ -43823,7 +43942,7 @@ monsters:
- action_cost: Two Actions
description: 'The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot
burst centered on a corner within reach of its tail Strike. Each creature in
- the burst’s area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune.
+ the burst''s area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune.
**Critical Success** The creature is unaffected. **Success** The creature is
stunned 1. **Failure** The creature is stunned 2. **Critical Failure** The creature
is stunned 3. '
@@ -43873,7 +43992,7 @@ monsters:
description: Sabosans are evil, intelligent, bat-like humanoids who live in warm
forests and drink the blood of other creatures, particularly people. They have
thin, emaciated torsos and broad, leathery wings that can reach a span of almost
- 20 feet. Sabosans’ heads, necks, shoulders, and upper chests are covered with
+ 20 feet. Sabosans' heads, necks, shoulders, and upper chests are covered with
red or dark-brown fur that barely obscures their stretched.thin flesh. Their ears
are large and pointed like a bat's, and indeed they can echolocate to locate prey
much like bats can, though their eyes are also capable of seeing in low light.
@@ -43978,29 +44097,29 @@ monsters:
ac_special: null
automatic_abilities:
- description: The blood boar can precisely sense bleeding creatures within . **Blood
- Quarry** On smelling a creature’s blood, the blood boar can designate that creature
+ Quarry** On smelling a creature's blood, the blood boar can designate that creature
as its quarry. The blood boar can smell its quarry from up to a mile away. A
blood boar can have only one quarry at a time.
name: Bloodsense
range: 60 feet
traits: null
- - description: On smelling a creature’s blood, the blood boar can designate that
+ - description: On smelling a creature's blood, the blood boar can designate that
creature as its quarry. The blood boar can smell its quarry from up to a mile
away. A blood boar can have only one quarry at a time.
name: Blood Quarry
traits: null
description: Blood boars are fearsome swine bred in Cheliax for the singular purpose
of hunting down escaped slaves. The species originated from a type of large feral
- boar native to Nidal’s shadowy Uskwood, and blood boars retain their predecessors’
+ boar native to Nidal's shadowy Uskwood, and blood boars retain their predecessors'
gray fur, red eyes, and exceptional senses. The intensive breeding process to
produce blood boars—augmented by the selective application of magic—grants the
creatures an unparalleled awareness of blood, including the ability to precisely
- detect a bloodied creature’s location and movements, allowing the boars to track
+ detect a bloodied creature's location and movements, allowing the boars to track
their prey from up to a mile away.
hp: 98
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 6
melee:
- action_cost: One Action
@@ -44068,11 +44187,11 @@ monsters:
ac_special: null
automatic_abilities: null
description: Kalavakuses work as slavers in the Abyss, earning them the alternate
- moniker of “slaver demons”; these fiends round up captured victims and sell them
+ moniker of "slaver demons"; these fiends round up captured victims and sell them
to other fiends or unscrupulous mortals. Pleas for freedom or clemency fall on
deaf ears, as slaver demons consider anyone they can catch and hold to be their
rightful property and theirs to sell. Kalavakuses know more than just physical
- means of restraining slaves; they also know how to fetter a victim’s soul. The
+ means of restraining slaves; they also know how to fetter a victim's soul. The
most successful slaver demons have vast slave-pits in the Abyss where they keep
stables of imprisoned souls.
hp: 200
@@ -44127,7 +44246,7 @@ monsters:
and no more than one slaver demon can enslave the same soul. If a slaver demon
kills a creature whose soul it has enslaved, the demon regains 20 HP and the
soul is consigned to an eternity of toil in the Abyss, adding to the slaver
- demon’s tally of souls and allowing the demon to enslave another. **Success**
+ demon's tally of souls and allowing the demon to enslave another. **Success**
The target avoids being enslaved and is temporarily immune for 24 hours. **Failure**
The target is enslaved and is enfeebled 2 for 24 hours or until the slaver demon
is slain, whichever comes first. **Critical Failure** As failure, and the target
@@ -44178,11 +44297,11 @@ monsters:
automatic_abilities: null
description: Perhaps more than any other devil, osyluths—also known as bone devils—
embrace the torture and sadism for which Hell is so well known. They are exemplary
- inquisitors with an unwavering devotion to Hell’s laws and hierarchy, and they
+ inquisitors with an unwavering devotion to Hell's laws and hierarchy, and they
seek out heresies among mortals and devilkind with equal vigor. These devils arise
- from the Styx-fed swamps of Stygia, Hell’s fifth layer, from the stagnant energy
+ from the Styx-fed swamps of Stygia, Hell's fifth layer, from the stagnant energy
of long-dead heresies. Left to their own devices, osyluths build massive, calcified
- hives in Stygia’s remote corners and hunt the infernal swampland for lesser devils
+ hives in Stygia's remote corners and hunt the infernal swampland for lesser devils
and petitioners.
hp: 146
immunities:
@@ -44349,7 +44468,7 @@ monsters:
- description: When a shadow giant hits with a melee attack, the target must succeed
at a DC 30 Fortitude save or become drained 1 and take a –1 status penalty to
Perception checks involving sight as long as they remain drained. On a critical
- failure, this condition doesn’t heal naturally and can be removed only with
+ failure, this condition doesn't heal naturally and can be removed only with
magic.
name: Pall of Shadow
traits:
@@ -44418,7 +44537,7 @@ monsters:
sentience form a vague, Barzillai-shaped body from bits of the nearby terrain,
but when near haunted locations, the spectral force can coalesce into a more precise
body using ectoplasm siphoned from these haunts. In either form, the remnant carries
- a form of Barzillai’s own burning mace, which dissolves into a thin mist 1 hour
+ a form of Barzillai's own burning mace, which dissolves into a thin mist 1 hour
after the remnant is destroyed.
hp: 135
immunities:
@@ -44559,11 +44678,11 @@ monsters:
for 24 hours. **Success** The creature is unaffected. **Failure** The creature
is fascinated and must spend each of its actions to move closer to the rusalka,
while avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka,
- it stays still and doesn’t act. If attacked by the rusalka, the creature is
- freed from captivation at the end of the rusalka’s turn. **Critical Failure**
+ it stays still and doesn't act. If attacked by the rusalka, the creature is
+ freed from captivation at the end of the rusalka's turn. **Critical Failure**
As failure, but if attacked by the rusalka, the creature can attempt a new save
only at the start of its next turn, rather than being freed at the end of the
- rusalka’s turn.
+ rusalka's turn.
name: Beckoning Call
traits:
- auditory
@@ -44581,7 +44700,7 @@ monsters:
name: Entangling Tresses
traits: null
- action_cost: Two Actions
- description: check and compares the result to each grabbed creature’s Fortitude
+ description: check and compares the result to each grabbed creature's Fortitude
DC. The rusalka moves each creature they succeed against up to 10 feet and each
creature they critically succeed against up to 20 feet. This movement must all
be within reach of its tresses.
@@ -44690,9 +44809,9 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The augur stares at a creature it can see within 30 feet. The target
- must immediately attempt a Will save against the augur’s unnerving gaze. After
+ must immediately attempt a Will save against the augur's unnerving gaze. After
attempting this save, the creature is then temporarily immune until the start
- of the augur’s next turn.
+ of the augur's next turn.
name: Focus Gaze
traits:
- concentrate
@@ -44757,13 +44876,13 @@ monsters:
traits:
- divination
- divine
- description: The velstracs’ unofficial ambassadors, evangelists roam the farthest
- reaches of the planes to spread the word of their kind’s abhorrent belief in perfection
+ description: The velstracs' unofficial ambassadors, evangelists roam the farthest
+ reaches of the planes to spread the word of their kind's abhorrent belief in perfection
through pain. They are therefore the most frequently encountered velstracs on
the Material Plane, often leading covens of hedonistic mortal flesh-sculptors
or serving as wardens of horrific dungeons. In regions ruled by infernal powers,
evangelists may serve as lieutenants or advisors, whispering secret paths to power
- in exchange for mortals’ souls or choice mortal flesh.
+ in exchange for mortals' souls or choice mortal flesh.
hp: 90
immunities:
- cold
@@ -44787,7 +44906,7 @@ monsters:
name: Evangelist
perception: 13
proactive_abilities:
- - description: Chains in the evangelist’s vicinity sprout barbs and writhe menacingly.
+ - description: Chains in the evangelist's vicinity sprout barbs and writhe menacingly.
The evangelist can make chain Strikes against any creature that is adjacent
to an unattended chain within 20 feet, in addition to within the reach of its
own chain Strike.
@@ -44797,11 +44916,11 @@ monsters:
- transmutation
- action_cost: One Action
description: The evangelist stares at a creature it can see within 30 feet. The
- target must immediately attempt a Will save against the evangelist’s unnerving
+ target must immediately attempt a Will save against the evangelist's unnerving
gaze. In addition, if the creature was already frightened, on a failed save,
the evangelist is concealed from the creature for as long as the creature remains
frightened. After attempting this save, the creature is then temporarily immune
- until the start of the evangelist’s next turn.
+ until the start of the evangelist's next turn.
name: Focus Gaze
traits:
- concentrate
@@ -44868,7 +44987,7 @@ monsters:
amalgamations of the strongest limbs, densest bone, and sharpest metal they can
find. They continually search for new material to graft to their forms, and their
slain foes are rarely found intact, as little is more valuable to interlocutors
- than a powerful opponent’s legs, eyes, or even brain.
+ than a powerful opponent's legs, eyes, or even brain.
hp: 215
immunities:
- cold
@@ -44904,11 +45023,11 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The interlocutor stares at a creature it can see within 30 feet.
- The target must immediately attempt a Will save against the interlocutor’s unnerving
+ The target must immediately attempt a Will save against the interlocutor's unnerving
gaze. In addition, if the creature was already stunned, on a failed save, it
feels its muscles and organs twitch and writhe, causing it to be clumsy 2 for
1 minute. After attempting this save, the creature is then temporarily immune
- until the start of the interlocutor’s next turn.
+ until the start of the interlocutor's next turn.
name: Focus Gaze
traits:
- concentrate
@@ -45030,19 +45149,19 @@ monsters:
perception: 32
proactive_abilities:
- action_cost: Two Actions
- description: by each other and the precentor, and they can’t use hostile actions
+ description: by each other and the precentor, and they can't use hostile actions
toward each other or the precentor. When the precentor casts an innate divine
spell, it can cause the effect to originate from any member of its choir instead
- of itself, using the precentor’s saving throw DC and attack bonus.
+ of itself, using the precentor's saving throw DC and attack bonus.
name: Assemble Choir
traits: null
- action_cost: One Action
description: The precentor stares at a creature it can see within 30 feet. The
- target must immediately attempt a Will save against the precentor’s unnerving
+ target must immediately attempt a Will save against the precentor's unnerving
gaze. In addition, if the creature was already doomed, on a failed save, it
sees the skin of its own body peel back, making it confused for as long as it
remains doomed. After attempting this save, the creature is then temporarily
- immune until the start of the precentor’s next turn.
+ immune until the start of the precentor's next turn.
name: Focus Gaze
traits:
- concentrate
@@ -45122,7 +45241,7 @@ monsters:
of Earth. Unlike most oozes, their bodies are not homogeneously fluid; rather,
interspersed within their glassy, viscous resin are thousands of sharp mineral
formations that nevertheless possess some of the same flexibility and mobility
- as the rest of the creature’s gooey body.
+ as the rest of the creature's gooey body.
hp: 300
immunities:
- acid
@@ -45132,7 +45251,7 @@ monsters:
- unconscious
- visual
innate_spells: null
- languages: ''
+ languages: null
level: 11
melee:
- action_cost: One Action
@@ -45218,8 +45337,8 @@ monsters:
automatic_abilities: null
description: Dalos are reclusive fey that dwell within or near remote volcanoes
and volcanic vents and resemble the massive calderas they call home. They more
- often dwell within the superheated confines of these locales than in the “cold
- wastelands” beyond their warmth and are therefore rarely encountered outside such
+ often dwell within the superheated confines of these locales than in the "cold
+ wastelands" beyond their warmth and are therefore rarely encountered outside such
environments. Like most fey, dalos are capricious and vengeful. They hate being
disturbed above all else and will often warn away intruders with only the throw
of a red-hot boulder before attacking outright.
@@ -45249,7 +45368,7 @@ monsters:
traits: null
- action_cost: One Action
description: The dalos uses an Interact action to pluck a rock from its body or
- the nearby environment, then uses its internal fires to heat a rock it’s holding
+ the nearby environment, then uses its internal fires to heat a rock it's holding
until the rock is red hot. A heated rock that hits a target on a ranged Strike
deals an additional 4d6 fire damage. Once the dalos heats a rock, that rock
retains its heat for 2 rounds before cooling.
@@ -45260,7 +45379,7 @@ monsters:
description: The dalos causes a volcanic explosion to erupt from its head, lobbing
a mass of molten rock up to 100 feet. This lava bomb deals 6d8 fire damage and
6d8 bludgeoning damage to each creature in a 20-foot radius of its impact point,
- with a DC 33 basic Reflex save. The dalos can’t use Lava Bomb again for 1d4
+ with a DC 33 basic Reflex save. The dalos can't use Lava Bomb again for 1d4
rounds.
name: Lava Bomb
traits:
@@ -45366,7 +45485,7 @@ monsters:
space adjacent to itself in any 10-foot-by-10-foot area of darkness and enters
it. To non-deculis, the extradimensional space looks like an ordinary area of
darkness (though effects such as *true seeing* can see through this illusion).
- The deculi’s infrared vision functions normally between this extradimensional
+ The deculi''s infrared vision functions normally between this extradimensional
space and the area outside its confines, allowing the deculi to sense what is
going on around it, and its innate *darkness* spell also extends to the area
around the shadow sanctuary. Attacks cannot be made into or from the extradimensional
@@ -45380,7 +45499,7 @@ monsters:
effect obscuring its sanctuary once per day by attempting to counteract the
light effect with its *darkness* innate spell. If a deculi dies (including from
hunger, thirst, or asphyxiation) while within the extradimensional space, the
- shadow sanctuary immediately ends and the deculi’s corpse is expelled. If the
+ shadow sanctuary immediately ends and the deculi''s corpse is expelled. If the
area is illuminated, the corpse is not expelled until the sanctuary entrance
is in darkness once again.'
name: Create Shadow Sanctuary
@@ -45615,7 +45734,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The dragon breathes a blast of magma that deals 5d6 fire damage and
- 3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). It can’t
+ 3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). It can't
use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
@@ -45630,7 +45749,7 @@ monsters:
hit with a Strike.
name: Draconic Momentum
traits: null
- - description: A magma dragon’s swim Speed functions only when the dragon is swimming
+ - description: A magma dragon's swim Speed functions only when the dragon is swimming
through magma or molten lava.
name: Magma Swim
traits: null
@@ -45746,7 +45865,7 @@ monsters:
proactive_abilities:
- action_cost: Two Actions
description: The dragon breathes a blast of magma that deals 7d6 fire damage and
- 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). It can’t
+ 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). It can't
use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
@@ -45761,7 +45880,7 @@ monsters:
hit with a Strike.
name: Draconic Momentum
traits: null
- - description: A magma dragon’s swim Speed functions only when the dragon is swimming
+ - description: A magma dragon's swim Speed functions only when the dragon is swimming
through magma or molten lava.
name: Magma Swim
traits: null
@@ -45891,7 +46010,7 @@ monsters:
- action_cost: Two Actions
description: The dragon breathes a blast of magma that deals 10d6 fire damage
and 4d12 bludgeoning damage in a 60-foot cone (DC 42 basic Reflex save). It
- can’t use Breath Weapon again for 1d4 rounds.
+ can't use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- evocation
@@ -45905,7 +46024,7 @@ monsters:
hit with a Strike.
name: Draconic Momentum
traits: null
- - description: A magma dragon’s swim Speed functions only when the dragon is swimming
+ - description: A magma dragon's swim Speed functions only when the dragon is swimming
through magma or molten lava.
name: Magma Swim
traits: null
@@ -45973,7 +46092,7 @@ monsters:
automatic_abilities:
- description: he dragonscarred dead is immediately aware of any intruder that enters
the lair of its creator dragon. It does not know the exact location of the intruder
- but remains aware of the intruder’s presence until the intruder either leaves
+ but remains aware of the intruder's presence until the intruder either leaves
or is destroyed.
name: Guardian Sense
traits:
@@ -45984,7 +46103,7 @@ monsters:
amid the annals of legend. Sometimes, a draconic necromancer is so impressed by
its fallen foe that the dragon ritually raises the dead warrior to serve the dragon
in undeath. These undead guardians are infused with a fraction of the power of
- the dragon who slew them, channeling the same energy as their draconic masters’
+ the dragon who slew them, channeling the same energy as their draconic masters'
breath.
hp: 210
immunities:
@@ -46015,7 +46134,7 @@ monsters:
name: Dragonscarred Dead
perception: 24
proactive_abilities:
- - description: The dragonscarred dead’s weapon is magically scorched by a dragon’s
+ - description: The dragonscarred dead's weapon is magically scorched by a dragon's
breath. When wielded by the dragonscarred dead who carried it in life, the sword
deals an extra 2d6 negative damage and 3d6 fire damage. In the hands of any
other creature, it is merely a broken greatsword.
@@ -46118,7 +46237,7 @@ monsters:
or starts their turn in the area takes 6d6 fire damage, with a DC 21 basic Reflex
save. A creature that fails its save is also blinded for 1 minute. Creatures
within the cloud are concealed, though not from the forge-spurned. The forge-spurned
- can’t use Forge Breath again until it has used Inflate Bellows.
+ can't use Forge Breath again until it has used Inflate Bellows.
name: Forge Breath
traits:
- divine
@@ -46130,10 +46249,10 @@ monsters:
name: Inflate Bellows
traits: null
- description: If a creature is slain by an attack from the *soul chain* and the
- forge-spurned is able to retain the creature’s corpse, it can bind the creature’s
+ forge-spurned is able to retain the creature's corpse, it can bind the creature's
soul into the *soul chain* (as *bind soul*) with a day of work at a forge and
a successful DC 20 Crafting check. An individual whose soul is bound in this
- way can’t be resurrected unless the soul chain is destroyed (Hardness 5, HP
+ way can't be resurrected unless the soul chain is destroyed (Hardness 5, HP
20, BT 10).
name: Soul Chain
traits:
@@ -46215,14 +46334,14 @@ monsters:
- action_cost: Two Actions
description: The gashadokuro breathes a spray of bone shards in a 30-foot cone.
Each creature in the area takes 8d12 piercing damage (DC 34 basic Reflex save).
- It can’t use Breath Weapon again for 1d4 rounds.
+ It can't use Breath Weapon again for 1d4 rounds.
name: Breath Weapon
traits:
- divine
- necromancy
- description: If the gashadokuro kills a creature with Swallow Whole, it immediately
- regains Hit Points equal to the swallowed creature’s level. As long as the gashadokuro
- still exists, creatures consumed in this way can’t be resurrected except by
+ regains Hit Points equal to the swallowed creature's level. As long as the gashadokuro
+ still exists, creatures consumed in this way can't be resurrected except by
*wish* or a similarly powerful effect.
name: Corpse Consumption
traits:
@@ -46321,7 +46440,7 @@ monsters:
name: Collapse Ceiling
traits:
- DC 33
- - description: A soulbound ruin’s edifice Strikes can target any creature inside
+ - description: A soulbound ruin's edifice Strikes can target any creature inside
the ruin.
name: Pervasive Attacks
traits: null
@@ -46367,7 +46486,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: The most common aluum is powered by the bound soul of a loyal city
- servant, but its creation is among the Pactmasters’ most guarded secrets. There
+ servant, but its creation is among the Pactmasters' most guarded secrets. There
are dozens of dormant aluums spread throughout Katapesh, and only someone wearing
an aluum charm can activate and command one of these 14-foot-tall soldiers. The
Pactmasters entrust few beyond the Zephyr Guard to carry these charms, and stealing
@@ -46388,7 +46507,7 @@ monsters:
- sickened
- unconscious
innate_spells: null
- languages: ''
+ languages: null
level: 10
melee:
- action_cost: One Action
@@ -46405,7 +46524,7 @@ monsters:
- description: until the end of its next turn instead of its normal effects.
name: Aluum Antimagic
traits: null
- - description: A creature damaged by the aluum enforcer’s fist Strike must succeed
+ - description: A creature damaged by the aluum enforcer's fist Strike must succeed
at a DC 27 Fortitude save or become paralyzed for 1 round. On a critical failure,
the creature is paralyzed for 1d4 minutes and falls prone.
name: Paralyzing Force
@@ -46416,7 +46535,7 @@ monsters:
- action_cost: Two Actions
description: The aluum enforcer emits a keening wail in a 15-foot cone that deals
9d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save
- is stunned 1, or stunned 3 on a critical failure. The aluum can’t use Soul Shriek
+ is stunned 1, or stunned 3 on a critical failure. The aluum can't use Soul Shriek
again for 1d4 rounds.
name: Soul Shriek
traits:
@@ -46487,7 +46606,7 @@ monsters:
- frequency: x3
level: 9
name: bind soul
- languages: ''
+ languages: null
level: 16
melee:
- action_cost: One Action
@@ -46507,10 +46626,10 @@ monsters:
- action_cost: Two Actions
description: '**Requirements** The spiritbound aluum has bound a soul using its
*bind soul* innate spell; **Effect** The spiritbound aluum transforms the captured
- soul’s essence into raw magical energy, channeling the spirit into a beam that
+ soul''s essence into raw magical energy, channeling the spirit into a beam that
deals 20d6 force damage in a 30-foot line (DC 38 basic Reflex save). The remaining
fragments of the captured soul are released to the Great Beyond. The spiritbound
- aluum can’t use Obliteration Beam again for 1d4 rounds.'
+ aluum can''t use Obliteration Beam again for 1d4 rounds.'
name: Obliteration Beam
traits:
- arcane
@@ -46526,13 +46645,13 @@ monsters:
- necromancy
- description: innate spell, it binds the soul into its central crystal instead
of the normal material component. The crystal can hold up to 60 souls. When
- encountered, a spiritbound aluum’s crystal typically contains 1d6 souls.
+ encountered, a spiritbound aluum's crystal typically contains 1d6 souls.
name: Soul Binder
traits: null
- action_cost: Two Actions
description: The spiritbound aluum emits a keening wail in a 15-foot cone that
deals 16d6 sonic damage (DC 27 basic Fortitude save). A creature that fails
- its save is stunned 1, or stunned 3 on a critical failure. The aluum can’t use
+ its save is stunned 1, or stunned 3 on a critical failure. The aluum can't use
Soul Shriek again for 1d4 rounds.
name: Soul Shriek
traits:
@@ -46656,7 +46775,7 @@ monsters:
- action_cost: Two Actions
description: The calikang makes up to six fist Strikes. Each Strike can be against
a different target. These attacks count toward its multiple attack penalty,
- which doesn’t increase until after all the attacks are complete.
+ which doesn't increase until after all the attacks are complete.
name: Sixfold Flurry
traits: null
ranged: null
@@ -46697,7 +46816,7 @@ monsters:
ac_special: null
automatic_abilities: null
description: 'Of all the ways to die, crucidaemons represent perhaps one of the
- least desirable: death by torture. The fiend’s shapely body, which appears to
+ least desirable: death by torture. The fiend''s shapely body, which appears to
be sculpted from iron or mithril, belies a sinister wrath and love of inflicting
pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated
daggers, which are attached to their bodies via a chain that pierces each wrist.'
@@ -46749,20 +46868,20 @@ monsters:
proactive_abilities:
- description: When the crucidaemon casts its innate *glyph of warding* spell, it
can store any arcane or divine spell of an appropriate level in the glyph, even
- if it can’t otherwise cast the spell.
+ if it can't otherwise cast the spell.
name: Daemonic Trap Making
traits:
- divine
- action_cost: One Action
description: The crucidaemon makes two chained dagger Strikes against a single
- target. These attacks count toward the crucidaemon’s multiple attack penalty
- and its multiple attack penalty doesn’t increase until after both attacks.
+ target. These attacks count toward the crucidaemon's multiple attack penalty
+ and its multiple attack penalty doesn't increase until after both attacks.
name: Flurry of Daggers
traits: null
- action_cost: One Action
description: The crucidaemon summons a new chained dagger to replace a destroyed
- one. A crucidaemon’s daggers can’t be disarmed, and they become non-magical
- when severed from the daemon or upon the daemon’s death.
+ one. A crucidaemon's daggers can't be disarmed, and they become non-magical
+ when severed from the daemon or upon the daemon's death.
name: Manifest Dagger
traits: null
ranged: null
@@ -46887,7 +47006,7 @@ monsters:
of a Fortitude save. Ending the sickness in this way ends the slowed condition
and makes the creature temporarily immune to the Light of Avarice for 24 hours.
If the creature removes or drops the item, both the conditions end immediately,
- but the creature doesn’t become immune.'
+ but the creature doesn''t become immune.'
name: Light of Avarice
traits:
- divine
@@ -46939,7 +47058,7 @@ monsters:
automatic_abilities: null
description: The cornugon, or horned devil, is a hulking red fiend with a crown
of deadly horns and a body bristling with spines. Cornugons serve as the commanders
- of Hell’s infernal armies.
+ of Hell's infernal armies.
hp: 300
immunities:
- fire
@@ -47002,8 +47121,8 @@ monsters:
spiked chain attack or moves away.
name: Chain of Malebolge
traits:
- - Escape attempts use the cornugon’s Athletics DC
- - description: A cornugon’s tail Strike deals 4d6 persistent bleed damage. The flat
+ - Escape attempts use the cornugon's Athletics DC
+ - description: A cornugon's tail Strike deals 4d6 persistent bleed damage. The flat
check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone
successfully assists with the recovery. The DC to Administer First Aid to a
creature with an infernal wound is increased by 10. A spellcaster or item using
@@ -47123,13 +47242,13 @@ monsters:
name: Immortal Ichor
perception: 20
proactive_abilities:
- - description: A creature that fails to save against an immortal ichor’s *charm*
+ - description: A creature that fails to save against an immortal ichor's *charm*
spell becomes stupefied 1. The stupefied value reduces by 1 every 24 hours.
- The first time each day a creature stupefied by the ichor’s *charm* fails to
- save against another casting of the ichor’s *charm*, the value of the condition
- increases by 1d4. If the stupefied condition ever equals the creature’s Wisdom
+ The first time each day a creature stupefied by the ichor's *charm* fails to
+ save against another casting of the ichor's *charm*, the value of the condition
+ increases by 1d4. If the stupefied condition ever equals the creature's Wisdom
score, it becomes controlled by the ichor permanently; if it dies, it rises
- the next round as a zombie (of the GM’s choice) under the ichor’s control. If
+ the next round as a zombie (of the GM's choice) under the ichor's control. If
the ichor is killed, these zombies are destroyed.
name: Corrupt Ally
traits:
@@ -47199,7 +47318,7 @@ monsters:
hp: 20
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 1
melee:
- action_cost: One Action
@@ -47222,7 +47341,7 @@ monsters:
perception: 6
proactive_abilities:
- action_cost: One Action
- description: ', it remains hidden until after this ability’s Strike.'
+ description: ', it remains hidden until after this ability''s Strike.'
name: Pounce
traits: null
- action_cost: One Action
@@ -47272,7 +47391,7 @@ monsters:
hp: 340
immunities: null
innate_spells: null
- languages: ''
+ languages: null
level: 18
melee:
- action_cost: One Action
@@ -47299,7 +47418,7 @@ monsters:
name: Earth Shaker
traits: null
- action_cost: One Action
- description: ', it remains hidden until after this ability’s Strike.'
+ description: ', it remains hidden until after this ability''s Strike.'
name: Pounce
traits: null
- action_cost: One Action
@@ -47310,7 +47429,7 @@ monsters:
description: The duneshaker solifugid spews toxic barbs at all creatures in a
30-foot cone. Each creature within the cone takes 10d6 poison damage (DC 39
basic Fortitude save). A creature that fails is blinded for 1d6 rounds (or permanently
- on a critical failure). The duneshaker solifugid can’t use Venom Spray again
+ on a critical failure). The duneshaker solifugid can't use Venom Spray again
for 1d4 rounds.
name: Venom Spray
traits:
@@ -47421,7 +47540,7 @@ monsters:
proactive_abilities:
- action_cost: One Action
description: The witchwyrd fires one *magic missile* per action spent (dealing
- 1d4+1 damage each). It can’t spend more actions on this ability than it has
+ 1d4+1 damage each). It can't spend more actions on this ability than it has
free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles
instead of one, expending the held energy.
name: Force Bolt