diff --git a/bin/cleanyaml.py b/bin/cleanyaml.py
index 01add49..870b15a 100644
--- a/bin/cleanyaml.py
+++ b/bin/cleanyaml.py
@@ -14,7 +14,7 @@ def main():
# gets all files with a yaml extension in the directory
yfiles = []
- for file in glob.glob("*.yaml"):
+ for file in glob.glob("**/*.yaml", recursive=True):
yfiles.append(file)
yfiles.sort()
@@ -38,7 +38,7 @@ def main():
# print("After: {}".format(i['trigger']))
if x == "triggers.yaml":
for i in data['trigger']:
- print(i)
+ #print(i)
i = i.replace('’', "'")
diff --git a/data/backgrounds.yaml b/data/backgrounds.yaml
index 7cebdbf..4fa537d 100644
--- a/data/backgrounds.yaml
+++ b/data/backgrounds.yaml
@@ -1,4 +1,3 @@
----
background:
- ability_boost_choices:
- Intelligence
diff --git a/data/basics.yaml b/data/basics.yaml
index c171536..432441d 100644
--- a/data/basics.yaml
+++ b/data/basics.yaml
@@ -1,140 +1,140 @@
abilityscore:
- - flag_rep: 1
- long_name: Strength
- short_name: STR
- - flag_rep: 2
- long_name: Dexterity
- short_name: DEX
- - flag_rep: 4
- long_name: Constitution
- short_name: CON
- - flag_rep: 8
- long_name: Intelligence
- short_name: INT
- - flag_rep: 16
- long_name: Wisdom
- short_name: WIS
- - flag_rep: 32
- long_name: Charisma
- short_name: CHA
- - flag_rep: 64
- long_name: Free 1
- short_name: Free1
- - flag_rep: 128
- long_name: Free 2
- short_name: Free2
+- flag_rep: 1
+ long_name: Strength
+ short_name: STR
+- flag_rep: 2
+ long_name: Dexterity
+ short_name: DEX
+- flag_rep: 4
+ long_name: Constitution
+ short_name: CON
+- flag_rep: 8
+ long_name: Intelligence
+ short_name: INT
+- flag_rep: 16
+ long_name: Wisdom
+ short_name: WIS
+- flag_rep: 32
+ long_name: Charisma
+ short_name: CHA
+- flag_rep: 64
+ long_name: Free 1
+ short_name: Free1
+- flag_rep: 128
+ long_name: Free 2
+ short_name: Free2
actioncost:
- - abbr: 1
- name: Single Action
- - abbr: 2
- name: Two Actions
- - abbr: 3
- name: Three Actions
- - abbr: F
- name: Free Action
- - abbr: R
- name: Reaction
- - abbr: V
- name: Varies
- - abbr: 1m
- name: 1 minute
- - abbr: 10m
- name: 10 minutes
- - abbr: 1h
- name: 1 hour
+- abbr: 1
+ name: Single Action
+- abbr: 2
+ name: Two Actions
+- abbr: 3
+ name: Three Actions
+- abbr: F
+ name: Free Action
+- abbr: R
+ name: Reaction
+- abbr: V
+ name: Varies
+- abbr: 1m
+ name: 1 minute
+- abbr: 10m
+ name: 10 minutes
+- abbr: 1h
+ name: 1 hour
alignment:
- - abbr: LG
- name: Lawful Good
- - abbr: NG
- name: Neutral Good
- - abbr: CG
- name: Chaotic Good
- - abbr: LN
- name: Lawful Neutral
- - abbr: N
- name: True Neutral
- - abbr: CN
- name: Chaotic Neutral
- - abbr: LE
- name: Lawful Evil
- - abbr: NE
- name: Neutral Evil
- - abbr: CE
- name: Chaotic Evil
-frequency:
- - once per round
- - once per turn
- - once per minute
- - once every 10 minutes
- - once per hour
- - once per day
-lang_rarity:
- - Common
- - Uncommon
- - Secret
-movement:
- - Air Walk (constant)
- - Burrow
- - Burrow (sand only)
- - Burrow (snow only)
- - Can't Move
- - Climb
- - Climb Stone
- - Cloud Walk
- - Compression
- - Earth Glide
- - Fly
- - Fly (from fly)
- - Freedom of Movement (constant)
- - Glide
- - Ice Climb
- - Ice Stride
- - Land
- - Magma Swim
- - Powerful Jumper
- - Sand Glide
- - Spider Climb (constant)
- - Suction
- - Swim
- - Swamp Stride
- - Swiftness
- - Trickster's Step
- - Trackless Step
- - Unstoppable Burrow
- - Walk in Shadow
- - Woodland Stride
-size:
- - name: Tiny
- reach_long_ft: 0
- reach_tall_ft: 0
- space_in_ft: 4
- - name: Small
- reach_long_ft: 5
- reach_tall_ft: 5
- space_in_ft: 5
- - name: Medium
- reach_long_ft: 5
- reach_tall_ft: 5
- space_in_ft: 5
- - name: Large
- reach_long_ft: 5
- reach_tall_ft: 10
- space_in_ft: 10
- - name: Huge
- reach_long_ft: 10
- reach_tall_ft: 15
- space_in_ft: 15
- - name: Gargantuan
- reach_long_ft: 15
- reach_tall_ft: 20
- space_in_ft: 20
-weaponcategory:
- - Unarmed
- - Simple
- - Martial
- - Advanced
+- abbr: LG
+ name: Lawful Good
+- abbr: NG
+ name: Neutral Good
+- abbr: CG
+ name: Chaotic Good
+- abbr: LN
+ name: Lawful Neutral
+- abbr: N
+ name: True Neutral
+- abbr: CN
+ name: Chaotic Neutral
+- abbr: LE
+ name: Lawful Evil
+- abbr: NE
+ name: Neutral Evil
+- abbr: CE
+ name: Chaotic Evil
bonutypes:
- - Proficiency
- - Circumstance
- - Status
- - Item
+- Proficiency
+- Circumstance
+- Status
+- Item
+frequency:
+- once per round
+- once per turn
+- once per minute
+- once every 10 minutes
+- once per hour
+- once per day
+lang_rarity:
+- Common
+- Uncommon
+- Secret
+movement:
+- Air Walk (constant)
+- Burrow
+- Burrow (sand only)
+- Burrow (snow only)
+- Can't Move
+- Climb
+- Climb Stone
+- Cloud Walk
+- Compression
+- Earth Glide
+- Fly
+- Fly (from fly)
+- Freedom of Movement (constant)
+- Glide
+- Ice Climb
+- Ice Stride
+- Land
+- Magma Swim
+- Powerful Jumper
+- Sand Glide
+- Spider Climb (constant)
+- Suction
+- Swim
+- Swamp Stride
+- Swiftness
+- Trickster's Step
+- Trackless Step
+- Unstoppable Burrow
+- Walk in Shadow
+- Woodland Stride
+size:
+- name: Tiny
+ reach_long_ft: 0
+ reach_tall_ft: 0
+ space_in_ft: 4
+- name: Small
+ reach_long_ft: 5
+ reach_tall_ft: 5
+ space_in_ft: 5
+- name: Medium
+ reach_long_ft: 5
+ reach_tall_ft: 5
+ space_in_ft: 5
+- name: Large
+ reach_long_ft: 5
+ reach_tall_ft: 10
+ space_in_ft: 10
+- name: Huge
+ reach_long_ft: 10
+ reach_tall_ft: 15
+ space_in_ft: 15
+- name: Gargantuan
+ reach_long_ft: 15
+ reach_tall_ft: 20
+ space_in_ft: 20
+weaponcategory:
+- Unarmed
+- Simple
+- Martial
+- Advanced
diff --git a/data/classes.yaml b/data/classes.yaml
index e11f39d..6db74d7 100644
--- a/data/classes.yaml
+++ b/data/classes.yaml
@@ -1,4 +1,21 @@
--
+- attacks:
+ - degree: trained
+ type: simple weapons
+ - degree: trained
+ type: alchemical bombs
+ - degree: trained
+ type: unarmed attacks
+ class_dc_and_spells:
+ - degree: trained
+ type: alchemist class DC
+ defenses:
+ - degree: trained
+ type: light armor
+ - degree: trained
+ type: unarmored defense
+ hp: 8
+ key_ability_choices:
+ - INTELLIGENCE
name: Alchemist
perception: trained
saving_throws:
@@ -13,26 +30,27 @@
type: Crafting
- degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier
- attacks:
+ spells: null
+- attacks:
- degree: trained
type: simple weapons
- degree: trained
- type: alchemical bombs
+ type: martial weapons
- degree: trained
type: unarmed attacks
+ class_dc_and_spells:
+ - degree: trained
+ type: barbarian class DC
defenses:
- degree: trained
type: light armor
- degree: trained
- type: unarmored defense
- class_dc_and_spells:
+ type: medium armor
- degree: trained
- type: alchemist class DC
- spells: null
- hp: 8
+ type: unarmored defense
+ hp: 12
key_ability_choices:
- - INTELLIGENCE
--
+ - STRENGTH
name: Barbarian
perception: expert
saving_throws:
@@ -47,27 +65,26 @@
type: Athletics
- degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier
- attacks:
+- attacks:
- degree: trained
type: simple weapons
- degree: trained
- type: martial weapons
+ type: the longsword, rapier, sap, shortbow, shortsword, and whip
- degree: trained
type: unarmed attacks
+ class_dc_and_spells:
+ - degree: trained
+ type: occult spell attacks
+ - degree: trained
+ type: occult spell DCs
defenses:
- degree: trained
type: light armor
- - degree: trained
- type: medium armor
- degree: trained
type: unarmored defense
- class_dc_and_spells:
- - degree: trained
- type: barbarian class DC
- hp: 12
+ hp: 8
key_ability_choices:
- - STRENGTH
--
+ - CHARISMA
name: Bard
perception: expert
saving_throws:
@@ -84,27 +101,29 @@
type: Performance
- degree: trained
type: a number of additional skills equal to 4 plus your Intelligence modifier
- attacks:
+- attacks:
- degree: trained
type: simple weapons
- degree: trained
- type: the longsword, rapier, sap, shortbow, shortsword, and whip
+ type: martial weapons
- degree: trained
type: unarmed attacks
- defenses:
- - degree: trained
- type: light armor
- - degree: trained
- type: unarmored defense
class_dc_and_spells:
- degree: trained
- type: occult spell attacks
+ type: champion class DC
- degree: trained
- type: occult spell DCs
- hp: 8
+ type: divine spell attacks
+ - degree: trained
+ type: divine spell DCs
+ defenses:
+ - degree: trained
+ type: all armor
+ - degree: trained
+ type: unarmored defense
+ hp: 10
key_ability_choices:
- - CHARISMA
--
+ - STRENGTH
+ - DEXTERITY
name: Champion
perception: trained
saving_throws:
@@ -121,30 +140,26 @@
type: one skill determined by your choice of deity
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
- attacks:
+- attacks:
- degree: trained
type: simple weapons
- degree: trained
- type: martial weapons
+ type: the favored weapon of your deity. If your deity’s favored weapon is uncommon,
+ you also gain access to that weapon.
- degree: trained
type: unarmed attacks
- defenses:
- - degree: trained
- type: all armor
- - degree: trained
- type: unarmored defense
class_dc_and_spells:
- - degree: trained
- type: champion class DC
- degree: trained
type: divine spell attacks
- degree: trained
type: divine spell DCs
- hp: 10
+ defenses:
+ - Untrained in all armor, though your doctrine might alter this
+ - degree: trained
+ type: unarmored defense
+ hp: 8
key_ability_choices:
- - STRENGTH
- - DEXTERITY
--
+ - WISDOM
name: Cleric
perception: trained
saving_throws:
@@ -161,26 +176,28 @@
type: one skill determined by your choice of deity
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
- attacks:
+- attacks:
- degree: trained
type: simple weapons
- - degree: trained
- type: the favored weapon of your deity. If your deity’s favored weapon is uncommon, you also gain access to that weapon.
- degree: trained
type: unarmed attacks
- defenses:
- - Untrained in all armor, though your doctrine might alter this
- - degree: trained
- type: unarmored defense
class_dc_and_spells:
- degree: trained
- type: divine spell attacks
+ type: druid class DC
- degree: trained
- type: divine spell DCs
+ type: primal spell attacks
+ - degree: trained
+ type: primal spell DCs
+ defenses:
+ - degree: trained
+ type: light armor
+ - degree: trained
+ type: medium armor
+ - degree: trained
+ type: unarmored defense
hp: 8
- key_ability_choices:
+ key_ability_choices:
- WISDOM
--
name: Druid
perception: trained
saving_throws:
@@ -197,29 +214,27 @@
type: one skill determined by your druidic order
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
- attacks:
- - degree: trained
+- attacks:
+ - degree: expert
type: simple weapons
+ - degree: expert
+ type: martial weapons
- degree: trained
+ type: advanced weapons
+ - degree: expert
type: unarmed attacks
- defenses:
- - degree: trained
- type: light armor
- - degree: trained
- type: medium armor
- - degree: trained
- type: unarmored defense
class_dc_and_spells:
- degree: trained
- type: druid class DC
+ type: fighter class DC
+ defenses:
- degree: trained
- type: primal spell attacks
+ type: all armor
- degree: trained
- type: primal spell DCs
- hp: 8
+ type: unarmored defense
+ hp: 10
key_ability_choices:
- - WISDOM
--
+ - STRENGTH
+ - DEXTERITY
name: Fighter
perception: expert
saving_throws:
@@ -234,28 +249,22 @@
type: your choice of Acrobatics or Athletics
- degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier
- attacks:
- - degree: expert
+- attacks:
+ - degree: trained
type: simple weapons
- - degree: expert
- type: martial weapons
- degree: trained
- type: advanced weapons
- - degree: expert
type: unarmed attacks
- defenses:
- - degree: trained
- type: all armor
- - degree: trained
- type: unarmored defense
class_dc_and_spells:
- degree: trained
- type: fighter class DC
+ type: monk class DC
+ defenses:
+ - Untrained in all armor
+ - degree: expert
+ type: unarmored defense
hp: 10
key_ability_choices:
- STRENGTH
- DEXTERITY
--
name: Monk
perception: trained
saving_throws:
@@ -268,23 +277,27 @@
skills:
- degree: trained
type: a number of skills equal to 4 plus your Intelligence modifier
- attacks:
+- attacks:
- degree: trained
type: simple weapons
+ - degree: trained
+ type: martial weapons
- degree: trained
type: unarmed attacks
- defenses:
- - Untrained in all armor
- - degree: expert
- type: unarmored defense
class_dc_and_spells:
- degree: trained
- type: monk class DC
+ type: ranger class DC
+ defenses:
+ - degree: trained
+ type: light armor
+ - degree: trained
+ type: medium armor
+ - degree: trained
+ type: unarmored defense
hp: 10
key_ability_choices:
- STRENGTH
- DEXTERITY
--
name: Ranger
perception: expert
saving_throws:
@@ -301,28 +314,25 @@
type: Survival
- degree: trained
type: a number of additional skills equal to 4 plus your Intelligence modifier
- attacks:
+- attacks:
- degree: trained
type: simple weapons
- degree: trained
- type: martial weapons
+ type: the rapier, sap, shortbow, and shortsword
- degree: trained
type: unarmed attacks
+ class_dc_and_spells:
+ - degree: trained
+ type: rogue class DC
defenses:
- degree: trained
type: light armor
- - degree: trained
- type: medium armor
- degree: trained
type: unarmored defense
- class_dc_and_spells:
- - degree: trained
- type: ranger class DC
- hp: 10
+ hp: 8
key_ability_choices:
- - STRENGTH
- DEXTERITY
--
+ - OTHER (determined by your rogue's racket)
name: Rogue
perception: expert
saving_throws:
@@ -339,26 +349,24 @@
type: one or more skills determined by your rogue's racket.
- degree: trained
type: a number of additional skills equal to 7 plus your Intelligence modifier
- attacks:
+- attacks:
- degree: trained
type: simple weapons
- - degree: trained
- type: the rapier, sap, shortbow, and shortsword
- degree: trained
type: unarmed attacks
- defenses:
- - degree: trained
- type: light armor
- - degree: trained
- type: unarmored defense
class_dc_and_spells:
- degree: trained
- type: rogue class DC
- hp: 8
+ type: spell attack rolls of your spellcasting tradition, as indicated by your
+ bloodline
+ - degree: trained
+ type: spell DCs of your spellcasting tradition, as indicated by your bloodline
+ defenses:
+ - Untrained in all armor
+ - degree: trained
+ type: unarmored defense
+ hp: 6
key_ability_choices:
- - DEXTERITY
- - OTHER (determined by your rogue's racket)
--
+ - CHARISMA
name: Sorcerer
perception: trained
saving_throws:
@@ -373,29 +381,28 @@
type: one or more skills determined by your bloodline
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
- attacks:
+- attacks:
- degree: trained
- type: simple weapons
+ type: the club, crossbow, dagger, heavy crossbow, and staff
- degree: trained
type: unarmed attacks
+ class_dc_and_spells:
+ - degree: trained
+ type: arcane spell attacks
+ - degree: trained
+ type: arcane spell DCs
defenses:
- Untrained in all armor
- degree: trained
type: unarmored defense
- class_dc_and_spells:
- - degree: trained
- type: spell attack rolls of your spellcasting tradition, as indicated by your bloodline
- - degree: trained
- type: spell DCs of your spellcasting tradition, as indicated by your bloodline
hp: 6
key_ability_choices:
- - CHARISMA
--
+ - INTELLIGENCE
name: Wizard
perception: trained
saving_throws:
- degree: trained
- type: Fortitude
+ type: Fortitude
- degree: trained
type: Reflex
- degree: expert
@@ -405,20 +412,3 @@
type: Arcana
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
- attacks:
- - degree: trained
- type: the club, crossbow, dagger, heavy crossbow, and staff
- - degree: trained
- type: unarmed attacks
- defenses:
- - Untrained in all armor
- - degree: trained
- type: unarmored defense
- class_dc_and_spells:
- - degree: trained
- type: arcane spell attacks
- - degree: trained
- type: arcane spell DCs
- hp: 6
- key_ability_choices:
- - INTELLIGENCE
diff --git a/data/familiars.yaml b/data/familiars.yaml
index b18a719..df2512c 100644
--- a/data/familiars.yaml
+++ b/data/familiars.yaml
@@ -1,54 +1,99 @@
familiar_abilities:
-- name: Amphibious
- desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).
-- name: Burrower
- desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
-- name: Climber
- desc: It gains a climb Speed of 25 feet.
-- name: Damage Avoidance
- desc: Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn’t prevent effects other than damage.
-- name: Darkvision
- desc: It gains darkvision.
-- name: Fast Movement
- desc: Increase one of the familiar’s speeds from 25 feet to 40 feet.
-- name: Flier
- desc: It gains a fly Speed of 25 feet.
-- name: Kinspeech
- desc: It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level.
-- name: Lab Assistant
- desc: It can use your Quick Alchemy action.You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirementas if you used it. It must have the manual dexterity ability to select this.
-- name: Manual Dexterity
- desc: It can use up to two of its limbs as if they were hands to use manipulate actions.
-- name: Scent
- desc: It gains scent (imprecise, 30 feet).
-- name: Speech
- desc: It understands and speaks a language you know.
+- desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a
+ swim Speed).
+ name: Amphibious
+- desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
+ name: Burrower
+- desc: It gains a climb Speed of 25 feet.
+ name: Climber
+- desc: Choose one type of save. It takes no damage when it succeeds at that type
+ of save; this doesn’t prevent effects other than damage.
+ name: Damage Avoidance
+- desc: It gains darkvision.
+ name: Darkvision
+- desc: Increase one of the familiar’s speeds from 25 feet to 40 feet.
+ name: Fast Movement
+- desc: It gains a fly Speed of 25 feet.
+ name: Flier
+- desc: It can understand and speak with animals of the same species. To select this,
+ your familiar must be an animal, it must have the speech ability, and you must
+ be at least 6th level.
+ name: Kinspeech
+- desc: It can use your Quick Alchemy action.You must have Quick Alchemy, and your
+ familiar must be in your space. This has the same cost and requirementas if you
+ used it. It must have the manual dexterity ability to select this.
+ name: Lab Assistant
+- desc: It can use up to two of its limbs as if they were hands to use manipulate
+ actions.
+ name: Manual Dexterity
+- desc: It gains scent (imprecise, 30 feet).
+ name: Scent
+- desc: It understands and speaks a language you know.
+ name: Speech
+flavor_text: Familiars are mystically bonded creatures tied to your magic. Most familiars
+ were originally animals, though the ritual of becoming a familiar makes them something
+ more. You can choose a Tiny animal you want as your familiar, such as a bat, cat,
+ raven, or snake. Some familiars are different, usually described in the ability
+ that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant
+ instead of an animal, formed from a minor nature spirit.
master_abilities:
-- name: Cantrip Connection
- desc: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.
-- name: Extra Reagents
- desc: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.
-- name: Familiar Focus
- desc: Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this.
-- name: Lifelink
- desc: If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar.
-- name: Spell Battery
- desc: You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability.
-- name: Spell Delivery
- desc: If your familiar is in your space,you can cast a spell with a range of touch, transferits power to your familiar, and command thefamiliar to deliver the spell. If you do, the familiaruses its 2 actions for the round to move to a targetof your choice and touch that target. If it doesn’treach the target to touch it this turn, the spell has no effect.
-flavor_text: Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.
+- desc: You can prepare an additional cantrip, or if you have a repertoire, instead
+ designate a cantrip to add to your repertoire every time you select this ability;
+ you can retrain it but can’t otherwise change it. You must be able to prepare
+ cantrips or add them to your repertoire to select this.
+ name: Cantrip Connection
+- desc: Your familiar grows extra infused reagents on or in its body. You gain an
+ additional batch of infused reagents. You must have the infused reagents ability
+ to select this ability.
+ name: Extra Reagents
+- desc: Once per day, your familiar can use 2 actions with the concentrate trait to
+ regain 1 Focus Point, up to your usual maximum You must have a focus pool to select
+ this.
+ name: Familiar Focus
+- desc: If your familiar would be reduced to 0 HP by damage, as a reaction with the
+ concentrate trait, you can take the damage. If you do, you take all the damage
+ and your familiar takes none. However, if special effects when a hit damages your
+ familiar (such as snake venom) still apply to your familiar.
+ name: Lifelink
+- desc: You gain one additional spell slot at least 3 levels lower than your highest-level
+ spell slot; you must be able to cast 4th-level spells using spell slots to select
+ this master ability.
+ name: Spell Battery
+- desc: If your familiar is in your space,you can cast a spell with a range of touch,
+ transferits power to your familiar, and command thefamiliar to deliver the spell.
+ If you do, the familiaruses its 2 actions for the round to move to a targetof
+ your choice and touch that target. If it doesn’treach the target to touch it this
+ turn, the spell has no effect.
+ name: Spell Delivery
rules_texts:
-- title: ""
- text: Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.
-- title: Modifiers and AC
- text: Your familiar’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don’t have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn’t have or use its own ability modifiers and can never benefit from item bonuses.
-- title: Hit Points
- text: Your familiar has 5 Hit Points for each of your levels.
-- title: Size
- text: Your familiar is Tiny.
-- title: Senses
- text: Your familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability.
-- title: Movement
- text: Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar). It can gain other movement types from familiar abilities.
-- title: Familiar and Master Abilities
- text: Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can’t be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.
+- text: Familiars have the minion trait, so during an encounter, they gain 2 actions
+ in a round if you spend an action to command them. If your familiar dies, you
+ can spend a week of downtime to replace it at no cost. You can have only one familiar
+ at a time.
+ title: ''
+- text: Your familiar’s save modifiers and AC are equal to yours before applying circumstance
+ or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers
+ are equal to your level plus your spellcasting ability modifier (Charisma if you
+ don’t have one, unless otherwise specified). If it attempts an attack roll or
+ other skill check, it uses your level as its modifier. It doesn’t have or use
+ its own ability modifiers and can never benefit from item bonuses.
+ title: Modifiers and AC
+- text: Your familiar has 5 Hit Points for each of your levels.
+ title: Hit Points
+- text: Your familiar is Tiny.
+ title: Size
+- text: Your familiar has low-light vision and can gain additional senses from familiar
+ abilities. It can communicate empathically with you as long as it’s within 1 mile
+ of you, sharing emotions. It doesn’t understand or speak languages normally, but
+ it can gain speech from a familiar ability.
+ title: Senses
+- text: Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose
+ one upon gaining the familiar). It can gain other movement types from familiar
+ abilities.
+ title: Movement
+- text: Each day, you channel your magic into two abilities, which can be either familiar
+ or master abilities. If your familiar is an animal that naturally has one of these
+ abilities (for instance, an owl has a fly Speed), you must select that ability.
+ Your familiar can’t be an animal that naturally has more familiar abilities than
+ your daily maximum familiar abilities.
+ title: Familiar and Master Abilities
diff --git a/data/monsters.yaml b/data/monsters.yaml
deleted file mode 100644
index 33f0789..0000000
--- a/data/monsters.yaml
+++ /dev/null
@@ -1,167194 +0,0 @@
-monsters:
-- name: Aapoph Serpentfolk
- source:
- - abbr: Bestiary 2
- page_start: 238
- page_stop:
- description: >-
- Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss' intelligence and innate magic. Unlike their selfish superiors, aapophs are communal and group together to hunt, wrestle, and sleep curled together in pits. Though they're looked down upon and insulted by zyss, most aapophs lack the higher brain functions to recognize when they're being insulted, much less plan or execute a rebellion. Aapophs often have unusual physical mutations—horns, vestigial tails, or spines protruding from their scales—yet these variations have little impact on their overall combat prowess— and combat prowess is the measure by which zyss judge them.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20
- level: 3
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Humanoid
- - Mutant
- - Serpentfolk
- senses:
- - Perception +8
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Aklo
- - Undercommon
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 6
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 3
- int_mod: -3
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- - scimitar
- ac: 18
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 7
- ref_misc:
- will: 6
- will_misc: +2 status vs. mental
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: poison
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 11
- traits:
- - forceful
- - sweep
- damage:
- formula: 1d6+6
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 11
- traits:
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- - formula:
- type: serpentfolk venom
- - action_cost: One Action
- name: tail
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d6+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Serpentfolk Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)'
- raw_description: '**Serpentfolk Venom** (__poison__) **Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slithering Attack
- action_cost: One Action
- traits:
- description: The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph's multiple attack penalty, but the penalty doesn't increase until after the aapoph makes both attacks.
- raw_description: "**Slithering Attack** The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph's multiple attack penalty, but the penalty doesn't increase until after the aapoph makes both attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Aasimar Redeemer
- source:
- - abbr: Bestiary
- page_start: 263
- page_stop:
- description: >-
- Mortals whose ancestry has been influenced by celestials are known as aasimars, and angelkin, who have blood of angels coursing through their veins, are among the most common type of them. Many angelkin seek adventure as a means of doing good in the world.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: NG
- size: Medium
- traits:
- - NG
- - Medium
- - Aasimar
- - Human
- - Humanoid
- senses:
- - Perception +11
- - darkvision
- languages:
- - Celestial
- - Common
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Diplomacy '
- bonus: 12
- misc:
- - name: 'Medicine '
- bonus: 9
- misc:
- - name: 'Religion '
- bonus: 11
- misc:
- - name: 'Society '
- bonus: 7
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: 0
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- - crossbow (10 bolts)
- - half plate
- - longsword
- - steel shield (Hardness 5, HP 20, BT 10)
- ac: 23
- ac_special:
- - descr: 25 with shield raised
- saves:
- fort: 12
- fort_misc:
- ref: 8
- ref_misc:
- will: 11
- will_misc: against diseases, critical failures become failures
- misc: +1 status to all saves vs. disease (against diseases, critical failures become failures)
- hp: 73
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Divine Grace
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Divine Grace** [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.'
- generic_description:
- frequency:
- 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.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Glimpse of Redemption
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Glimpse of Redemption** [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: \n\n * The ally is completely unharmed by the triggering damage. \n\n * 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."
- generic_description:
- frequency:
- 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: \n\n * The ally is completely unharmed by the triggering damage. \n\n * 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."
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: longsword
- to_hit: 15
- traits:
- - versatile P
- damage:
- formula: 1d8+7
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: crossbow
- to_hit: 12
- traits:
- - range increment 120 feet
- - reload 1
- damage:
- formula: 1d8+3
- type: piercing
- plus_damage:
- - formula:
- type: Knockdown
- spell_lists:
- - name: Divine Innate Spells
- dc: 20
- to_hit:
- misc:
- spell_groups:
- - level: 0
- heightened_level: 3
- spells:
- - name: light
- frequency:
- requirement:
- - name: Champion Devotion Spells
- dc: 20
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: lay on hands
- frequency:
- requirement: 1 Focus Point
- ritual_lists:
- proactive_abilities:
-- name: Abrikandilu
- source:
- - abbr: 'Pathfinder #151: The Show Must Go On'
- page_start: 81
- page_stop:
- description: >-
- Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects that might be regarded as such. An abrikandilu forms from the soul of a mortal who in life was a vandal or defacer of artworks, particularly if those acts of destruction stemmed from feelings of powerful envy.
-
-
-
-
- The only thing an abrikandilu loathes more than beauty is its own visage. The mere sight of its own face—reflected in a mirror, a shield, or even a pool of water—is enough to send a wrecker demon into a rage. Many demon slayers use this tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Demon
- - Fiend
- senses:
- - Perception +10
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 8
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: -2
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- - amount: 5
- type: good
- automatic_abilities:
- - name: Hatred of Mirrors
- action_cost: None
- traits:
- description: A wrecker demon loathes the sight of its own reflection. When a creature Interacts with a mirror within sight of the wrecker demon, the demon takes a -2 penalty to Will saves against __Intimidation__ checks. A wrecker demon that ends its turn adjacent to a mirror or that is attacked by a creature holding a mirror takes 1d6 mental damage (this usually leads wrecker demons to focus their efforts on destroying nearby mirrors using Wreck).
- raw_description: '**Hatred of Mirrors** A wrecker demon loathes the sight of its own reflection. When a creature Interacts with a mirror within sight of the wrecker demon, the demon takes a -2 penalty to Will saves against __Intimidation__ checks. A wrecker demon that ends its turn adjacent to a mirror or that is attacked by a creature holding a mirror takes 1d6 mental damage (this usually leads wrecker demons to focus their efforts on destroying nearby mirrors using Wreck).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 2d6+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 3d6+4
- type: piercing
- plus_damage:
- - formula:
- type: mutilating bite
- ranged:
- - action_cost: One Action
- name: hurled debris
- to_hit: 11
- traits:
- - range increment 20 feet
- damage:
- formula: 2d6+4
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 20
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: fear
- frequency: x2
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc:
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Mutilating Bite
- action_cost: None
- traits:
- - curse
- - divine
- - necromancy
- description: When the wrecker demon hits a creature with a jaws Strike, the creature must succeed at a DC 21 Fortitude save or become physically mutilated. The creature then takes a -1 status penalty to Charisma-based checks. This penalty is cumulative up to -3, and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0.
- raw_description: '**Mutilating Bite** (__curse__, __divine__, __necromancy__) When the wrecker demon hits a creature with a jaws Strike, the creature must succeed at a DC 21 Fortitude save or become physically mutilated. The creature then takes a -1 status penalty to Charisma-based checks. This penalty is cumulative up to -3, and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wreck
- action_cost: One Action
- traits:
- description: The wrecker demon makes two claw Strikes against an object (if the object is worn or held by a creature, this action gains the __manipulate__ trait). If both Strikes hit, combine their damage for the purpose of overcoming its Hardness. These Strikes do not count toward the wrecker demon's multiple attack penalty, nor does that penalty apply to these Strikes.
- raw_description: "**Wreck** The wrecker demon makes two claw Strikes against an object (if the object is worn or held by a creature, this action gains the __manipulate__ trait). If both Strikes hit, combine their damage for the purpose of overcoming its Hardness. These Strikes do not count toward the wrecker demon's multiple attack penalty, nor does that penalty apply to these Strikes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adamantine Golem
- source:
- - abbr: Bestiary
- page_start: 189
- page_stop:
- 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 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.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 43
- level: 18
- rarity: Rare
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Rare
- - N
- - Huge
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +26
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 38
- misc:
- perception: 26
- ability_mods:
- str_mod: 9
- dex_mod: -1
- con_mod: 9
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 33
- fort_misc:
- ref: 27
- ref_misc:
- will: 29
- will_misc:
- misc:
- hp: 255
- hp_misc: repair mode
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - fire
- - healing
- - magic (see below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 20
- type: physical (except vorpal adamantine)
- weaknesses:
- automatic_abilities:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by acid (9d10, 2d10 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by electricity
- raw_description: '**Golem Antimagic** harmed by acid (9d10, 2d10 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by electricity'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Repair Mode
- action_cost: None
- traits:
- 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.
- raw_description: "**Repair Mode** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Dispelling
- action_cost: None
- traits:
- 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.
- raw_description: '**Vulnerable to Dispelling** 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.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 35
- traits:
- - deadly 3d12
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+17
- type: bludgeoning
- plus_damage:
- - formula:
- type: destructive strike
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Destructive Strike
- action_cost: None
- traits:
- 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.
- raw_description: "**Destructive Strike** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inexorable March
- action_cost: One Action
- traits:
- 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.
-
- raw_description: >-
- **Inexorable March** 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.
-
-
- **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.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- 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:
- full_description:
- - name: Self-Repair
- action_cost: One Action
- traits:
- - manipulate
- description: The golem repairs itself, regaining 30 Hit Points.
- raw_description: '**Self-Repair** (__manipulate__) The golem repairs itself, regaining 30 Hit Points.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vent
- action_cost: One Action
- traits:
- - fire
- description: The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 basic Reflex). The golem can't use Vent again for 1d6 rounds.
- raw_description: "**Vent** (__fire__) The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 basic Reflex). The golem can't use Vent again for 1d6 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Black Dragon
- source:
- - abbr: Bestiary
- page_start: 105
- page_stop:
- 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 with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures 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.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Acid
- - Amphibious
- - Dragon
- senses:
- - Perception +22
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Arcana '
- bonus: 19
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Intimidation '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 5
- int_mod: 2
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 18
- ref_misc:
- will: 21
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 215
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 28
- raw_description: >-
- **Frightful Presence** 90 feet, DC 28 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Tail Lash
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Tail Lash** [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."
- generic_description:
- frequency:
- 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.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 120
- type: fly
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 25
- traits:
- - acid
- - magical
- - reach 10 feet
- damage:
- formula: 2d12+13
- type: piercing
- plus_damage:
- - formula: 2d6
- type: acid
- - action_cost: One Action
- name: claw
- to_hit: 25
- traits:
- - agile
- - magical
- damage:
- formula: 2d10+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 23
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 2d12+11
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 23
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 1d10+11
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 30
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - arcane
- - evocation
- 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.
- raw_description: "**Breath Weapon ** [Two Actions] (__acid__, __arcane__, __evocation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Corrupt Water
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - necromancy
- description:
- raw_description: "**Corrupt Water** (__arcane__, __concentrate__, __necromancy__) **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."
- generic_description:
- frequency: Once per day
- trigger:
- 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.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horns Strike in any order in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Blue Dragon
- source:
- - abbr: Bestiary
- page_start: 108
- page_stop:
- description: >-
- Blue dragons are the sleek and poised cosmopolitans of the chromatic 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, 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 been known to use these tactics even with their own chromatic cousins.
-
-
-
-
- Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.
-
-
-
-
- Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.
-
-
-
-
- The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: LE
- size: Huge
- traits:
- - LE
- - Huge
- - Dragon
- - Electricity
- senses:
- - Perception +24
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Auran
- - Common
- - Draconic
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Arcana '
- bonus: 25
- misc:
- - name: 'Deception '
- bonus: 26
- misc:
- - name: 'Diplomacy '
- bonus: 26
- misc:
- - name: 'Intimidation '
- bonus: 24
- misc:
- - name: 'Society '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- - name: 'Survival '
- bonus: 22
- misc:
- perception: 24
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: 4
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- - name: Sound Imitation
- action_cost: None
- traits:
- description: The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so.
- raw_description: '**Sound Imitation** The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 23
- ref_misc:
- will: 23
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 260
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 32
- raw_description: >-
- **Frightful Presence** 90 feet, DC 32 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The dragon is targeted with an attack.
- effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: burrow
- - amount: 150
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 27
- traits:
- - electricity
- - magical
- - reach 15 feet
- damage:
- formula: 3d8+12
- type: piercing
- plus_damage:
- - formula: 1d12
- type: electricity
- - action_cost: One Action
- name: claw
- to_hit: 27
- traits:
- - magical
- - agile
- - reach 10 feet
- damage:
- formula: 3d8+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 25
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d8+10
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 25
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 2d8+10
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: illusory creature
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - name: ventriloquism
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: create water
- frequency: at will, see desert thirst
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: ghost sound
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - electricity
- - evocation
- description: The dragon breathes lightning that deals 9d12 electricity damage in a 100-foot line (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon ** [Two Actions] (__arcane__, __electricity__, __evocation__) The dragon breathes lightning that deals 9d12 electricity damage in a 100-foot line (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Desert Thirst
- action_cost: None
- traits:
- - arcane
- - transmutation
- 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 (a creature can attempt a DC 32 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body.
- raw_description: "**Desert Thirst** (__arcane__, __transmutation__) 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 (a creature can attempt a DC 32 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horns Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Brass Dragon
- source:
- - abbr: Bestiary
- page_start: 118
- page_stop:
- description: >-
- Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.
-
-
-
-
- These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.
-
-
-
-
- Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.
-
-
-
-
- Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: CG
- size: Large
- traits:
- - CG
- - Large
- - Dragon
- - Fire
- senses:
- - Perception +21
- - darkvision
- - scent (imprecise) 60 feet
- - tremorsense (imprecise) 30 feet
- languages:
- - Auran
- - Common
- - Draconic
- - Gnomish
- - Halfling
- - Sylvan
- - speak with animals
- skills:
- - name: 'Acrobatics '
- bonus: 20
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 20
- misc:
- - name: 'Society '
- bonus: 19
- misc:
- perception: 21
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 5
- int_mod: 2
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 20
- ref_misc:
- will: 21
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 215
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 28
- raw_description: >-
- **Frightful Presence** 90 feet, DC 28 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The dragon is targeted with an attack.
- effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 30
- type: burrow
- - amount: 120
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 24
- traits:
- - fire
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- - formula: 2d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 24
- traits:
- - agile
- - magical
- damage:
- formula: 2d10+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 22
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 1d12+10
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 30
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 2
- spells:
- - name: speak with animals
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - fire
- description: The brass dragon breathes fire in an 80-foot line that deals 12d6 fire damage (DC 32 basic Reflex save). The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon ** [Two Actions] (__arcane__, __evocation__, __fire__) The brass dragon breathes fire in an 80-foot line that deals 12d6 fire damage (DC 32 basic Reflex save). The dragon can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Desert Wind
- action_cost: Two Actions
- traits:
- - air
- - arcane
- - concentrate
- - evocation
- description:
- raw_description: '**Desert Wind** [Two Actions] (__air__, __arcane__, __concentrate__, __evocation__) **Frequency** three times per day. **Effect** The dragon calls upon the desert wind. This has the same effect as __gust of wind__ (DC 30 Fortitude) but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure).'
- generic_description:
- frequency: three times per day.
- trigger:
- effect: The dragon calls upon the desert wind. This has the same effect as __gust of wind__ (DC 30 Fortitude) but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one jaws Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one jaws Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a strike, it recharges Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a strike, it recharges Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Brine Dragon
- source:
- - abbr: Bestiary 2
- page_start: 87
- page_stop:
- description: >-
- Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.
-
-
-
-
- Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.
-
-
-
-
- Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 32
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 32
- level: 12
- rarity: Uncommon
- type: Creature
- alignment: LN
- size: Huge
- traits:
- - Uncommon
- - LN
- - Huge
- - Amphibious
- - Dragon
- - Elemental
- - Water
- senses:
- - Perception +23
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Aquan
- - Common
- - Draconic
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 20
- misc:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Deception '
- bonus: 24
- misc:
- - name: 'Intimidation '
- bonus: 24
- misc:
- - name: 'Nature '
- bonus: 21
- misc:
- - name: 'Society '
- bonus: 21
- misc:
- - name: 'Survival '
- bonus: 21
- misc:
- perception: 23
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 5
- int_mod: 3
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 20
- ref_misc:
- will: 21
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 222
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 30
- raw_description: >-
- **Frightful Presence** 90 feet, DC 30 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Brine Spit
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Brine Spit [Reaction]** **Trigger **A creature the brine dragon observes within 30 feet uses a __concentrate__ action; **Effect **The dragon spits a glob of caustic salt water at the creature. The creature takes 5d6 acid damage (DC 30 basic Reflex save). On a failure, the concentrate action is disrupted.'
- generic_description:
- frequency:
- trigger: A creature the brine dragon observes within 30 feet uses a __concentrate__ action
- effect: The dragon spits a glob of caustic salt water at the creature. The creature takes 5d6 acid damage (DC 30 basic Reflex save). On a failure, the concentrate action is disrupted.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 120
- type: fly
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 26
- traits:
- - acid
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+12
- type: piercing
- plus_damage:
- - formula: 3d4
- type: acid
- - action_cost: One Action
- name: claw
- to_hit: 26
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 24
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+12
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 24
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 1d12+12
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 32
- to_hit: 24
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: hydraulic torrent
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: hydraulic push
- frequency: ×3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - evocation
- - primal
- description: The dragon breathes a spray of acidic salt water that deals 13d6 acid damage in a 100-foot line (DC 32 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__acid__, __evocation__, __primal__) The dragon breathes a spray of acidic salt water that deals 13d6 acid damage in a 100-foot line (DC 32 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one wing Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Desiccating Bite
- action_cost: Two Actions
- traits:
- description: The dragon makes a jaws Strike. On a hit, the target takes 4d6 __persistent acid damage__, and is __sickened 2__ from the pain of salt and brine in its wounds.
- raw_description: '**Desiccating Bite** [Two Actions] The dragon makes a jaws Strike. On a hit, the target takes 4d6 __persistent acid damage__, and is __sickened 2__ from the pain of salt and brine in its wounds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Bronze Dragon
- source:
- - abbr: Bestiary
- page_start: 120
- page_stop:
- description: >-
- Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.
-
-
-
-
- Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.
-
-
-
-
- While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: LG
- size: Huge
- traits:
- - LG
- - Huge
- - Amphibious
- - Dragon
- - Water
- senses:
- - Perception +23
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Aquan
- - Common
- - Draconic
- - Dwarven
- - Elven
- - Gnomish
- - speak with animals
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Arcana '
- bonus: 28
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Diplomacy '
- bonus: 23
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- - name: 'Occultism '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 22
- misc:
- perception: 23
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 4
- int_mod: 5
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 23
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 260
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Electricity Aura
- action_cost: None
- traits:
- - aura
- - electricity
- description: 10 feet, 1d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura.
- raw_description: '**Electricity Aura** (__aura__, __electricity__) 10 feet, 1d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 31
- raw_description: >-
- **Frightful Presence** 90 feet, DC 31 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 140
- type: fly
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 28
- traits:
- - electricity
- - magical
- - reach 15 feet
- damage:
- formula: 2d12+15
- type: piercing
- plus_damage:
- - formula: 1d12
- type: electricity
- - action_cost: One Action
- name: claw
- to_hit: 28
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 26
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 1d10+13
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: speak with animals
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: >-
- **Breath Weapon ** [Two Actions] The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
-
- * **Lightning** (__arcane__, __electricity__, __evocation__); The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 basic Reflex save).
-
- * **Repulsion Gas** (__abjuration__, __arcane__, __incapacitation__, __mental__); The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will save or become __fleeing__ from the dragon for 1 round (or 2 rounds on a critical failure).
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Lightning
- action_cost: None
- traits:
- - arcane
- - electricity
- - evocation
- description: The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 basic Reflex save).
- raw_description: '**Lightning** (__arcane__, __electricity__, __evocation__); The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Repulsion Gas
- action_cost: None
- traits:
- - abjuration
- - arcane
- - incapacitation
- - mental
- description: The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will save or become __fleeing__ from the dragon for 1 round (or 2 rounds on a critical failure).
- raw_description: '**Repulsion Gas** (__abjuration__, __arcane__, __incapacitation__, __mental__); The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will save or become __fleeing__ from the dragon for 1 round (or 2 rounds on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Water Mastery
- action_cost: None
- traits:
- - arcane
- - transmutation
- - water
- description: For up to 60 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.
- raw_description: '**Water Mastery** (__arcane__, __transmutation__, __water__) For up to 60 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Cloud Dragon
- source:
- - abbr: Bestiary 2
- page_start: 90
- page_stop:
- description: >-
- At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.
-
-
-
-
- A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw—they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.
-
-
-
-
- Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 34
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 34
- level: 14
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Air
- - Dragon
- - Elemental
- senses:
- - Perception +28
- - darkvision
- - mist vision
- - scent (imprecise) 60 feet
- languages:
- - Auran
- - Common
- - Draconic
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 23
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- - name: 'Deception '
- bonus: 26
- misc:
- - name: 'Diplomacy '
- bonus: 26
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Nature '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- - name: 'Survival '
- bonus: 26
- misc:
- perception: 28
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 5
- int_mod: 4
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- - name: Mist Vision
- action_cost: None
- traits:
- description: Fog and mist don't impair a cloud dragon's vision; they ignore the __concealed__ condition from fog and mist.
- raw_description: "**Mist Vision** Fog and mist don't impair a cloud dragon's vision; they ignore the __concealed__ condition from fog and mist."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 23
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 254
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 32
- raw_description: >-
- **Frightful Presence** 90 feet, DC 32 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Deflecting Cloud
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Deflecting Cloud [Reaction]** **Trigger **The dragon is the target of a ranged attack; **Requirements **The dragon is aware of the attack and has a free wing; **Effect **The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were __hidden__ for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack.'
- generic_description:
- frequency:
- trigger: The dragon is the target of a ranged attack
- effect: The dragon is aware of the attack and has a free wing
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 160
- type: fly
- - amount:
- type: cloud walk
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 29
- traits:
- - electricity
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+15
- type: piercing
- plus_damage:
- - formula: 2d12
- type: electricity
- - action_cost: One Action
- name: claw
- to_hit: 29
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 27
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+15
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 27
- traits:
- - deadly d10
- - magical
- - reach 15 feet
- damage:
- formula: 2d12+13
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: wall of wind
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: gust of wind
- frequency: at will
- requirement:
- - name: obscuring mist
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - electricity
- - evocation
- - primal
- description: The dragon breathes a thundercloud that deals 15d6 electricity damage in a 50-foot cone (DC 35 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The dragon breathes a thundercloud that deals 15d6 electricity damage in a 50-foot cone (DC 35 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cloud Form
- action_cost: One Action
- traits:
- - polymorph
- - primal
- - transmutation
- description: The cloud dragon's body becomes vaporous and misty. They gain the effects of __gaseous form__, except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form.
- raw_description: "**Cloud Form** (__polymorph__, __primal__, __transmutation__) The cloud dragon's body becomes vaporous and misty. They gain the effects of __gaseous form__, except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cloud Walk
- action_cost: None
- traits:
- description: The cloud dragon can tread on clouds or fog as though on solid ground.
- raw_description: '**Cloud Walk** The cloud dragon can tread on clouds or fog as though on solid ground.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horn Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Copper Dragon
- source:
- - abbr: Bestiary
- page_start: 122
- page_stop:
- 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 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 the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.
-
-
-
-
- Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.
-
-
-
-
- A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: CG
- size: Large
- traits:
- - CG
- - Large
- - Dragon
- - Earth
- senses:
- - Perception +23
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Elven
- - Gnomish
- skills:
- - name: 'Acrobatics '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Crafting '
- bonus: 22
- misc:
- - name: 'Deception '
- bonus: 21
- misc:
- - name: 'Performance '
- bonus: 23
- misc:
- - name: 'Society '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- perception: 23
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: 4
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 22
- ref_misc:
- will: 22
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 235
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 29
- raw_description: >-
- **Frightful Presence** 90 feet, DC 29 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail** [Reaction] **Trigger** A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action."
- generic_description:
- frequency:
- trigger: A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.
- effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 140
- type: fly
- - amount: 40
- type: climb stone
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 26
- traits:
- - acid
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+12
- type: piercing
- plus_damage:
- - formula: 2d8
- type: acid
- - action_cost: One Action
- name: claw
- to_hit: 26
- traits:
- - agile
- - magical
- damage:
- formula: 3d8+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 24
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 2d8+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: hideous laughter
- frequency: at will
- requirement:
- - name: shape stone
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: grease
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: >-
- **Breath Weapon ** [Two Actions] The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
-
- * **Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 basic Fortitude save).
-
- * **Slowing Gas** (__arcane__, __transmutation__); The dragon breathes a 80-foot line of slowing gas. Each creature in the area must succeed at a DC 32 Fortitude save or be __slowed__ 1 for 1 round (or slowed 2 on a critical failure).
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Acid
- action_cost: None
- traits:
- - acid
- - arcane
- - evocation
- description: The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 basic Fortitude save).
- raw_description: '**Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slowing Gas
- action_cost: None
- traits:
- - arcane
- - transmutation
- description: The dragon breathes a 80-foot line of slowing gas. Each creature in the area must succeed at a DC 32 Fortitude save or be __slowed__ 1 for 1 round (or slowed 2 on a critical failure).
- raw_description: '**Slowing Gas** (__arcane__, __transmutation__); The dragon breathes a 80-foot line of slowing gas. Each creature in the area must succeed at a DC 32 Fortitude save or be __slowed__ 1 for 1 round (or slowed 2 on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Climb Stone
- action_cost: None
- traits:
- description: The dragon's climb speed functions only when climbing stone surfaces
- raw_description: "**Climb Stone** The dragon's climb speed functions only when climbing stone surfaces"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Crystal Dragon
- source:
- - abbr: Bestiary 2
- page_start: 92
- page_stop:
- description: >-
- Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.
-
-
-
-
- Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.
-
-
-
-
- Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 30
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 30
- level: 11
- rarity: Uncommon
- type: Creature
- alignment: NG
- size: Huge
- traits:
- - Uncommon
- - NG
- - Huge
- - Dragon
- - Earth
- - Elemental
- senses:
- - Perception +20
- - darkvision
- - scent (imprecise) 60 feet
- - tremorsense (imprecise) 30 feet
- languages:
- - Common
- - Draconic
- - Terran
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 19
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Deception '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Nature '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- - name: 'Survival '
- bonus: 20
- misc:
- perception: 20
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 5
- int_mod: 2
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 19
- ref_misc:
- will: 20
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 185
- hp_misc:
- immunities:
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: sonic
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 30
- raw_description: >-
- **Frightful Presence** 90 feet, DC 30 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail [Reaction]** **Trigger **A creature within reach of the dragon's tail uses a __move__ action or leaves a square during a move action it's using; **Effect **The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
- generic_description:
- frequency:
- trigger: A creature within reach of the dragon's tail uses a __move__ action or leaves a square during a move action it's using
- effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 35
- type: burrow
- - amount: 120
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 24
- traits:
- - sonic
- - reach 15 feet
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- - formula: 3d6
- type: piercing
- - action_cost: One Action
- name: claw
- to_hit: 24
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 22
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 1d10+13
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 30
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: color spray
- frequency: ×3
- requirement:
- - name: glitterdust
- frequency:
- requirement:
- - name: hypnotic pattern
- frequency:
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - primal
- description: The dragon breathes a flurry of piercing crystals that deal 12d6 piercing damage in a 40-foot cone (DC 30 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __primal__) The dragon breathes a flurry of piercing crystals that deal 12d6 piercing damage in a 40-foot cone (DC 30 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Crystallize Flesh
- action_cost: Free Action
- traits:
- - primal
- - transmutation
- description:
- raw_description: "**Crystallize Flesh** [Free Action] (__primal__, __transmutation__) **Trigger **The crystal dragon damages a creature made of flesh with a jaws Strike; **Frequency **once per day; **Effect **The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude save. \n\n**Critical Success **The target is unaffected. \n\n**Success **The target is __slowed 1__ for 1 round as portions of its flesh turn crystalline. \n\n**Failure **The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the __incapacitation__ trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is __petrified__ permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed. \n\n**Critical Failure **As failure, but the target is initially slowed 2."
- generic_description:
- frequency: The crystal dragon damages a creature made of flesh with a jaws Strike
- trigger: once per day
- effect: "The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude save. \n\n"
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they critically hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they critically hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Gold Dragon
- source:
- - abbr: Bestiary
- page_start: 124
- page_stop:
- description: >-
- Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course.
-
-
-
-
- When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.
-
-
- A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.
-
-
- Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: LG
- size: Huge
- traits:
- - LG
- - Huge
- - Dragon
- - Fire
- senses:
- - Perception +29
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Dwarven
- - Elven
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Arcana '
- bonus: 24
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- - name: 'Diplomacy '
- bonus: 29
- misc:
- - name: 'Medicine '
- bonus: 27
- misc:
- - name: 'Religion '
- bonus: 29
- misc:
- - name: 'Society '
- bonus: 26
- misc:
- perception: 29
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 6
- int_mod: 5
- wis_mod: 6
- cha_mod: 4
- sense_abilities:
- items:
- ac: 38
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 25
- ref_misc:
- will: 28
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 330
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 33
- raw_description: >-
- **Frightful Presence** 90 feet, DC 33 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Golden Luck
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Golden Luck** [Reaction] **Trigger** The gold dragon fails a saving throw. **Effect** The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds."
- generic_description:
- frequency:
- trigger: The gold dragon fails a saving throw.
- effect: The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 180
- type: fly
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 30
- traits:
- - fire
- - magical
- - reach 15 feet
- damage:
- formula: 3d12+15
- type: piercing
- plus_damage:
- - formula: 3d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 30
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 28
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 28
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 2d12+13
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 35
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: sunburst
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: locate
- frequency: gems only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: evil only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: >-
- **Breath Weapon ** [Two Actions] The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
-
- * **Flame** (__arcane__, __evocation__,__fire__); The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic Reflex save).
-
- * **Weakening Gas** (__arcane__, __necromancy__); The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude save or become __enfeebled__ 2 for 1 minute (or enfeebled 3 on a critical failure).
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Flame
- action_cost: None
- traits:
- - arcane
- - evocation
- - fire
- description: The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic Reflex save).
- raw_description: '**Flame** (__arcane__, __evocation__,__fire__); The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Weakening Gas
- action_cost: None
- traits:
- - arcane
- - necromancy
- description: The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude save or become __enfeebled__ 2 for 1 minute (or enfeebled 3 on a critical failure).
- raw_description: '**Weakening Gas** (__arcane__, __necromancy__); The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude save or become __enfeebled__ 2 for 1 minute (or enfeebled 3 on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The gold dragon makes two claw Strikes and one horns Strike in any order
- raw_description: '**Draconic Frenzy** [Two Actions] The gold dragon makes two claw Strikes and one horns Strike in any order'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon.
- raw_description: '**Draconic Momentum** When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Green Dragon
- source:
- - abbr: Bestiary
- page_start: 110
- page_stop:
- 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, 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.
-
-
-
-
- Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.
-
-
-
-
- Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.
-
-
-
-
- Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: LE
- size: Huge
- traits:
- - LE
- - Huge
- - Amphibious
- - Dragon
- senses:
- - Perception +22
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Elven
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 19
- misc:
- - name: 'Arcana '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Deception '
- bonus: 19
- misc:
- - name: 'Diplomacy '
- bonus: 23
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- - name: 'Nature '
- bonus: 20
- misc:
- - name: 'Occultism '
- bonus: 24
- misc:
- - name: 'Society '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- perception: 22
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 3
- int_mod: 4
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 22
- ref_misc:
- will: 23
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 215
- hp_misc:
- immunities:
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 31
- raw_description: >-
- **Frightful Presence** 90 feet, DC 31 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail** [Reaction] **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
- generic_description:
- frequency:
- trigger: A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.
- effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 160
- type: fly
- - amount: 40
- type: swim
- - amount:
- type: trackless step
- - amount:
- type: woodland stride
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 26
- traits:
- - magical
- - poison
- - reach 15 feet
- damage:
- formula: 3d10+12
- type: piercing
- plus_damage:
- - formula: 3d4
- type: poison
- - action_cost: One Action
- name: claw
- to_hit: 26
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 24
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d8+10
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 24
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 2d8+10
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 32
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: suggestion
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: entangle
- frequency: x2
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - poison
- description: The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon ** [Two Actions] (__arcane__, __evocation__, __poison__) The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horn Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trackless Step
- action_cost: None
- traits:
- description: The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.
- raw_description: '**Trackless Step** The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Woodland Stride
- action_cost: None
- traits:
- description: The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
- raw_description: '**Woodland Stride** The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Magma Dragon
- source:
- - abbr: Bestiary 2
- page_start: 94
- page_stop:
- description: >-
- Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.
-
-
-
-
- Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 33
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 33
- level: 13
- rarity: Uncommon
- type: Creature
- alignment: CN
- size: Huge
- traits:
- - Uncommon
- - CN
- - Huge
- - Dragon
- - Elemental
- - Fire
- senses:
- - Perception +23
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Ignan
- - Terran
- skills:
- - name: 'Acrobatics '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Deception '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 25
- misc:
- - name: 'Nature '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- - name: 'Survival '
- bonus: 23
- misc:
- perception: 23
- ability_mods:
- str_mod: 8
- dex_mod: 2
- con_mod: 5
- int_mod: 2
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 21
- ref_misc:
- will: 23
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 270
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 30
- raw_description: >-
- **Frightful Presence** 90 feet, DC 30 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection [Reaction]** **Trigger **The dragon is targeted with an attack; **Effect **The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.'
- generic_description:
- frequency:
- trigger: The dragon is targeted with an attack
- effect: The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 140
- type: fly
- - amount: 40
- type: magma swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 27
- traits:
- - fire
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+12
- type: piercing
- plus_damage:
- - formula: 3d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 27
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 25
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+12
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 25
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 31
- to_hit: 23
- misc: ''
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: burning hands
- frequency: at will
- requirement:
- - name: wall of fire
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: produce flame
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- description: The dragon breathes a blast of magma that deals 9d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) The dragon breathes a blast of magma that deals 9d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horn Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Magma Swim
- action_cost: None
- traits:
- description: A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava.
- raw_description: "**Magma Swim** A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Volcanic Purge
- action_cost: One Action
- traits:
- description: If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 4d6 __persistent fire damage__, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds.
- raw_description: '**Volcanic Purge** If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 4d6 __persistent fire damage__, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Red Dragon
- source:
- - abbr: Bestiary
- page_start: 112
- page_stop:
- description: >-
- The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes—only unquestioned fact.
-
-
-
-
- Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.
-
-
-
-
- Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance.
-
-
-
-
- As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - CE
- - Huge
- - Dragon
- - Fire
- senses:
- - Perception +26
- - darkvision
- - scent (imprecise) 60 feet
- - smoke vision
- languages:
- - Common
- - Draconic
- - Dwarven
- - Orcish
- skills:
- - name: 'Acrobatics '
- bonus: 23
- misc:
- - name: 'Arcana '
- bonus: 25
- misc:
- - name: 'Athletics '
- bonus: 29
- misc:
- - name: 'Deception '
- bonus: 25
- misc:
- - name: 'Diplomacy '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- perception: 26
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 6
- int_mod: 3
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke.
- raw_description: "**Smoke Vision** Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 25
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 305
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Dragon Heat
- action_cost: None
- traits:
- - arcane
- - aura
- - evocation
- - fire
- description: 5 feet, 3d6 fire damage (DC 30 basic Reflex)
- raw_description: '**Dragon Heat** (__arcane__, __aura__, __evocation__, __fire__); 5 feet, 3d6 fire damage (DC 30 basic Reflex)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 33
- raw_description: >-
- **Frightful Presence** 90 feet, DC 33 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 150
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 29
- traits:
- - fire
- - magical
- - reach 15 feet
- damage:
- formula: 3d12+15
- type: piercing
- plus_damage:
- - formula: 2d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 29
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 27
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 27
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 2d10+13
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 35
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: suggestion
- frequency:
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - fire
- description: The dragon breathes a blast of flame that deals 15d6 fire damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon ** [Two Actions] (__arcane__, __evocation__, __fire__) The dragon breathes a blast of flame that deals 15d6 fire damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one wing Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Silver Dragon
- source:
- - abbr: Bestiary
- page_start: 126
- page_stop:
- description: >-
- Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil.
-
-
-
-
- Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.
-
-
-
-
- Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.
-
-
-
-
- Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: LG
- size: Huge
- traits:
- - LG
- - Huge
- - Cold
- - Dragon
- senses:
- - Perception +26
- - darkvision
- - fog vision
- - scent (imprecise) 60 feet
- languages:
- - Aquan
- - Common
- - Draconic
- - Dwarven
- skills:
- - name: 'Acrobatics '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Diplomacy '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- - name: 'Medicine '
- bonus: 24
- misc:
- - name: 'Religion '
- bonus: 24
- misc:
- - name: 'Society '
- bonus: 20
- misc:
- perception: 26
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 4
- int_mod: 3
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- - name: Fog Vision
- action_cost: None
- traits:
- description: The silver dragon ignores the concealed condition from fog and clouds.
- raw_description: '**Fog Vision** The silver dragon ignores the concealed condition from fog and clouds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 23
- ref_misc:
- will: 28
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 295
- hp_misc:
- immunities:
- - cold
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 33
- raw_description: >-
- **Frightful Presence** 90 feet, DC 33 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The silver dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The silver dragon is targeted with an attack.
- effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 140
- type: fly
- - amount:
- type: cloud walk
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 29
- traits:
- - cold
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+13
- type: piercing
- plus_damage:
- - formula: 3d6
- type: cold
- - action_cost: One Action
- name: claw
- to_hit: 29
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 27
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d10+11
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: evil only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: >-
- **Breath Weapon ** [Two Actions] The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
-
- * **Frost** (__arcane__,__cold__,__evocation__); The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 basic Reflex save).
-
- * **Paralyzing Gas** (__arcane__, __enchantment__,__incapacitation__); The dragon breathes a blast of paralyzing gas. Each creature within a 40-foot cone must succeed at a DC 35 Fortitude save or be __slowed__ 2 for 1 round (or __paralyzed__ for two rounds on a critical failure).
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Frost
- action_cost: None
- traits:
- - arcane
- - cold
- - evocation
- description: The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 basic Reflex save).
- raw_description: '**Frost** (__arcane__,__cold__,__evocation__); The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralyzing Gas
- action_cost: None
- traits:
- - arcane
- - enchantment
- - incapacitation
- description: The dragon breathes a blast of paralyzing gas. Each creature within a 40-foot cone must succeed at a DC 35 Fortitude save or be __slowed__ 2 for 1 round (or __paralyzed__ for two rounds on a critical failure).
- raw_description: '**Paralyzing Gas** (__arcane__, __enchantment__,__incapacitation__); The dragon breathes a blast of paralyzing gas. Each creature within a 40-foot cone must succeed at a DC 35 Fortitude save or be __slowed__ 2 for 1 round (or __paralyzed__ for two rounds on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cloud Walk
- action_cost: None
- traits:
- description: The silver dragon can tread on clouds or fog as though on solid ground.
- raw_description: '**Cloud Walk** The silver dragon can tread on clouds or fog as though on solid ground.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The silver dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The silver dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
- raw_description: '**Draconic Momentum** When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult Umbral Dragon
- source:
- - abbr: Bestiary 2
- page_start: 96
- page_stop:
- description: >-
- While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.
-
-
-
-
- For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 36
- level: 15
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Huge
- traits:
- - Uncommon
- - NE
- - Huge
- - Dragon
- - Shadow
- senses:
- - Perception +29
- - greater darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Necril
- - Shadowtongue
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Athletics '
- bonus: 31
- misc:
- - name: 'Deception '
- bonus: 28
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Nature '
- bonus: 25
- misc:
- - name: 'Stealth '
- bonus: 27
- misc:
- - name: 'Survival '
- bonus: 28
- misc:
- perception: 29
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 6
- int_mod: 4
- wis_mod: 6
- cha_mod: 5
- sense_abilities:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 25
- ref_misc:
- will: 27
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 275
- hp_misc:
- immunities:
- - negative
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 34
- raw_description: >-
- **Frightful Presence** 90 feet, DC 34 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 180
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 30
- traits:
- - negative
- - reach 15 feet
- damage:
- formula: 3d10+14
- type: piercing
- plus_damage:
- - formula: 3d6
- type: negative
- - action_cost: One Action
- name: claw
- to_hit: 30
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+14
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 28
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+14
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 28
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 2d10+14
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: shadow walk
- frequency:
- requirement:
- - name: vampiric exsanguination
- frequency:
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.\n\n * **Negative **(__necromancy__, __negative__, __primal__) The dragon breathes a blast of darkness in a 40-foot cone that deals 16d6 negative damage (DC 36 basic Reflex save). Undead creatures take 19d6 force damage instead of the negative damage.\n\n * **Shadows **(__necromancy__, __primal__, __shadow__) The dragon breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 36 Fortitude save. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __enfeebled 2__ for 1 round. \n\n**Failure **The creature is enfeebled 2 for 1 minute. \n\n**Critical Failure **The creature is enfeebled 2 for 1 minute and __blinded__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Negative
- action_cost: None
- traits:
- - necromancy
- - negative
- - primal
- description: The dragon breathes a blast of darkness in a 40-foot cone that deals 16d6 negative damage (DC 36 basic Reflex save). Undead creatures take 19d6 force damage instead of the negative damage.
- raw_description: '**Negative **(__necromancy__, __negative__, __primal__) The dragon breathes a blast of darkness in a 40-foot cone that deals 16d6 negative damage (DC 36 basic Reflex save). Undead creatures take 19d6 force damage instead of the negative damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadows
- action_cost: None
- traits:
- - necromancy
- - primal
- - shadow
- description: "The dragon breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 36 Fortitude save. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __enfeebled 2__ for 1 round. \n\n**Failure **The creature is enfeebled 2 for 1 minute. \n\n**Critical Failure **The creature is enfeebled 2 for 1 minute and __blinded__ for 1 round."
- raw_description: "**Shadows **(__necromancy__, __primal__, __shadow__) The dragon breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 36 Fortitude save. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __enfeebled 2__ for 1 round. \n\n**Failure **The creature is enfeebled 2 for 1 minute. \n\n**Critical Failure **The creature is enfeebled 2 for 1 minute and __blinded__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one wing Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ghost Bane
- action_cost: None
- traits:
- description: An umbral dragon's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon's jaws deal an additional 6d6 force damage to __undead__.
- raw_description: "**Ghost Bane** An umbral dragon's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon's jaws deal an additional 6d6 force damage to __undead__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Adult White Dragon
- source:
- - abbr: Bestiary
- page_start: 114
- page_stop:
- description: >-
- The most feral and least intelligent of all the chromatic dragons, 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 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 relentless.
-
-
-
-
- Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Cold
- - Dragon
- senses:
- - Perception +20
- - darkvision
- - scent (imprecise) 60 feet
- - snow vision
- languages:
- - Common
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Arcana '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 20
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 5
- int_mod: 1
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- - name: Snow Vision
- action_cost: None
- traits:
- description: Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall.
- raw_description: "**Snow Vision** Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 19
- ref_misc:
- will: 17
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 215
- hp_misc:
- immunities:
- - cold
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Dragon Chill
- action_cost: None
- traits:
- - arcane
- - aura
- - cold
- - evocation
- description: 5 feet, 2d6 cold damage (DC 27 basic Reflex)
- raw_description: '**Dragon Chill** (__arcane__, __aura__, __cold__, __evocation__); 5 feet, 2d6 cold damage (DC 27 basic Reflex)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 27
- raw_description: >-
- **Frightful Presence** 90 feet, DC 27 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Freezing Blood
- action_cost: Reaction
- traits:
- - arcane
- - cold
- description:
- raw_description: "**Freezing Blood** [Reaction] (__arcane__, __cold__); **Trigger** An adjacent creature deals piercing or slashing damage to the dragon. **Effect** The dragon's blood sprays on the creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round."
- generic_description:
- frequency:
- trigger: An adjacent creature deals piercing or slashing damage to the dragon.
- effect: The dragon's blood sprays on the creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 120
- type: fly
- - amount: 30
- type: ice climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - cold
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- - formula: 2d6
- type: cold
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- - magical
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 22
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 2d6+11
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: gust of wind
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - cold
- - evocation
- description: The dragon breathes a cloud of frost that deals 11d6 cold damage in a 40-foot cone (DC 29 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon ** [Two Actions] (__arcane__, __cold__, __evocation__) The dragon breathes a cloud of frost that deals 11d6 cold damage in a 40-foot cone (DC 29 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ground Slam
- action_cost: One Action
- traits:
- description: The dragon slams into the ground. It can do this if it's on the ground Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 29 Reflex save or fall prone and take 3d6 bludgeoning damage. The dragon can then Step.
- raw_description: "**Ground Slam** The dragon slams into the ground. It can do this if it's on the ground Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 29 Reflex save or fall prone and take 3d6 bludgeoning damage. The dragon can then Step."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ice Climb
- action_cost: None
- traits:
- 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.
- raw_description: "**Ice Climb** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shape Ice
- action_cost: Two Actions
- traits:
- - arcane
- - transmutation
- - water
- description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatic check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone.
- raw_description: '**Shape Ice** [Two Actions] (__arcane__, __transmutation__, __water__) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatic check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ahuizotl
- source:
- - abbr: Bestiary 2
- page_start: 12
- page_stop:
- description: >-
- The ahuizotl is a vicious, semi-aquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws supplemented by a fifth hand at the end of a long, serpentine tail. A clever and stealthy hunter, the ahuizotl lures unwary prey to their doom by mimicking the cries of people in distress. The ahuizotl's macabre habit of feeding on a victim's eyes, fingernails, and teeth leaves the corpses of its kills uniquely mutilated. Some say the creatures consider these body parts delicacies, while others insist ahuizotls collect them as tribute to a powerful but unknown entity. The fact that an ahuizotl does not eat the actual flesh of its victims, instead depositing their savaged and waterlogged corpses in locations where the remains are sure to be found by friends or family, points to a third and perhaps more likely possibility—the ahuizotl simply enjoys using its violent dietary quirks to spread fear and despair.
-
-
-
-
- An ahuizotl walks on all fours, but its hands are capable of manipulating simple tools and other objects. Ahuizotls have roughly mustelid features and an extra membrane covering their eyes, giving their eyes a dull color suggestive of cataracts and somewhat blunting the creature's vision. Yet despite their bestial appearance, ahuizotls are nearly as intelligent as the average human, and wiser than most. Although they don't form societies of their own, they have been known to ally with violent cults or conclaves of monsters, and even to found small shrines and temples to sinister deities. The cult of Charon, the horseman of Death, is particularly popular among certain ahuizotls, who look forward to an afterlife spent wallowing in the waters of the River Styx.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Large
- traits:
- - Uncommon
- - NE
- - Large
- - Amphibious
- - Beast
- senses:
- - Perception +13
- - darkvision
- languages:
- - Aklo
- - Common
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 15
- misc: +19 when using Voice Imitation
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 13
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 5
- int_mod: -1
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- - name: Voice Imitation
- action_cost: None
- traits:
- description: An ahuizotl can mimic the sounds of a person in distress by attempting a __Deception__ check to __Lie__. The ahuizotl has a +4 circumstance bonus to this check.
- raw_description: '**Voice Imitation** An ahuizotl can mimic the sounds of a person in distress by attempting a __Deception__ check to __Lie__. The ahuizotl has a +4 circumstance bonus to this check.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 13
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 105
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail claw
- to_hit: 17
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d4+8
- type: slashing
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Tail Drag
- action_cost: One Action
- traits:
- description:
- raw_description: "**Tail Drag** **Requirements **The ahuizotl has a Medium or smaller creature grabbed with its tail claw; **Effect **The ahuizotl attempts an __Athletics__ check against the creature's Fortitude DC. \n\n**Critical Success **If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. The ahuizotl can make a jaws Strike against the creature. \n\n**Success **If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. \n\n**Failure **The creature is not dragged. \n\n**Critical Failure** The creature is not dragged and the ahuizotl no longer has the creature grabbed."
- generic_description:
- frequency:
- trigger:
- effect: The ahuizotl has a Medium or smaller creature grabbed with its tail claw
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure: The creature is not dragged and the ahuizotl no longer has the creature grabbed.
- full_description:
-- name: Air Mephit
- source:
- - abbr: Bestiary
- page_start: 150
- page_stop:
- description: >-
- Air mephits are capricious and flighty relative to their kin; they are as likely to fly blindly into battle as they are to whine in terror at a loud noise. They are pale blue in coloration and have thin wings that trail small puffs of vapor as they fly through the skies.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Air
- - Elemental
- senses:
- - Perception +3
- - darkvision
- languages:
- - Auran
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 3
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 0
- int_mod: -2
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 3
- fort_misc:
- ref: 19
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 12
- hp_misc: fast healing 2 (in open air)
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 9
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+1
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: blur
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: gust of wind
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - air
- - arcane
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__air__, __arcane__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Aiudara Wraith
- source:
- - abbr: 'Pathfinder #150: Broken Promises'
- page_start: 78
- page_stop:
- description: >-
- Dahak's influence in Alseta's Landing created a soul-draining effect that slays unprotected creatures within, transforming them into ghostly creatures known as aiudara wraiths, but these rare undead can rise within modern aiudara portals as well. Each time an individual travels through an aiudara, there's a chance their passage could leave a faint imprint of their subconscious in the network. Normally this imprint simply fades away, but when an aiudara is damaged or the individual is suffering from necromantic contagions, these imprints can accumulate and, in time, coalesce on the Astral Plane or within Alseta's Landing as a full-fledged aiudara wraith. The wraith is forced to live with an incomplete sense of self, always seeking its own memories and swiftly growing violent and vengeful as its quest to reclaim these ephemeral notions constantly meets with failure.
-
-
-
-
- **__Recall Knowledge - Astral__ (__Occultism__)**: DC 43
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 43
- level: 18
- rarity: Rare
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Rare
- - NE
- - Medium
- - Astral
- - Incorporeal
- - Undead
- - Wraith
- senses:
- - Perception +33
- - darkvision
- - lifesense 60 feet
- languages:
- - Common
- - Elven
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 35
- misc:
- - name: 'Arcana '
- bonus: 31
- misc:
- - name: 'Stealth '
- bonus: 35
- misc:
- perception: 33
- ability_mods:
- str_mod: -5
- dex_mod: 9
- con_mod: 5
- int_mod: 0
- wis_mod: 7
- cha_mod: 8
- sense_abilities:
- items:
- ac: 45
- ac_special:
- saves:
- fort: 33
- fort_misc:
- ref: 37
- ref_misc:
- will: 33
- will_misc:
- misc:
- hp: 300
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 15
- type: all damage (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance vs. non-magical)
- weaknesses:
- automatic_abilities:
- - name: Teleportation Attachment
- action_cost: Reaction
- traits:
- - conjuration
- - teleportation
- description:
- raw_description: "**Teleportation Attachment** [Reaction] (__conjuration__, __teleportation__) **Trigger** A creature within 60 feet uses a teleportation effect; **Effect** The aiudara wraith teleports with the creature, arriving in an empty space of its choice adjacent to the triggering creature's destination. If the triggering effect targets multiple creatures, the aiudara wraith chooses which creature it arrives beside."
- generic_description:
- frequency:
- trigger: A creature within 60 feet uses a teleportation effect
- effect: The aiudara wraith teleports with the creature, arriving in an empty space of its choice adjacent to the triggering creature's destination. If the triggering effect targets multiple creatures, the aiudara wraith chooses which creature it arrives beside.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: fly
- - amount:
- type: instantaneous movement
- melee:
- - action_cost: One Action
- name: spectral hand
- to_hit: 35
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 4d10+16
- type: force
- plus_damage:
- - formula:
- type: dimensional shunt and drain life
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dimensional Shunt
- action_cost: None
- traits:
- - arcane
- - conjuration
- - teleportation
- description: >+
- The aiudara wraith's touch displaces creatures and flings them through space. The creature must attempt a DC 40 Fortitude save.
-
- raw_description: >-
- **Dimensional Shunt** (__arcane__, __conjuration__, __teleportation__) The aiudara wraith's touch displaces creatures and flings them through space. The creature must attempt a DC 40 Fortitude save.
-
-
- **Critical Success** The creature is unaffected and becomes temporarily immune to dimensional shunt for 1 minute.
-
-
- **Success** The creature is pushed 5 feet in a random direction.
-
-
- **Failure** The creature is teleported 20 feet in a direction of the aiudara wraith's choice.
-
-
- **Critical Failure** As failure, but the creature is also __stunned 2__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and becomes temporarily immune to dimensional shunt for 1 minute.
- success: The creature is pushed 5 feet in a random direction.
- failure: The creature is teleported 20 feet in a direction of the aiudara wraith's choice.
- critical_failure: As failure, but the creature is also stunned 2.
- full_description:
- - name: Drain Life
- action_cost: None
- traits:
- - arcane
- - necromancy
- description: When an aiudara wraith damages a living creature with its spectral hand Strike, the aiudara wraith gains 18 temporary Hit Points and the target must succeed at a DC 40 Fortitude save or become __drained 1__ and __stupefied 1__ as long as it is drained. Further damage dealt by the aiudara wraith's spectral hand Strikes increases the value of the __drained__ and __stupefied__ conditions by 1 each on a failed save, to a maximum of 10 for both.
- raw_description: "**Drain Life** (__arcane__, __necromancy__) When an aiudara wraith damages a living creature with its spectral hand Strike, the aiudara wraith gains 18 temporary Hit Points and the target must succeed at a DC 40 Fortitude save or become __drained 1__ and __stupefied 1__ as long as it is drained. Further damage dealt by the aiudara wraith's spectral hand Strikes increases the value of the __drained__ and __stupefied__ conditions by 1 each on a failed save, to a maximum of 10 for both."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Instantaneous Movement
- action_cost: None
- traits:
- - arcane
- - conjuration
- - teleportation
- description: An aiudara wraith moves by means of localized teleportation. An aiudara wraith's Stride does not have the move trait. When an aiudara wraith Strides, it reaches its destination within the range of its Speed immediately.
- raw_description: "**Instantaneous Movement** (__arcane__, __conjuration__, __teleportation__) An aiudara wraith moves by means of localized teleportation. An aiudara wraith's Stride does not have the move trait. When an aiudara wraith Strides, it reaches its destination within the range of its Speed immediately."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Akata
- source:
- - abbr: Bestiary 2
- page_start: 13
- page_stop:
- description: >-
- An akata is a hairless, blue-skinned quadruped with fearsome jaws, glowing eyes, a pair of thin tails, and a mane of writhing tentacles. It is a strangely silent beast, as it lacks the lungs and vocal chords necessary to vocalize. It also lacks ears, but it has heightened visual and olfactory senses.
-
-
-
-
- When food is scarce, an akata secretes a resin from its pores that forms into a sturdy cocoon of pale green crystal—the skymetal noqual. An akata can hibernate in this cocoon without needing to eat or drink for centuries, though it retains a rudimentary sense of its surroundings and can break out in only a few minutes' time. These cocoons allow the creatures to travel through the void of space, seeking new worlds where they can infect suitable humanoid hosts with their larval young. Once a victim succumbs to this infection, the offspring fight among themselves until one proves the strongest. The surviving akata then animates the corpse—now a __void zombie__—which shambles about of its own accord.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 20
- level: 1
- rarity: Rare
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Rare
- - N
- - Medium
- - Aberration
- senses:
- - Perception +6
- - darkvision
- - no hearing
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 4
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Hibernation
- action_cost: None
- traits:
- description: After 3 or more days without eating, an akata can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a Broken Threshold of 18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata can't be harmed, and it doesn't need to eat or drink. While inside the cocoon, the akata gains __lifesense 30 feet__. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in 1d4 minutes.
- raw_description: "**Hibernation** After 3 or more days without eating, an akata can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a Broken Threshold of 18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata can't be harmed, and it doesn't need to eat or drink. While inside the cocoon, the akata gains __lifesense 30 feet__. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in 1d4 minutes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: No Hearing
- action_cost: None
- traits:
- description: An akata has no auditory senses. It is immune to __auditory__ effects, automatically critically fails Perception checks that require it to hear, and takes a -2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses.
- raw_description: '**No Hearing** An akata has no auditory senses. It is immune to __auditory__ effects, automatically critically fails Perception checks that require it to hear, and takes a -2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 5
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- - disease
- resistances:
- - amount: 5
- type: fire
- - amount: 5
- type: poison
- weaknesses:
- - amount: 5
- type: salt water
- automatic_abilities:
- - name: No Breath
- action_cost: None
- traits:
- description: An akata doesn't breathe and is immune to effects that require breathing (such as an __inhaled__ poison).
- raw_description: "**No Breath** An akata doesn't breathe and is immune to effects that require breathing (such as an __inhaled__ poison)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Salt Water Vulnerability
- action_cost: None
- traits:
- description: Salt water acts as an extremely strong acid to an akata. Full immersion in salt water deals 4d6 acid damage per round.
- raw_description: '**Salt Water Vulnerability** Salt water acts as an extremely strong acid to an akata. Full immersion in salt water deals 4d6 acid damage per round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 15
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- - agile
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- - formula:
- type: void death
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Void Death
- action_cost: None
- traits:
- - disease
- description: An akata implants its parasitic larval young into any creature it bites, but only Medium or Small humanoids make suitable hosts; all other creatures are immune to this disease; **Saving Throw** DC 17 Fortitude; **Stage 1** carrier with no ill effect 1 (1 day); **Stage 2** __drained 1__ (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** drained 2 and __fatigued__ (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead and corpse rises as a void zombie in 2d4 hours
- raw_description: '**Void Death** (__disease__) An akata implants its parasitic larval young into any creature it bites, but only Medium or Small humanoids make suitable hosts; all other creatures are immune to this disease; **Saving Throw** DC 17 Fortitude; **Stage 1** carrier with no ill effect 1 (1 day); **Stage 2** __drained 1__ (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** drained 2 and __fatigued__ (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead and corpse rises as a void zombie in 2d4 hours'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Akizendri
- source:
- - abbr: Bestiary 2
- page_start: 204
- page_stop:
- description: >-
- Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars and sages across the planes with contradictions and untruths. These proteans appear as cackling, serpentine creatures with elongated crocodilian faces, luminous eyes, and arms that vanish at the elbows into swirling clouds of runes before reforming into solid talons.
-
-
-
-
- Akizendris amuse themselves by rearranging or deleting texts, placing insulting acrostics in poetic verses, and penning crude insults upon title pages. Libraries in such places as __Heaven__, __Axis__, and __Hell__ are especially keen to avoid such contamination, knowing that their records are choice targets for every akizendri in existence.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CN
- size: Small
- traits:
- - CN
- - Small
- - Monitor
- - Protean
- senses:
- - Perception +8
- - darkvision
- - entropy sense (imprecise) 30 feet
- languages:
- - Abyssal
- - Celestial
- - Protean
- - telepathy (touch)
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Deception '
- bonus: 10
- misc:
- - name: 'Occultism '
- bonus: 11
- misc:
- - name: 'Society '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- - name: 'Thievery '
- bonus: 9
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 1
- int_mod: 4
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- - name: Entropy Sense
- action_cost: None
- traits:
- - divination
- - divine
- - prediction
- description: An akizendri can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the akizendri the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from __divinations__ and __predictions__ cannot be noticed via entropy sense.
- raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) An akizendri can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the akizendri the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from __divinations__ and __predictions__ cannot be noticed via entropy sense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 11
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 42
- hp_misc: fast healing 1
- immunities:
- resistances:
- - amount: 3
- type: precision
- - amount: 6
- type: protean anatomy
- weaknesses:
- - amount: 3
- type: lawful
- automatic_abilities:
- - name: Protean Anatomy
- action_cost: None
- traits:
- - divine
- - transmutation
- description: >-
- An akizendri's vital organs shift and change shape and position constantly. Immediately after the akizendri takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The akizendri is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- raw_description: >-
- **Protean Anatomy** (__divine__, __transmutation__) An akizendri's vital organs shift and change shape and position constantly. Immediately after the akizendri takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The akizendri is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- - amount: 25
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 12
- traits:
- - chaotic
- - finesse
- - magical
- damage:
- formula: 2d8+3
- type: piercing
- plus_damage:
- - formula: 1d4
- type: chaotic and garbled thoughts
- - action_cost: One Action
- name: tail
- to_hit: 12
- traits:
- - chaotic
- - finesse
- - magical
- damage:
- formula: 2d6+3
- type: bludgeoning
- plus_damage:
- - formula: 1d4
- type: chaotic and Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 20
- to_hit: 12
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: glyph of warding
- frequency:
- requirement:
- - name: secret page
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, lawful only
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: acid splash
- frequency:
- requirement:
- - name: daze
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: sigil
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: The akizendri takes on the appearance of any Small or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.
- raw_description: "**__Change Shape__** (__concentrate__, __divine__, __polymorph__, __transmutation__) The akizendri takes on the appearance of any Small or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+3 bludgeoning, DC 20
- raw_description: '**__Constrict__** 1d8+3 bludgeoning, DC 20'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Garbled Thoughts
- action_cost: None
- traits:
- - divine
- - emotion
- - enchantment
- - mental
- description: "A creature hit by the akizendri's bite Strike must attempt a DC 20 Will save. \n\n"
- raw_description: "**Garbled Thoughts** (__divine__, __emotion__, __enchantment__, __mental__) A creature hit by the akizendri's bite Strike must attempt a DC 20 Will save. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is __stupefied 1__ for 1d4 rounds. \n\n**Critical Failure** As failure, but the creature is also __confused__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected.
- failure: The creature is stupefied 1 for 1d4 rounds.
- critical_failure: As failure, but the creature is also confused for 1 round.
- full_description:
- - name: Text Immersion
- action_cost: None
- traits:
- - divine
- - transmutation
- description: When the akizendri casts __secret page__, it can physically immerse itself in the text, changing the message of the text in the process. It can exit the book at any point by Dismissing secret page, at which point it appears in a space adjacent to the text. If it does so to begin combat, it rolls a __Deception__ check for initiative. As long as it remains immersed in the text, the akizendri has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains the secret page. It can sense nearby creatures using its entropy sense, but not in any other way, nor can it use any attack, manipulate, or move actions or speak aloud. If the object it is immersed in is destroyed, the akizendri reappears in an adjacent square and is __stunned 1__.
- raw_description: '**Text Immersion** (__divine__, __transmutation__) When the akizendri casts __secret page__, it can physically immerse itself in the text, changing the message of the text in the process. It can exit the book at any point by Dismissing secret page, at which point it appears in a space adjacent to the text. If it does so to begin combat, it rolls a __Deception__ check for initiative. As long as it remains immersed in the text, the akizendri has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains the secret page. It can sense nearby creatures using its entropy sense, but not in any other way, nor can it use any attack, manipulate, or move actions or speak aloud. If the object it is immersed in is destroyed, the akizendri reappears in an adjacent square and is __stunned 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Alchemical Golem
- source:
- - abbr: Bestiary
- page_start: 185
- page_stop:
- description: >-
- This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Alchemical
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +15
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 22
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 19
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 150
- hp_misc:
- immunities:
- - acid
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - magic (see below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 12
- type: physical (except adamantine or bludgeoning)
- weaknesses:
- automatic_abilities:
- - name: Alchemical Chambers
- action_cost: None
- traits:
- description: >-
- An alchemical golem's body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect):
-
-
- **1** acid damage; **2** cold damage; **3** electricity damage; **4** fire damage; **5** poison damage; **6** sickness: DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure)
- raw_description: >-
- **Alchemical Chambers** An alchemical golem's body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect):
-
-
- **1** acid damage; **2** cold damage; **3** electricity damage; **4** fire damage; **5** poison damage; **6** sickness: DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure)
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Alchemical Rupture
- action_cost: None
- traits:
- description: When an alchemical golem takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.
- raw_description: '**Alchemical Rupture** When an alchemical golem takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold
- raw_description: '**Golem Antimagic** harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Shatter
- action_cost: None
- traits:
- description: Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above).
- raw_description: '**Vulnerable to Shatter** Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: syringe
- to_hit: 22
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+6
- type: piercing
- plus_damage:
- - formula:
- type: alchemical injection
- ranged:
- - action_cost: One Action
- name: bomb
- to_hit: 20
- traits:
- - magical
- - thrown 20 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Alchemical Injection
- action_cost: None
- traits:
- description: When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).
- raw_description: '**Alchemical Injection** When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Generate Bomb
- action_cost: One Action
- traits:
- - manipulate
- description: "The golem fills an empty vial from one of its alchemical chambers 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 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 radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves."
- raw_description: "**Generate Bomb** (__manipulate__) The golem fills an empty vial from one of its alchemical chambers 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 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 radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Alghollthu Master
- source:
- - abbr: Bestiary
- page_start: 14
- page_stop:
- 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. 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 in the world when it was young, before the gods had turned their attention to the planet. They see all other life as something they have the right to control, so the idea that potential slaves might have faith in a higher power other than themselves enrages aboleths.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Huge
- traits:
- - Uncommon
- - LE
- - Huge
- - Aberration
- - Aquatic
- senses:
- - Perception +17
- - darkvision
- languages:
- - Aklo
- - Alghollthu
- - Aquan
- - Common
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Lore '
- bonus: 14
- misc: any one subcategory
- - name: 'Occultism '
- bonus: 16
- misc:
- perception: 17
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 6
- int_mod: 3
- wis_mod: 5
- cha_mod: 4
- sense_abilities:
- - name: Mucus Cloud
- action_cost: None
- traits:
- - aura
- - disease
- description: 5 feet. While underwater, an aboleth exudes a cloud of transparent slime. An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 3 hours.
- raw_description: '**Mucus Cloud** (__aura__, __disease__) 5 feet. While underwater, an aboleth exudes a cloud of transparent slime. An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 3 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 10
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: tentacle
- to_hit: 16
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 2d8+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: slime
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: project image
- frequency: at will
- requirement:
- - name: veil
- frequency: at will
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: dominate
- frequency: x3
- requirement:
- - name: illusory scene
- frequency: at will
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: illusory object
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: hallucinatory terrain
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: hypnotic pattern
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Slime
- action_cost: None
- traits:
- - curse
- - occult
- - virulent
- 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 drained condition increases by 1 (permanent). A __remove disease__ spell can counteract this curse, but immunity to disease offers no protection against it."
- raw_description: "**Slime** (__curse__, __occult__, __virulent__) **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 drained condition increases by 1 (permanent). A __remove disease__ spell can counteract this curse, but immunity to disease offers no protection against it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Aluum Enforcer
- source:
- - abbr: 'Pathfinder #149: Against the Scarlet Triad'
- page_start: 82
- page_stop:
- 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 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 such a charm is one of the most severe crimes in the city.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Construct
- - Mindless
- senses:
- - Perception +17
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- perception: 17
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 5
- int_mod: -5
- wis_mod: 1
- cha_mod: -5
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 18
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 145
- hp_misc:
- immunities:
- - bleed
- - disease
- - death effects
- - doomed
- - drained
- - fatigued
- - magic (see below)
- - mental
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 10
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 23
- traits:
- - magical
- damage:
- formula: 2d10+13
- type: bludgeoning
- plus_damage:
- - formula:
- type: paralyzing force
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Aluum Antimagic
- action_cost: None
- traits:
- description: Aluum enforcers are immune to spells and magical abilities, with two exceptions. A __negative__ spell or magical ability grants an aluum enforcer the __quickened__ condition until the end of its next turn instead of its normal effects. A __positive__ spell or ability makes an aluum enforcer __slowed 1__ until the end of its next turn instead of its normal effects.
- raw_description: '**Aluum Antimagic** Aluum enforcers are immune to spells and magical abilities, with two exceptions. A __negative__ spell or magical ability grants an aluum enforcer the __quickened__ condition until the end of its next turn instead of its normal effects. A __positive__ spell or ability makes an aluum enforcer __slowed 1__ until the end of its next turn instead of its normal effects.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralyzing Force
- action_cost: None
- traits:
- - arcane
- - incapacitation
- - necromancy
- 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__.
- raw_description: "**Paralyzing Force** (__arcane__, __incapacitation__, __necromancy__) 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__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Shriek
- action_cost: Two Actions
- traits:
- - arcane
- - auditory
- - evocation
- - mental
- - sonic
- 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 again for 1d4 rounds.
- raw_description: "**Soul Shriek** [Two Actions] (__arcane__, __auditory__, __evocation__, __mental__, __sonic__) 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 again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ammut
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 77
- page_stop:
- description: "These chimeric, desert-dwelling fiends have massive bodies that are part hippopotamus, part large cat, and part crocodile. Though they devour souls for sustenance, ammuts are infamously picky eaters; most will only eat experienced adventurers or, for a special treat, particularly evil creatures, passing over common folk or those whose mettle has never been tested. \n\n\n\nOnly a few ammuts are known to exist, and most dwell in Osirion. However, recent expeditions into Orv's Vault of the Black Desert have uncovered the existence of ammuts in this region, as well.\n\n\n\n**__Recall Knowledge - Fiend__ (__Religion__)**: DC 43"
- level: 18
- rarity: Rare
- type: Creature
- alignment: NE
- size: Huge
- traits:
- - Rare
- - NE
- - Huge
- - Fiend
- senses:
- - Perception +33
- - darkvision
- - scent (imprecise) 30 feet
- - true seeing
- languages:
- - Celestial
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Athletics '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 33
- misc:
- - name: 'Occultism '
- bonus: 29
- misc:
- - name: 'Religion '
- bonus: 32
- misc:
- - name: 'Stealth '
- bonus: 35
- misc:
- perception: 33
- ability_mods:
- str_mod: 8
- dex_mod: 7
- con_mod: 9
- int_mod: 3
- wis_mod: 6
- cha_mod: 7
- sense_abilities:
- items:
- ac: 41
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 27
- ref_misc:
- will: 28
- will_misc:
- misc:
- hp: 350
- hp_misc:
- immunities:
- - evil
- resistances:
- - amount: 20
- type: fire
- - amount: 20
- type: poison
- weaknesses:
- - amount: 20
- type: good
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- - amount: 30
- type: burrow
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 32
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 3d8+16
- type: slashing
- plus_damage:
- - formula:
- type: wasting wound
- - action_cost: One Action
- name: foot
- to_hit: 30
- traits:
- - deadly d10
- damage:
- formula: 4d8+12
- type:
- plus_damage:
- - formula:
- type: stunned 1 (DC 38 Fortitude negates)
- - action_cost: One Action
- name: jaws
- to_hit: 32
- traits:
- - reach 15 feet
- damage:
- formula: 3d12+16
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: dominate
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: detect alignment
- frequency: evil only
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - curse
- - divine
- - evocation
- - fire
- description: The ammut exhales a blast of flame that deals 18d6 fire damage to all creatures in a 30- foot cone (DC 37 basic Reflex save). The ammut can't use their Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__curse__, __divine__, __evocation__, __fire__) The ammut exhales a blast of flame that deals 18d6 fire damage to all creatures in a 30- foot cone (DC 37 basic Reflex save). The ammut can't use their Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Devour Soul
- action_cost: None
- traits:
- - curse
- - death
- - divine
- - necromancy
- description: A creature whose HP drops to 0 while swallowed by an ammut has its soul consumed, as well as its body. The creature dies instantly and cannot be brought back to life except by __miracle__, __wish__, or similar magic.
- raw_description: '**Devour Soul** (__curse__, __death__, __divine__, __necromancy__) A creature whose HP drops to 0 while swallowed by an ammut has its soul consumed, as well as its body. The creature dies instantly and cannot be brought back to life except by __miracle__, __wish__, or similar magic.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fast Swallow
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Fast Swallow** [Reaction] **Trigger** The ammut __Grabs__ a creature; **Effect** The ammut uses Swallow Whole.'
- generic_description:
- frequency:
- trigger: The ammut __Grabs__ a creature
- effect: The ammut uses Swallow Whole.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- description: Large, 3d12+8 bludgeoning, Rupture 32
- raw_description: '**__Swallow Whole__** Large, 3d12+8 bludgeoning, Rupture 32'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wasting Wound
- action_cost: None
- traits:
- - curse
- - divine
- - necromancy
- description: A creature dealt damage by an ammut's claw Strike must succeed at a DC 37 Will save or become __enfeebled 1__ and __drained 1__ (or enfeebled 2 and drained 2 on a critical failed save). The conditions cannot be mitigated until the curse is removed, and the curse cannot be removed until all damage dealt by the claw Strike is healed. Each day, a creature afflicted with wasting wound must attempt another saving throw; on a failed save, the values of its enfeebled and drained conditions each increase by 1. If the victim dies while cursed, its soul is destroyed, as per the ammut's devour soul ability.
- raw_description: "**Wasting Wound** (__curse__, __divine__, __necromancy__) A creature dealt damage by an ammut's claw Strike must succeed at a DC 37 Will save or become __enfeebled 1__ and __drained 1__ (or enfeebled 2 and drained 2 on a critical failed save). The conditions cannot be mitigated until the curse is removed, and the curse cannot be removed until all damage dealt by the claw Strike is healed. Each day, a creature afflicted with wasting wound must attempt another saving throw; on a failed save, the values of its enfeebled and drained conditions each increase by 1. If the victim dies while cursed, its soul is destroyed, as per the ammut's devour soul ability."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Amoeba Swarm
- source:
- - abbr: Bestiary 2
- page_start: 192
- page_stop:
- description: >-
- An amoeba swarm consists of thousands of individual single-celled organisms held together by acrid-smelling slime. As ravenous as they are mindless, amoeba swarms use no tactics.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Amphibious
- - Mindless
- - Ooze
- - Swarm
- senses:
- - Perception +3
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Stealth '
- bonus: 1
- misc: +3 in water
- perception: 3
- ability_mods:
- str_mod: 0
- dex_mod: -2
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: An amoeba swarm can sense nearby creatures through vibration and air or water movement.
- raw_description: '**Motion Sense** An amoeba swarm can sense nearby creatures through vibration and air or water movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 9
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 1
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- - acid
- - critical hits
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- - amount: 4
- type: slashing
- - amount: 4
- type: piercing
- weaknesses:
- - amount: 3
- type: area
- - amount: 3
- type: fire
- - amount: 3
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 5
- type: climb
- - amount: 10
- type: swim
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swarming Slither
- action_cost: One Action
- traits:
- description: The amoeba swarm slithers over each creature in its space, dealing 1d6 acid damage (DC 14 basic Reflex save). A creature that critically fails is __sickened 1__.
- raw_description: '**Swarming Slither** The amoeba swarm slithers over each creature in its space, dealing 1d6 acid damage (DC 14 basic Reflex save). A creature that critically fails is __sickened 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Weak Acid
- action_cost: None
- traits:
- description: An amoeba's acid damages only organic material—not metal, stone, or other inorganic substances.
- raw_description: "**Weak Acid** An amoeba's acid damages only organic material—not metal, stone, or other inorganic substances."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Anadi Elder
- source:
- - abbr: 'Pathfinder #145: Hellknight Hill'
- page_start: 85
- page_stop:
- description: >-
- Anadi elders must make the difficult decision of whether to continue negotiations or to escalate a disagreement to outright conflict.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - Uncommon
- - CG
- - Medium
- - Anadi
- - Humanoid
- senses:
- - Perception +15
- languages:
- - Anadi
- - Common
- skills:
- - name: 'Athletics '
- bonus: 12
- misc: +14 to Climb in true or spider form
- - name: 'Crafting '
- bonus: 13
- misc: +17 weaving
- - name: 'Deception '
- bonus: 12
- misc:
- - name: 'Diplomacy '
- bonus: 10
- misc:
- - name: 'Nature '
- bonus: 14
- misc:
- - name: 'Society '
- bonus: 9
- misc:
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 15
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 0
- int_mod: 1
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- - composite longbow (20 arrows)
- - hide armor
- - shortsword
- ac: 23
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 14
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 16
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 16
- traits:
- - finesse
- damage:
- formula: 2d6+5
- type: piercing
- plus_damage:
- - formula:
- type: anadi venom
- ranged:
- - action_cost: One Action
- name: composite longbow
- to_hit: 16
- traits:
- - deadly 1d10
- - propulsive
- - range increment 100 feet
- - reload 0
- - volley 30 feet
- damage:
- formula: 1d8+1
- type: piercing
- plus_damage:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 25
- to_hit: 17
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: hypnotic pattern
- frequency:
- requirement:
- - name: invisibility sphere
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: blur
- frequency:
- requirement:
- - name: invisibility
- frequency:
- requirement:
- - name: mirror image
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: color spray
- frequency:
- requirement:
- - name: illusory disguise
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: electric arc
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Anadi Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __flat-footed__ (1 round); **Stage 2** 2d6 poison damage, __flat-footed__, and __clumsy 1__ (1 round)'
- raw_description: '**Anadi Venom** (__poison__) **Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __flat-footed__ (1 round); **Stage 2** 2d6 poison damage, __flat-footed__, and __clumsy 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - polymorph
- - transmutation
- 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.
- raw_description: "**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spin Silk
- action_cost: None
- traits:
- - concentrate
- - exploration
- - manipulate
- description: By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment.
- raw_description: '**Spin Silk** (__concentrate__, __exploration__, __manipulate__) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Anadi Hunter
- source:
- - abbr: 'Pathfinder #145: Hellknight Hill'
- page_start: 84
- page_stop:
- description: >-
- Anadi hunters act as the eyes and ears of their clans, scouting the surrounding area for potential invaders.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 2
- rarity: Uncommon
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - Uncommon
- - CG
- - Medium
- - Anadi
- - Humanoid
- senses:
- - Perception +7
- languages:
- - Anadi
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 6
- misc: +8 to Climb in true or spider form
- - name: 'Crafting '
- bonus: 6
- misc: +10 weaving
- - name: 'Nature '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - composite shortbow (20 arrows)
- - leather armor
- - shortsword
- ac: 19
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 27
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 10
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 10
- traits:
- - finesse
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- - formula:
- type: anadi venom
- ranged:
- - action_cost: One Action
- name: composite shortbow
- to_hit: 10
- traits:
- - deadly 1d10
- - propulsive
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Anadi Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage and __flat-footed__ (1 round); **Stage 2** 1d6 poison damage, __flat-footed__, and __clumsy 1__ (1 round)'
- raw_description: '**Anadi Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage and __flat-footed__ (1 round); **Stage 2** 1d6 poison damage, __flat-footed__, and __clumsy 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - polymorph
- - transmutation
- 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.
- raw_description: "**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spin Silk
- action_cost: None
- traits:
- - concentrate
- - exploration
- - manipulate
- description: By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment.
- raw_description: '**Spin Silk** (__concentrate__, __exploration__, __manipulate__) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Anadi Sage
- source:
- - abbr: 'Pathfinder #145: Hellknight Hill'
- page_start: 85
- page_stop:
- description: >-
- Anadi sages commune with nature and hone their magic through practice.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 21
- level: 4
- rarity: Uncommon
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - Uncommon
- - CG
- - Medium
- - Anadi
- - Humanoid
- senses:
- - Perception +12
- languages:
- - Anadi
- - Common
- skills:
- - name: 'Athletics '
- bonus: 6
- misc: +8 to Climb in true or spider form
- - name: 'Crafting '
- bonus: 9
- misc: +13 weaving
- - name: 'Deception '
- bonus: 8
- misc:
- - name: 'Diplomacy '
- bonus: 10
- misc:
- - name: 'Nature '
- bonus: 12
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 12
- ability_mods:
- str_mod: 0
- dex_mod: 2
- con_mod: 0
- int_mod: 1
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- - hide armor
- - shortsword
- ac: 21
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 58
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 12
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 12
- traits:
- - finesse
- damage:
- formula: 2d6+3
- type: piercing
- plus_damage:
- - formula:
- type: anadi venom
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: blur
- frequency:
- requirement:
- - name: illusory creature
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: color spray
- frequency:
- requirement:
- - name: illusory disguise
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Anadi Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage and __flat-footed__ (1 round); **Stage 2** 1d6 poison damage, __flat-footed__, and __clumsy 1__ (1 round)'
- raw_description: '**Anadi Venom** (__poison__) **Saving Throw** DC 20 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage and __flat-footed__ (1 round); **Stage 2** 1d6 poison damage, __flat-footed__, and __clumsy 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - polymorph
- - transmutation
- 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.
- raw_description: "**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spin Silk
- action_cost: None
- traits:
- - concentrate
- - exploration
- - manipulate
- description: By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment.
- raw_description: '**Spin Silk** (__concentrate__, __exploration__, __manipulate__) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Anancus
- source:
- - abbr: Bestiary 2
- page_start: 116
- page_stop:
- description: >-
- The anancus is an ancient species of elephant with unusually long tusks and a trunk shorter than its more modern cousins.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +16
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 16
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 5
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 14
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 170
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: tusk
- to_hit: 19
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+11
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 17
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 25
- raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 25'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tusk Sweep
- action_cost: Two Actions
- traits:
- description: "The anancus sweeps its long tusks back and forth, dealing 4d6 bludgeoning damage to all creatures in a 15-foot cone, who must make a DC 27 basic Reflex save. \n\n**Critical Success **The target is unaffected. \n\n"
- raw_description: "**Tusk Sweep** [Two Actions] The anancus sweeps its long tusks back and forth, dealing 4d6 bludgeoning damage to all creatures in a 15-foot cone, who must make a DC 27 basic Reflex save. \n\n**Critical Success **The target is unaffected. \n\n**Success** The target takes half damage. \n\n**Failure** The target takes full damage and is knocked __prone__. \n\n**Critical Failure** The target takes double damage, is knocked prone, and is pushed 5 feet away from the anancus."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The target takes half damage.
- failure: The target takes full damage and is knocked prone.
- critical_failure: The target takes double damage, is knocked prone, and is pushed 5 feet away from the anancus.
- full_description:
-- name: Ancient Black Dragon
- source:
- - abbr: Bestiary
- page_start: 106
- page_stop:
- 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 with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures 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.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 37
- level: 16
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Uncommon
- - CE
- - Huge
- - Acid
- - Amphibious
- - Dragon
- senses:
- - Perception +30
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Goblin
- - Jotun
- - Orcish
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Arcana '
- bonus: 26
- misc:
- - name: 'Athletics '
- bonus: 32
- misc:
- - name: 'Deception '
- bonus: 29
- misc:
- - name: 'Intimidation '
- bonus: 29
- misc:
- - name: 'Stealth '
- bonus: 27
- misc:
- perception: 30
- ability_mods:
- str_mod: 8
- dex_mod: 5
- con_mod: 6
- int_mod: 4
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 27
- ref_misc:
- will: 29
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 325
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 35
- raw_description: >-
- **Frightful Presence** 90 feet, DC 35 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Tail Lash
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Tail Lash** [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."
- generic_description:
- frequency:
- 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.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 150
- type: fly
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - acid
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+14
- type: piercing
- plus_damage:
- - formula: 2d6
- type: acid and 2d6 persistent acid
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+14
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 31
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+12
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 31
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - arcane
- - evocation
- description: The dragon breathes a spray of acid that deals 17d6 acid damage in a 100-foot line (DC 39 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__acid__, __arcane__, __evocation__) The dragon breathes a spray of acid that deals 17d6 acid damage in a 100-foot line (DC 39 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Corrupt Water
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - necromancy
- description:
- raw_description: "**Corrupt Water** (__arcane__, __concentrate__, __necromancy__) **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 35 Will save to protect liquids in its possession). This doesn't affect liquids in a creature's body."
- generic_description:
- frequency: Once per day
- trigger:
- 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 35 Will save to protect liquids in its possession). This doesn't affect liquids in a creature's body.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horns Strike in any order in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Blue Dragon
- source:
- - abbr: Bestiary
- page_start: 108
- page_stop:
- description: >-
- Blue dragons are the sleek and poised cosmopolitans of the chromatic 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, 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 been known to use these tactics even with their own chromatic cousins.
-
-
-
-
- Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.
-
-
-
-
- Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.
-
-
-
-
- The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 40
- level: 18
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Huge
- traits:
- - Uncommon
- - LE
- - Huge
- - Dragon
- - Electricity
- senses:
- - Perception +31
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Auran
- - Common
- - Draconic
- - Ignan
- - Infernal
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 28
- misc:
- - name: 'Arcana '
- bonus: 33
- misc:
- - name: 'Deception '
- bonus: 35
- misc:
- - name: 'Diplomacy '
- bonus: 35
- misc:
- - name: 'Intimidation '
- bonus: 33
- misc:
- - name: 'Society '
- bonus: 35
- misc:
- - name: 'Stealth '
- bonus: 28
- misc:
- - name: 'Survival '
- bonus: 29
- misc:
- perception: 31
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 6
- int_mod: 7
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- - name: Sound Imitation
- action_cost: None
- traits:
- description: The dragon can mimic any sound it has heard. To do so, it must succeed at a Deception check with a +4 circumstance bonus.
- raw_description: '**Sound Imitation** The dragon can mimic any sound it has heard. To do so, it must succeed at a Deception check with a +4 circumstance bonus.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 30
- ref_misc:
- will: 33
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 370
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 39
- raw_description: >-
- **Frightful Presence** 90 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The dragon is targeted with an attack.
- effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 30
- type: burrow
- - amount: 200
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 35
- traits:
- - electricity
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+15
- type: piercing
- plus_damage:
- - formula: 2d12
- type: electricity
- - action_cost: One Action
- name: claw
- to_hit: 35
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 33
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 3d10+13
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 33
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 43
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: hallucinatory terrain
- frequency: at will
- requirement:
- - name: illusory creature
- frequency: at will
- requirement:
- - name: illusory object
- frequency: at will
- requirement:
- - name: ventriloquism
- frequency: at will
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: project image
- frequency: see mirage
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: create water
- frequency: at will, see desert thirst
- requirement:
- - level: 0
- heightened_level: 8
- spells:
- - name: ghost sound
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - electricity
- - evocation
- description: The dragon breathes lightning that deals 12d12 electricity damage in a 120-foot line (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Each time the dragon uses Breath Weapon, a 20-foot-radius storm cloud appears 80 feet above a point of the dragon's choosing along the Breath Weapon's path. Clouds last for 10 minutes and allow the dragon to use Storm Breath.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __electricity__, __evocation__) The dragon breathes lightning that deals 12d12 electricity damage in a 120-foot line (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Each time the dragon uses Breath Weapon, a 20-foot-radius storm cloud appears 80 feet above a point of the dragon's choosing along the Breath Weapon's path. Clouds last for 10 minutes and allow the dragon to use Storm Breath."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Desert Thirst
- action_cost: None
- traits:
- - arcane
- - transmutation
- 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 (a creature can attempt a DC 37 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body.
- raw_description: "**Desert Thirst** (__arcane__, __transmutation__) 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 (a creature can attempt a DC 37 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horns Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mirage
- action_cost: None
- traits:
- description: Whenever the dragon uses Breath Weapon while the illusory image from its innate __project image__ spell persists, it can cause the Breath Weapon to originate from itself or the image.
- raw_description: '**Mirage** Whenever the dragon uses Breath Weapon while the illusory image from its innate __project image__ spell persists, it can cause the Breath Weapon to originate from itself or the image.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Storm Breath
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - electricity
- - evocation
- description:
- raw_description: '**Storm Breath** (__arcane__, __concentrate__, __electricity__, __evocation__) **Frequency** Once per round; **Requirement** A storm cloud created by Breath Weapon is within 500 feet, and the dragon can see the cloud. **Effect** The dragon calls down a lightning bolt from a storm cloud created by its Breath Weapon. This creates a vertical line of lightning to the ground that deals 6d12 electricity damage to all enemies in its path (DC 40 basic Reflex save).'
- generic_description:
- frequency: Once per round
- trigger:
- effect: A storm cloud created by Breath Weapon is within 500 feet, and the dragon can see the cloud.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Brass Dragon
- source:
- - abbr: Bestiary
- page_start: 118
- page_stop:
- description: >-
- Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.
-
-
-
-
- These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.
-
-
-
-
- Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.
-
-
-
-
- Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 37
- level: 16
- rarity: Uncommon
- type: Creature
- alignment: CG
- size: Huge
- traits:
- - Uncommon
- - CG
- - Huge
- - Dragon
- - Fire
- senses:
- - Perception +30
- - darkvision
- - scent (imprecise) 60 feet
- - tremorsense (imprecise) 60 feet
- languages:
- - Auran
- - Common
- - Draconic
- - Gnomish
- - Halfling
- - Sphinx
- - Sylvan
- - speak with animals
- skills:
- - name: 'Acrobatics '
- bonus: 27
- misc:
- - name: 'Athletics '
- bonus: 31
- misc:
- - name: 'Deception '
- bonus: 27
- misc:
- - name: 'Diplomacy '
- bonus: 29
- misc:
- - name: 'Society '
- bonus: 28
- misc:
- perception: 30
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 6
- int_mod: 4
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 29
- ref_misc:
- will: 30
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 325
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 35
- raw_description: >-
- **Frightful Presence** 90 feet, DC 35 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The dragon is targeted with an attack.
- effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 40
- type: burrow
- - amount: 150
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 32
- traits:
- - fire
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+15
- type: piercing
- plus_damage:
- - formula: 3d6
- type: fire and 2d6 persistent fire
- - action_cost: One Action
- name: claw
- to_hit: 32
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 30
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 2d12+13
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 2
- spells:
- - name: speak with animals
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The brass dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: >-
- **Breath Weapon** [Two Actions] The brass dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
-
- * **Flame** (__arcane__, __evocation__, __fire__); The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 basic Reflex save).
-
- * **Sleep Gas** (__arcane__, __enchantment__, __incapacitation__, __sleep__); The dragon breathes an 80-foot cone of sleep gas. Each creature within the cone must succeed at a DC 39 Fortitude save or fall unconscious for 1d6 rounds, or 1 minute on a critical failure.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Flame
- action_cost: None
- traits:
- - arcane
- - evocation
- - fire
- description: The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 basic Reflex save).
- raw_description: '**Flame** (__arcane__, __evocation__, __fire__); The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sleep Gas
- action_cost: None
- traits:
- - arcane
- - enchantment
- - incapacitation
- - sleep
- description: The dragon breathes an 80-foot cone of sleep gas. Each creature within the cone must succeed at a DC 39 Fortitude save or fall unconscious for 1d6 rounds, or 1 minute on a critical failure.
- raw_description: '**Sleep Gas** (__arcane__, __enchantment__, __incapacitation__, __sleep__); The dragon breathes an 80-foot cone of sleep gas. Each creature within the cone must succeed at a DC 39 Fortitude save or fall unconscious for 1d6 rounds, or 1 minute on a critical failure.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Desert Wind
- action_cost: Two Actions
- traits:
- - air
- - arcane
- - concentrate
- - evocation
- description:
- raw_description: '**Desert Wind** [Two Actions] (__air__, __arcane__, __concentrate__, __evocation__) **Frequency** three times per day. **Effect** The dragon calls upon the desert wind. This has the same effect as __gust of wind__ (DC 37 Fortitude) but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure).'
- generic_description:
- frequency: three times per day.
- trigger:
- effect: The dragon calls upon the desert wind. This has the same effect as __gust of wind__ (DC 37 Fortitude) but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one jaws Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one jaws Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a strike, it recharges Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a strike, it recharges Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Brine Dragon
- source:
- - abbr: Bestiary 2
- page_start: 88
- page_stop:
- description: >-
- Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.
-
-
-
-
- Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.
-
-
-
-
- Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 41
- level: 17
- rarity: Rare
- type: Creature
- alignment: LN
- size: Gargantuan
- traits:
- - Rare
- - LN
- - Gargantuan
- - Amphibious
- - Dragon
- - Elemental
- - Water
- senses:
- - Perception +32
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Aquan
- - Common
- - Draconic
- - Sylvan
- - Utopian
- skills:
- - name: 'Acrobatics '
- bonus: 28
- misc:
- - name: 'Athletics '
- bonus: 32
- misc:
- - name: 'Deception '
- bonus: 32
- misc:
- - name: 'Intimidation '
- bonus: 34
- misc:
- - name: 'Nature '
- bonus: 30
- misc:
- - name: 'Society '
- bonus: 30
- misc:
- - name: 'Survival '
- bonus: 29
- misc:
- perception: 32
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 6
- int_mod: 5
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 30
- ref_misc:
- will: 30
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 330
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 36
- raw_description: >-
- **Frightful Presence** 90 feet, DC 36 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Brine Spit
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Brine Spit [Reaction]** **Trigger **A creature the brine dragon observes within 30 feet uses a __concentrate__ action; **Effect **The dragon spits a glob of caustic salt water at the creature. The creature takes 7d6 acid damage (DC 36 basic Reflex save). On a failure, the concentrate action is disrupted.'
- generic_description:
- frequency:
- trigger: A creature the brine dragon observes within 30 feet uses a __concentrate__ action
- effect: The dragon spits a glob of caustic salt water at the creature. The creature takes 7d6 acid damage (DC 36 basic Reflex save). On a failure, the concentrate action is disrupted.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 140
- type: fly
- - amount: 70
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 34
- traits:
- - acid
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+17
- type: piercing
- plus_damage:
- - formula: 5d4
- type: acid
- - action_cost: One Action
- name: claw
- to_hit: 34
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 32
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 3d12+17
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 32
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d12+17
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 38
- to_hit: 30
- misc: ''
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: hydraulic torrent
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency: ×3
- requirement:
- - name: mariner's curse
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: hydraulic push
- frequency: at will
- requirement:
- - name: obscuring mist
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - evocation
- - primal
- description: The dragon breathes a spray of acidic salt water that deals 18d6 acid damage in a 120-foot line (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__acid__, __evocation__, __primal__) The dragon breathes a spray of acidic salt water that deals 18d6 acid damage in a 120-foot line (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Capsize
- action_cost: One Action
- traits:
- - attack
- description: The dragon tries to capsize an adjacent aquatic vessel of their size or smaller. They must succeed at an __Athletics__ check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the dragon) or the pilot's __Sailing Lore__ DC, whichever is higher.
- raw_description: "**Capsize** (__attack__) The dragon tries to capsize an adjacent aquatic vessel of their size or smaller. They must succeed at an __Athletics__ check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the dragon) or the pilot's __Sailing Lore__ DC, whichever is higher."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Desiccating Bite
- action_cost: Two Actions
- traits:
- description: The dragon makes a jaws Strike. On a hit, the target takes 6d6 __persistent acid damage__, and is __sickened 3__ from the pain of salt and brine in its wounds.
- raw_description: '**Desiccating Bite** [Two Actions] The dragon makes a jaws Strike. On a hit, the target takes 6d6 __persistent acid damage__, and is __sickened 3__ from the pain of salt and brine in its wounds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one wing Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Painful Strikes
- action_cost: None
- traits:
- - acid
- description: The brine dragon's body is encrusted with salty, acidic crystals. When a target takes damage from one of the dragon's melee Strikes, it must succeed at a DC 38 Fortitude Save or be __stunned 1__ (stunned 3 on a critical failure). The target then becomes temporarily immune for 1 minute.
- raw_description: "**Painful Strikes** (__acid__) The brine dragon's body is encrusted with salty, acidic crystals. When a target takes damage from one of the dragon's melee Strikes, it must succeed at a DC 38 Fortitude Save or be __stunned 1__ (stunned 3 on a critical failure). The target then becomes temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Bronze Dragon
- source:
- - abbr: Bestiary
- page_start: 120
- page_stop:
- description: "Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.\n\n\n\nBronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. \n\n\n\nBronze dragons lair along shorelines, often in partially submerged sea caves. While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.\n\n\n\n**__Recall Knowledge - Dragon__ (__Arcana__)**: DC 40"
- level: 18
- rarity: Uncommon
- type: Creature
- alignment: LG
- size: Gargantuan
- traits:
- - Uncommon
- - LG
- - Gargantuan
- - Amphibious
- - Dragon
- - Water
- senses:
- - Perception +32
- - darkvision
- - scent (imprecise) 100 feet
- languages:
- - Aquan
- - Common
- - Draconic
- - Dwarven
- - Elven
- - Gnomish
- - speak with animals
- skills:
- - name: 'Acrobatics '
- bonus: 28
- misc:
- - name: 'Arcana '
- bonus: 35
- misc:
- - name: 'Athletics '
- bonus: 34
- misc:
- - name: 'Diplomacy '
- bonus: 32
- misc:
- - name: 'Intimidation '
- bonus: 32
- misc:
- - name: 'Occultism '
- bonus: 33
- misc:
- - name: 'Society '
- bonus: 33
- misc:
- - name: 'Stealth '
- bonus: 28
- misc:
- perception: 32
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 6
- int_mod: 7
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- items:
- ac: 43
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 30
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 360
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Electricity Aura
- action_cost: None
- traits:
- - aura
- - electricity
- description: 15 feet, 2d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura.
- raw_description: '**Electricity Aura** (__aura__, __electricity__) 15 feet, 2d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 38
- raw_description: >-
- **Frightful Presence** 90 feet, DC 38 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Vortex
- action_cost: None
- traits:
- - aura
- - water
- description: 40 feet. Water in the aura that is also in the same body of water as the dragon is difficult terrain for Swimming creatures that don't have the water trait.
- raw_description: "**Vortex** (__aura__, __water__); 40 feet. Water in the aura that is also in the same body of water as the dragon is difficult terrain for Swimming creatures that don't have the water trait."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vortex Pull
- action_cost: Reaction
- traits:
- - water
- description:
- raw_description: "**Vortex Pull** [Reaction] (__water__); **Trigger** A creature in the dragon's vortex uses a Swim action. **Effect** The dragon creates a current of water, forcing the triggering creature to attempt a DC 40 Athletics check to Swim. If the creature fails, it's pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn't have a Swim speed)."
- generic_description:
- frequency:
- trigger: A creature in the dragon's vortex uses a Swim action.
- effect: The dragon creates a current of water, forcing the triggering creature to attempt a DC 40 Athletics check to Swim. If the creature fails, it's pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn't have a Swim speed).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 200
- type: fly
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 35
- traits:
- - electricity
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+16
- type: piercing
- plus_damage:
- - formula: 2d12
- type: electricity
- - action_cost: One Action
- name: claw
- to_hit: 35
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+16
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 33
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d10+14
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 40
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: speak with animals
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: >-
- **Breath Weapon** [Two Actions] The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
-
- * **Lightning** (__arcane__, __electricity__, __evocation__); The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 basic Reflex save).
-
- * **Repulsion Gas** (__abjuration__, __arcane__, __incapacitation__, __mental__); The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will save or become __fleeing__ from the dragon for 1 round (or 2 rounds on a critical failure).
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Lightning
- action_cost: None
- traits:
- - arcane
- - electricity
- - evocation
- description: The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 basic Reflex save).
- raw_description: '**Lightning** (__arcane__, __electricity__, __evocation__); The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Repulsion Gas
- action_cost: None
- traits:
- - abjuration
- - arcane
- - incapacitation
- - mental
- description: The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will save or become __fleeing__ from the dragon for 1 round (or 2 rounds on a critical failure).
- raw_description: '**Repulsion Gas** (__abjuration__, __arcane__, __incapacitation__, __mental__); The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will save or become __fleeing__ from the dragon for 1 round (or 2 rounds on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Water Mastery
- action_cost: None
- traits:
- description: For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.
- raw_description: '**Water Mastery** For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Cloud Dragon
- source:
- - abbr: Bestiary 2
- page_start: 90
- page_stop:
- description: >-
- At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.
-
-
-
-
- A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw—they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.
-
-
-
-
- Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 44
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 44
- level: 19
- rarity: Rare
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - Rare
- - N
- - Gargantuan
- - Air
- - Dragon
- - Elemental
- senses:
- - Perception +34
- - darkvision
- - mist vision
- - scent (imprecise) 60 feet
- languages:
- - Auran
- - Common
- - Draconic
- - Jotun
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 35
- misc:
- - name: 'Athletics '
- bonus: 38
- misc:
- - name: 'Deception '
- bonus: 34
- misc:
- - name: 'Diplomacy '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 36
- misc:
- - name: 'Nature '
- bonus: 32
- misc:
- - name: 'Stealth '
- bonus: 35
- misc:
- - name: 'Survival '
- bonus: 36
- misc:
- perception: 34
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 7
- int_mod: 5
- wis_mod: 7
- cha_mod: 7
- sense_abilities:
- - name: Mist Vision
- action_cost: None
- traits:
- description: Fog and mist don't impair a cloud dragon's vision; they ignore the __concealed__ condition from fog and mist.
- raw_description: "**Mist Vision** Fog and mist don't impair a cloud dragon's vision; they ignore the __concealed__ condition from fog and mist."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 44
- ac_special:
- saves:
- fort: 36
- fort_misc:
- ref: 32
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 355
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 40
- raw_description: >-
- **Frightful Presence** 90 feet, DC 40 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Deflecting Cloud
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Deflecting Cloud [Reaction]** **Trigger **The dragon is the target of a ranged attack; **Requirements **The dragon is aware of the attack and has a free wing; **Effect **The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were __hidden__ for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack.'
- generic_description:
- frequency:
- trigger: The dragon is the target of a ranged attack
- effect: The dragon is aware of the attack and has a free wing
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 160
- type: fly
- - amount:
- type: cloud walk
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 36
- traits:
- - electricity
- - magical
- - reach 20 feet
- - sonic
- damage:
- formula: 3d10+17
- type: piercing
- plus_damage:
- - formula: 2d12
- type: electricity
- - formula: 4d6
- type: sonic
- - formula:
- type: thundering bite
- - action_cost: One Action
- name: claw
- to_hit: 36
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 4d10+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 34
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 4d12+17
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 34
- traits:
- - deadly d12
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+17
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: wind walk
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: cloudkill
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: gust of wind
- frequency: at will
- requirement:
- - name: solid fog
- frequency:
- requirement:
- - name: wall of wind
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - electricity
- - evocation
- - primal
- description: The dragon breathes a thundercloud that deals 20d6 electricity damage in a 60-foot cone (DC 41 basic Reflex save). This cloud remains in the area for 1d4 rounds, with the effects of __obscuring mist__. A creature that ends its turn inside of the cloud takes 10d6 electricity damage (DC 41 basic Reflex save). The cloud dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The dragon breathes a thundercloud that deals 20d6 electricity damage in a 60-foot cone (DC 41 basic Reflex save). This cloud remains in the area for 1d4 rounds, with the effects of __obscuring mist__. A creature that ends its turn inside of the cloud takes 10d6 electricity damage (DC 41 basic Reflex save). The cloud dragon can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cloud Form
- action_cost: One Action
- traits:
- - polymorph
- - primal
- - transmutation
- description: The cloud dragon's body becomes vaporous and misty. They gain the effects of __gaseous form__, except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form.
- raw_description: "**Cloud Form** (__polymorph__, __primal__, __transmutation__) The cloud dragon's body becomes vaporous and misty. They gain the effects of __gaseous form__, except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cloud Walk
- action_cost: None
- traits:
- description: The cloud dragon can tread on clouds or fog as though on solid ground.
- raw_description: '**Cloud Walk** The cloud dragon can tread on clouds or fog as though on solid ground.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horn Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thundering Bite
- action_cost: None
- traits:
- description: An ancient cloud dragon's jaws Strike creates a deafening clap of thunder when it damages a foe. A creature that takes damage from the dragon's jaws Strike must succeed at a DC 41 Fortitude save or be __deafened__ for 1 minute (or permanently on a critical failure).
- raw_description: "**Thundering Bite** An ancient cloud dragon's jaws Strike creates a deafening clap of thunder when it damages a foe. A creature that takes damage from the dragon's jaws Strike must succeed at a DC 41 Fortitude save or be __deafened__ for 1 minute (or permanently on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Copper Dragon
- source:
- - abbr: Bestiary
- page_start: 122
- page_stop:
- 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 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 the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.
-
-
-
-
- Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.
-
-
-
-
- A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 38
- level: 17
- rarity: Uncommon
- type: Creature
- alignment: CG
- size: Huge
- traits:
- - Uncommon
- - CG
- - Huge
- - Dragon
- - Earth
- senses:
- - Perception +30
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Dwarven
- - Elven
- - Gnomish
- skills:
- - name: 'Acrobatics '
- bonus: 30
- misc:
- - name: 'Athletics '
- bonus: 31
- misc:
- - name: 'Crafting '
- bonus: 31
- misc:
- - name: 'Deception '
- bonus: 29
- misc:
- - name: 'Performance '
- bonus: 31
- misc:
- - name: 'Society '
- bonus: 29
- misc:
- - name: 'Stealth '
- bonus: 30
- misc:
- perception: 30
- ability_mods:
- str_mod: 8
- dex_mod: 5
- con_mod: 5
- int_mod: 6
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- items:
- ac: 41
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 32
- ref_misc:
- will: 32
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 345
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 35
- raw_description: >-
- **Frightful Presence** 90 feet, DC 35 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Slow Aura
- action_cost: None
- traits:
- - arcane
- - aura
- - enchantment
- description: 10 feet. Each creature that ends its turn in the aura must succeed at a DC 37 Will saving throw or be slowed 1 for 1 round (or slowed 2 on a critical failure). The copper dragon can turn this aura on or off with a single action, which has the concentrate trait, and can choose not to affect allies within the aura.
- raw_description: '**Slow Aura** (__arcane__, __aura__, __enchantment__) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 37 Will saving throw or be slowed 1 for 1 round (or slowed 2 on a critical failure). The copper dragon can turn this aura on or off with a single action, which has the concentrate trait, and can choose not to affect allies within the aura.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail** [Reaction] **Trigger** A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action."
- generic_description:
- frequency:
- trigger: A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.
- effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 200
- type: fly
- - amount: 50
- type: climb stone
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - acid
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+16
- type: piercing
- plus_damage:
- - formula: 3d8
- type: acid
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+16
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 31
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d10+14
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 39
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: hideous laughter
- frequency: at will
- requirement:
- - name: wall of stone
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: shape stone
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: grease
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: >-
- **Breath Weapon** [Two Actions] The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
-
- * **Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 basic Fortitude save).
-
- * **Slowing Gas** (__arcane__, __transmutation__); The dragon breathes a 100-foot line of slowing gas. Each creature in the area must succeed at a DC 38 Fortitude save or be __slowed__ 1 for 1 round (or slowed 2 on a critical failure).
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Acid
- action_cost: None
- traits:
- - acid
- - arcane
- - evocation
- description: The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 basic Fortitude save).
- raw_description: '**Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slowing Gas
- action_cost: None
- traits:
- - arcane
- - transmutation
- description: The dragon breathes a 100-foot line of slowing gas. Each creature in the area must succeed at a DC 38 Fortitude save or be __slowed__ 1 for 1 round (or slowed 2 on a critical failure).
- raw_description: '**Slowing Gas** (__arcane__, __transmutation__); The dragon breathes a 100-foot line of slowing gas. Each creature in the area must succeed at a DC 38 Fortitude save or be __slowed__ 1 for 1 round (or slowed 2 on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Climb Stone
- action_cost: None
- traits:
- description: The dragon's climb speed functions only when climbing stone surfaces.
- raw_description: "**Climb Stone** The dragon's climb speed functions only when climbing stone surfaces."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mass Laughter
- action_cost: Two Actions
- traits:
- - arcane
- - emotion
- - enchantment
- - mental
- description:
- raw_description: '**Mass Laughter** [Two Actions] (__arcane__, __emotion__, __enchantment__, __mental__) **Frequency** once per day. **Effect** The copper dragon tells a fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39 Will save or suffer the effects of a 9th-level __hideous laughter__ spell for 1 minute.'
- generic_description:
- frequency: once per day.
- trigger:
- effect: The copper dragon tells a fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39 Will save or suffer the effects of a 9th-level __hideous laughter__ spell for 1 minute.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Crystal Dragon
- source:
- - abbr: Bestiary 2
- page_start: 92
- page_stop:
- description: >-
- Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.
-
-
-
-
- Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.
-
-
-
-
- Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 40
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 40
- level: 16
- rarity: Rare
- type: Creature
- alignment: NG
- size: Gargantuan
- traits:
- - Rare
- - NG
- - Gargantuan
- - Dragon
- - Earth
- - Elemental
- senses:
- - Perception +28
- - darkvision
- - scent (imprecise) 60 feet
- - tremorsense (imprecise) 60 feet
- languages:
- - Celestial
- - Common
- - Draconic
- - Terran
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Deception '
- bonus: 29
- misc:
- - name: 'Intimidation '
- bonus: 29
- misc:
- - name: 'Nature '
- bonus: 27
- misc:
- - name: 'Stealth '
- bonus: 28
- misc:
- - name: 'Survival '
- bonus: 26
- misc:
- perception: 28
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 6
- int_mod: 5
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 27
- ref_misc:
- will: 29
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 275
- hp_misc:
- immunities:
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: sonic
- weaknesses:
- automatic_abilities:
- - name: Extra Reaction
- action_cost: None
- traits:
- description: The dragon gains 2 reactions at the start of each of their turns.
- raw_description: '**Extra Reaction** The dragon gains 2 reactions at the start of each of their turns.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 37
- raw_description: >-
- **Frightful Presence** 90 feet, DC 37 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Scintillating Aura
- action_cost: None
- traits:
- - aura
- - evocation
- - incapacitation
- - primal
- - visual
- description: 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are __dazzled__. Each creature that ends its turn in the emanation must succeed at a DC 34 Will saving throw or be __stunned 1__ (or stunned 3 on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the __concentrate__ trait, and it can choose not to affect allies.
- raw_description: "**Scintillating Aura** (__aura__, __evocation__, __incapacitation__, __primal__, __visual__) 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are __dazzled__. Each creature that ends its turn in the emanation must succeed at a DC 34 Will saving throw or be __stunned 1__ (or stunned 3 on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the __concentrate__ trait, and it can choose not to affect allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reflect Spell
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Reflect Spell [Reaction]** **Trigger **The crystal dragon is targeted by a ranged spell attack roll; **Effect **The crystal dragon adjusts a wing to try to reflect the spell and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is reflected back at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead.'
- generic_description:
- frequency:
- trigger: The crystal dragon is targeted by a ranged spell attack roll
- effect: The crystal dragon adjusts a wing to try to reflect the spell and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is reflected back at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail [Reaction]** **Trigger **A creature within reach of the dragon's tail uses a __move__ action or leaves a square during a move action it's using; **Effect **The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
- generic_description:
- frequency:
- trigger: A creature within reach of the dragon's tail uses a __move__ action or leaves a square during a move action it's using
- effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 40
- type: burrow
- - amount: 140
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d8+17
- type: slashing
- plus_damage:
- - formula: 4d6
- type: piercing
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 3d8+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 31
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 2d10+17
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: prismatic spray
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: color spray
- frequency: at will
- requirement:
- - name: glitterdust
- frequency: at will
- requirement:
- - name: hypnotic pattern
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - sonic
- - evocation
- - primal
- description: The dragon breathes a flurry of piercing crystals that deals 17d6 piercing damage in a 50-foot cone (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__sonic__, __evocation__, __primal__) The dragon breathes a flurry of piercing crystals that deals 17d6 piercing damage in a 50-foot cone (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Crystallize Flesh
- action_cost: Free Action
- traits:
- - primal
- - transmutation
- description:
- raw_description: "**Crystallize Flesh** [Free Action] (__primal__, __transmutation__) **Trigger **The crystal dragon damages a creature made of flesh with a jaws Strike; **Frequency **three times per day; **Effect **The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 37 Fortitude save. \n\n**Critical Success **The target is unaffected. \n\n**Success **The target is __slowed 1__ for 1 round as portions of its flesh turn crystalline. \n\n**Failure **The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the __incapacitation__ trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is __petrified__ permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed. \n\n**Critical Failure **As failure, but the target is initially slowed 2."
- generic_description:
- frequency: The crystal dragon damages a creature made of flesh with a jaws Strike
- trigger: three times per day
- effect: "The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 37 Fortitude save. \n\n"
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they critically hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they critically hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Gold Dragon
- source:
- - abbr: Bestiary
- page_start: 125
- page_stop:
- description: >-
- Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course.
-
-
-
-
- When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.
-
-
-
-
- A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.
-
-
-
-
- Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 42
- level: 20
- rarity: Uncommon
- type: Creature
- alignment: LG
- size: Gargantuan
- traits:
- - Uncommon
- - LG
- - Gargantuan
- - Dragon
- - Fire
- senses:
- - Perception +36
- - darkvision
- - scent (imprecise) 80 feet
- languages:
- - Common
- - Draconic
- - Dwarven
- - Elven
- - Gnomish
- - Jotun
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 29
- misc:
- - name: 'Arcana '
- bonus: 31
- misc:
- - name: 'Athletics '
- bonus: 35
- misc:
- - name: 'Diplomacy '
- bonus: 35
- misc:
- - name: 'Medicine '
- bonus: 36
- misc:
- - name: 'Religion '
- bonus: 36
- misc:
- - name: 'Society '
- bonus: 35
- misc:
- perception: 36
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 8
- int_mod: 7
- wis_mod: 8
- cha_mod: 5
- sense_abilities:
- items:
- ac: 46
- ac_special:
- saves:
- fort: 37
- fort_misc:
- ref: 34
- ref_misc:
- will: 39
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 450
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 20
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 39
- raw_description: >-
- **Frightful Presence** 90 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Extra Reaction
- action_cost: None
- traits:
- description: The dragon gains 2 reactions at the start of its turn each round.
- raw_description: '**Extra Reaction** The dragon gains 2 reactions at the start of its turn each round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Golden Luck
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Golden Luck** [Reaction] **Trigger** The gold dragon fails a saving throw. **Effect** The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds."
- generic_description:
- frequency:
- trigger: The gold dragon fails a saving throw.
- effect: The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 200
- type: fly
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 38
- traits:
- - fire
- - magical
- - reach 20 feet
- damage:
- formula: 4d12+17
- type: piercing
- plus_damage:
- - formula: 4d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 38
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 4d10+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 36
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 4d10+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 36
- traits:
- - agile
- - magical
- - reach 20 feet
- damage:
- formula: 2d12+15
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 41
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: sunburst
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: locate
- frequency: gems only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: evil only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: >-
- **Breath Weapon ** [Two Actions] The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
-
- * **Flame** (__arcane__, __evocation__, __fire__); The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic Reflex save).
-
- * **Weakening Gas** (__arcane__, __necromancy__); The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude save or become __enfeebled 3__ for 1 minute (or enfeebled 4 on a critical failure).
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Flame
- action_cost: None
- traits:
- - arcane
- - evocation
- - fire
- description: The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic Reflex save).
- raw_description: '**Flame** (__arcane__, __evocation__, __fire__); The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Weakening Gas
- action_cost: None
- traits:
- - arcane
- - necromancy
- description: The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude save or become __enfeebled 3__ for 1 minute (or enfeebled 4 on a critical failure).
- raw_description: '**Weakening Gas** (__arcane__, __necromancy__); The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude save or become __enfeebled 3__ for 1 minute (or enfeebled 4 on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The gold dragon makes two claw Strikes and one horns Strike in any order
- raw_description: '**Draconic Frenzy** [Two Actions] The gold dragon makes two claw Strikes and one horns Strike in any order'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon.
- raw_description: '**Draconic Momentum** When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Green Dragon
- source:
- - abbr: Bestiary
- page_start: 110
- page_stop:
- 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, 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.
-
-
-
-
- Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.
-
-
-
-
- Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.
-
-
-
-
- Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 38
- level: 17
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Gargantuan
- traits:
- - Uncommon
- - LE
- - Gargantuan
- - Amphibious
- - Dragon
- senses:
- - Perception +30
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Abyssal
- - Common
- - Draconic
- - Elven
- - Jotun
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Arcana '
- bonus: 32
- misc:
- - name: 'Athletics '
- bonus: 30
- misc:
- - name: 'Deception '
- bonus: 27
- misc:
- - name: 'Diplomacy '
- bonus: 31
- misc:
- - name: 'Intimidation '
- bonus: 31
- misc:
- - name: 'Nature '
- bonus: 28
- misc:
- - name: 'Occultism '
- bonus: 34
- misc:
- - name: 'Society '
- bonus: 31
- misc:
- - name: 'Stealth '
- bonus: 29
- misc: camouflage
- perception: 30
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 5
- int_mod: 6
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- - name: Camouflage
- action_cost: None
- traits:
- description: The dragon can Hide in natural environments even if it doesn't have cover.
- raw_description: "**Camouflage** The dragon can Hide in natural environments even if it doesn't have cover."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 41
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 29
- ref_misc:
- will: 32
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 315
- hp_misc:
- immunities:
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 37
- raw_description: >-
- **Frightful Presence** 90 feet, DC 37 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Miasma
- action_cost: None
- traits:
- - aura
- - poison
- description: 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 basic Fortitude save). Any creature in the miasma is concealed and treats other creatures as concealed. The dragon can see through this concealment.
- raw_description: '**Miasma** (__aura__, __poison__); 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 basic Fortitude save). Any creature in the miasma is concealed and treats other creatures as concealed. The dragon can see through this concealment.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail** [Reaction] **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
- generic_description:
- frequency:
- trigger: A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.
- effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 200
- type: fly
- - amount: 50
- type: swim
- - amount:
- type: trackless step
- - amount:
- type: woodland stride
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - magical
- - poison
- - reach 20 feet
- damage:
- formula: 3d12+15
- type: piercing
- plus_damage:
- - formula: 4d4
- type: poison
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 31
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 3d10+13
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 31
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 39
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: dominate
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: entangle
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - poison
- description: The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 basic Fortitude save). The Breath Weapon also creates a miasma. It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon ** [Two Actions] (__arcane__, __evocation__, __poison__) The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 basic Fortitude save). The Breath Weapon also creates a miasma. It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horn Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trackless Step
- action_cost: None
- traits:
- description: The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.
- raw_description: '**Trackless Step** The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Woodland Stride
- action_cost: None
- traits:
- description: The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
- raw_description: '**Woodland Stride** The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Magma Dragon
- source:
- - abbr: Bestiary 2
- page_start: 95
- page_stop:
- description: >-
- Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.
-
-
-
-
- Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 43
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 43
- level: 18
- rarity: Rare
- type: Creature
- alignment: CN
- size: Gargantuan
- traits:
- - Rare
- - CN
- - Gargantuan
- - Dragon
- - Elemental
- - Fire
- senses:
- - Perception +33
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Ignan
- - Terran
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 28
- misc:
- - name: 'Athletics '
- bonus: 36
- misc:
- - name: 'Deception '
- bonus: 28
- misc:
- - name: 'Intimidation '
- bonus: 34
- misc:
- - name: 'Nature '
- bonus: 28
- misc:
- - name: 'Stealth '
- bonus: 28
- misc:
- - name: 'Survival '
- bonus: 29
- misc:
- perception: 33
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 6
- int_mod: 4
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 34
- fort_misc:
- ref: 30
- ref_misc:
- will: 31
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 390
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 37
- raw_description: >-
- **Frightful Presence** 90 feet, DC 37 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection [Reaction]** **Trigger **The dragon is targeted with an attack; **Effect **The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.'
- generic_description:
- frequency:
- trigger: The dragon is targeted with an attack
- effect: The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 200
- type: fly
- - amount: 50
- type: magma swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 36
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+16
- type: piercing
- plus_damage:
- - formula: 4d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 36
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+16
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 34
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 3d12+16
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 34
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+16
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 40
- to_hit: 32
- misc: ''
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: burning hands
- frequency: at will
- requirement:
- - name: fireball
- frequency:
- requirement:
- - name: wall of fire
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 8
- spells:
- - name: produce flame
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: fire shield
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- description: The dragon breathes a blast of magma that deals 10d6 fire damage and 5d12 bludgeoning damage in a 60-foot cone (DC 40 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) The dragon breathes a blast of magma that deals 10d6 fire damage and 5d12 bludgeoning damage in a 60-foot cone (DC 40 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horn Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Magma Swim
- action_cost: None
- traits:
- description: A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava.
- raw_description: "**Magma Swim** A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Magma Tomb
- action_cost: Two Actions
- traits:
- description: Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals 12d6 fire damage and 5d12 bludgeoning damage, with a DC 42 basic Reflex save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can't breathe and is __restrained__ (__Escape__ DC 42).
- raw_description: "**Magma Tomb** [Two Actions] Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals 12d6 fire damage and 5d12 bludgeoning damage, with a DC 42 basic Reflex save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can't breathe and is __restrained__ (__Escape__ DC 42)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Volcanic Purge
- action_cost: One Action
- traits:
- description: If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 5d6 __persistent fire damage__, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds.
- raw_description: '**Volcanic Purge** If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 5d6 __persistent fire damage__, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Red Dragon
- source:
- - abbr: Bestiary
- page_start: 112
- page_stop:
- description: >-
- The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes—only unquestioned fact.
-
-
-
-
- Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.
-
-
-
-
- Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance.
-
-
-
-
- As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41
- level: 19
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Uncommon
- - CE
- - Huge
- - Dragon
- - Fire
- senses:
- - Perception +35
- - darkvision
- - scent (imprecise) 60 feet
- - smoke vision
- languages:
- - Abyssal
- - Common
- - Draconic
- - Dwarven
- - Jotun
- - Orcish
- skills:
- - name: 'Acrobatics '
- bonus: 30
- misc:
- - name: 'Arcana '
- bonus: 35
- misc:
- - name: 'Athletics '
- bonus: 37
- misc:
- - name: 'Deception '
- bonus: 35
- misc:
- - name: 'Diplomacy '
- bonus: 35
- misc:
- - name: 'Intimidation '
- bonus: 37
- misc:
- - name: 'Stealth '
- bonus: 33
- misc:
- perception: 35
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 8
- int_mod: 5
- wis_mod: 6
- cha_mod: 7
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke.
- raw_description: "**Smoke Vision** Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 45
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 32
- ref_misc:
- will: 35
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 425
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 20
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Dragon Heat
- action_cost: None
- traits:
- - arcane
- - aura
- - evocation
- - fire
- description: 10 feet, 4d6 fire damage (DC 39 basic Reflex)
- raw_description: '**Dragon Heat** (__arcane__, __aura__, __evocation__, __fire__); 10 feet, 4d6 fire damage (DC 39 basic Reflex)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 40
- raw_description: >-
- **Frightful Presence** 90 feet, DC 40 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Redirect Fire
- action_cost: Reaction
- traits:
- - abjuration
- - arcane
- description:
- raw_description: '**Redirect Fire** [Reaction] (__abjuration__, __arcane__); Trigger A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet. **Effect** The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.'
- generic_description:
- frequency:
- trigger:
- effect: The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 180
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 37
- traits:
- - fire
- - magical
- - reach 20 feet
- damage:
- formula: 4d10+17
- type: piercing
- plus_damage:
- - formula: 3d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 37
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 35
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 4d10+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 35
- traits:
- - agile
- - magical
- - reach 20 feet
- damage:
- formula: 3d8+15
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: wall of fire
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: suggestion
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 9
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - fire
- 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 for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) 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 for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one wing Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Manipulate Flames
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - transmutation
- description: The red dragon attempts to take control of a magical fire or a fire spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +32), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having Sustained the Spell with this action (if applicable). The dragon can choose to end the spell instead of taking control, if it chooses.
- raw_description: '**Manipulate Flames** (__arcane__, __concentrate__, __transmutation__) The red dragon attempts to take control of a magical fire or a fire spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +32), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having Sustained the Spell with this action (if applicable). The dragon can choose to end the spell instead of taking control, if it chooses.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Silver Dragon
- source:
- - abbr: Bestiary
- page_start: 127
- page_stop:
- description: >-
- Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil.
-
-
-
-
- Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.
-
-
-
-
- Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.
-
-
-
-
- Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41
- level: 19
- rarity: Uncommon
- type: Creature
- alignment: LG
- size: Gargantuan
- traits:
- - Uncommon
- - LG
- - Gargantuan
- - Cold
- - Dragon
- senses:
- - Perception +32
- - darkvision
- - fog vision
- - scent (imprecise) 60 feet
- languages:
- - Aquan
- - Common
- - Draconic
- - Dwarven
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 27
- misc:
- - name: 'Athletics '
- bonus: 38
- misc:
- - name: 'Diplomacy '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 37
- misc:
- - name: 'Medicine '
- bonus: 33
- misc:
- - name: 'Religion '
- bonus: 32
- misc:
- - name: 'Society '
- bonus: 30
- misc:
- perception: 32
- ability_mods:
- str_mod: 9
- dex_mod: 4
- con_mod: 5
- int_mod: 5
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- - name: Fog Vision
- action_cost: None
- traits:
- description: The silver dragon ignores the concealed condition from fog and clouds.
- raw_description: '**Fog Vision** The silver dragon ignores the concealed condition from fog and clouds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 45
- ac_special:
- saves:
- fort: 34
- fort_misc:
- ref: 31
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 410
- hp_misc:
- immunities:
- - cold
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 40
- raw_description: >-
- **Frightful Presence** 90 feet, DC 40 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Cold Aura
- action_cost: None
- traits:
- - cold
- - aura
- description: 15 feet, 3d6 cold damage. The silver dragon can turn this aura on or off as a single action, which has the concentrate trait, and can choose not to affect allies within the aura.
- raw_description: '**Cold Aura** (__cold__, __aura__) 15 feet, 3d6 cold damage. The silver dragon can turn this aura on or off as a single action, which has the concentrate trait, and can choose not to affect allies within the aura.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reflect Spell
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Reflect Spell** [Reaction] **Trigger** The silver dragon critically succeeds at a saving throw against a spell, or a caster trying to target the dragon critically fails their attack roll. **Effect** The spell is reflected back upon the caster, with the effect of __spell turning__.'
- generic_description:
- frequency:
- trigger: The silver dragon critically succeeds at a saving throw against a spell, or a caster trying to target the dragon critically fails their attack roll.
- effect: The spell is reflected back upon the caster, with the effect of __spell turning__.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The silver dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The silver dragon is targeted with an attack.
- effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 180
- type: fly
- - amount:
- type: cloud walk
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 37
- traits:
- - cold
- - magical
- - reach 20 feet
- damage:
- formula: 4d10+17
- type: piercing
- plus_damage:
- - formula: 4d6
- type: cold
- - action_cost: One Action
- name: claw
- to_hit: 37
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 35
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 3d10+15
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 40
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: evil only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. \n\n * **Frost** (__arcane__, __cold__, __evocation__); The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 basic Reflex save).\n\n * **Paralyzing Gas** (__arcane__, __enchantment__, __incapacitation__); The dragon breathes a blast of paralyzing gas. Each creature within a 50-foot cone must succeed at a DC 42 Fortitude save or be __paralyzed__ for 1 round (or __paralyzed__ for 3 rounds on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Frost
- action_cost: None
- traits:
- - arcane
- - cold
- - evocation
- description: The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 basic Reflex save).
- raw_description: '**Frost** (__arcane__, __cold__, __evocation__); The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralyzing Gas
- action_cost: None
- traits:
- - arcane
- - enchantment
- - incapacitation
- description: The dragon breathes a blast of paralyzing gas. Each creature within a 50-foot cone must succeed at a DC 42 Fortitude save or be __paralyzed__ for 1 round (or __paralyzed__ for 3 rounds on a critical failure).
- raw_description: '**Paralyzing Gas** (__arcane__, __enchantment__, __incapacitation__); The dragon breathes a blast of paralyzing gas. Each creature within a 50-foot cone must succeed at a DC 42 Fortitude save or be __paralyzed__ for 1 round (or __paralyzed__ for 3 rounds on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cloud Walk
- action_cost: None
- traits:
- description: The silver dragon can tread on clouds or fog as though on solid ground.
- raw_description: '**Cloud Walk** The silver dragon can tread on clouds or fog as though on solid ground.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The silver dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The silver dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
- raw_description: '**Draconic Momentum** When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient Umbral Dragon
- source:
- - abbr: Bestiary 2
- page_start: 97
- page_stop:
- description: >-
- While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.
-
-
-
-
- For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 45
- level: 20
- rarity: Rare
- type: Creature
- alignment: NE
- size: Gargantuan
- traits:
- - Rare
- - NE
- - Gargantuan
- - Dragon
- - Shadow
- senses:
- - Perception +36
- - greater darkvision
- - scent (imprecise) 60 feet
- - tremorsense (imprecise) 60 feet
- languages:
- - Common
- - Daemonic
- - Draconic
- - Necril
- - Shadowtongue
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Athletics '
- bonus: 38
- misc:
- - name: 'Deception '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 36
- misc:
- - name: 'Nature '
- bonus: 34
- misc:
- - name: 'Stealth '
- bonus: 35
- misc:
- - name: 'Survival '
- bonus: 34
- misc:
- perception: 36
- ability_mods:
- str_mod: 10
- dex_mod: 5
- con_mod: 7
- int_mod: 6
- wis_mod: 8
- cha_mod: 6
- sense_abilities:
- items:
- ac: 45
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 33
- ref_misc:
- will: 38
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 375
- hp_misc:
- immunities:
- - negative
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 40
- raw_description: >-
- **Frightful Presence** 90 feet, DC 40 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 200
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 38
- traits:
- - negative
- - magical
- - reach 20 feet
- damage:
- formula: 4d10+18
- type: piercing
- plus_damage:
- - formula: 4d6
- type: negative and drain vigor
- - action_cost: One Action
- name: claw
- to_hit: 38
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 4d10+18
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 36
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 4d12+18
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 36
- traits:
- - agile
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+18
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: massacre
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: finger of death
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: vampiric exsanguination
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 10
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: create undead
- frequency: shadows only
- requirement:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.\n\n * **Negative **(__necromancy__, __negative__, __primal__) The dragon breathes a blast of darkness in a 50-foot cone that deals 21d6 negative damage (DC 42 basic Reflex save). Undead creatures take 25d6 force damage instead of the negative damage.\n\n * **Shadows **(__necromancy__, __primal__, __shadow__) The dragon breathes a blast of shadows in a 50-foot cone. Each creature within the cone must attempt a DC 42 Fortitude save. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __enfeebled 3__ for 1 round. \n\n**Failure **The creature is enfeebled 3 for 1 minute. \n\n**Critical Failure **The creature is enfeebled 3 for 1 minute and __blinded__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Negative
- action_cost: None
- traits:
- - necromancy
- - negative
- - primal
- description: The dragon breathes a blast of darkness in a 50-foot cone that deals 21d6 negative damage (DC 42 basic Reflex save). Undead creatures take 25d6 force damage instead of the negative damage.
- raw_description: '**Negative **(__necromancy__, __negative__, __primal__) The dragon breathes a blast of darkness in a 50-foot cone that deals 21d6 negative damage (DC 42 basic Reflex save). Undead creatures take 25d6 force damage instead of the negative damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadows
- action_cost: None
- traits:
- - necromancy
- - primal
- - shadow
- description: "The dragon breathes a blast of shadows in a 50-foot cone. Each creature within the cone must attempt a DC 42 Fortitude save. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __enfeebled 3__ for 1 round. \n\n**Failure **The creature is enfeebled 3 for 1 minute. \n\n**Critical Failure **The creature is enfeebled 3 for 1 minute and __blinded__ for 1 round."
- raw_description: "**Shadows **(__necromancy__, __primal__, __shadow__) The dragon breathes a blast of shadows in a 50-foot cone. Each creature within the cone must attempt a DC 42 Fortitude save. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __enfeebled 3__ for 1 round. \n\n**Failure **The creature is enfeebled 3 for 1 minute. \n\n**Critical Failure **The creature is enfeebled 3 for 1 minute and __blinded__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one wing Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Vigor
- action_cost: None
- traits:
- - primal
- - necromancy
- description: When the dragon deals negative damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary Hit Points and the creature must succeed at a DC 41 Fortitude save or become __enfeebled 2__. Further damage dealt by the dragon's jaws Strike increases the enfeebled condition value by 2 on a failed save, to a maximum of enfeebled 4.
- raw_description: "**Drain Vigor** (__primal__, __necromancy__) When the dragon deals negative damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary Hit Points and the creature must succeed at a DC 41 Fortitude save or become __enfeebled 2__. Further damage dealt by the dragon's jaws Strike increases the enfeebled condition value by 2 on a failed save, to a maximum of enfeebled 4."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ghost Bane
- action_cost: None
- traits:
- description: An umbral dragon's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon's jaws deal an additional 8d6 force damage to __undead__.
- raw_description: "**Ghost Bane** An umbral dragon's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon's jaws deal an additional 8d6 force damage to __undead__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ancient White Dragon
- source:
- - abbr: Bestiary
- page_start: 115
- page_stop:
- description: >-
- The most feral and least intelligent of all the chromatic dragons, 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 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 relentless.
-
-
-
-
- Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 36
- level: 15
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Uncommon
- - CE
- - Huge
- - Cold
- - Dragon
- senses:
- - Perception +30
- - darkvision
- - scent (imprecise) 60 feet
- - snow vision
- languages:
- - Common
- - Draconic
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 24
- misc:
- - name: 'Arcana '
- bonus: 23
- misc:
- - name: 'Athletics '
- bonus: 31
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Stealth '
- bonus: 26
- misc:
- perception: 30
- ability_mods:
- str_mod: 8
- dex_mod: 3
- con_mod: 7
- int_mod: 2
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- - name: Snow Vision
- action_cost: None
- traits:
- description: Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall.
- raw_description: "**Snow Vision** Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 26
- ref_misc:
- will: 24
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 330
- hp_misc:
- immunities:
- - cold
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Blizzard
- action_cost: None
- traits:
- - arcane
- - aura
- - cold
- description: 50 feet. After the dragon uses its Breath Weapon, a fierce blizzard of blinding snow surrounds its body for 1 round. Everything in the aura is diffcult terrain for other creatures that are on the ground, climbing, or flying. The blowing snow also makes all creatures in the area concealed. While the blizzard rages, the dragon's dragon chill extends to the full area of the blizzard.
- raw_description: "**Blizzard** (__arcane__, __aura__, __cold__); 50 feet. After the dragon uses its Breath Weapon, a fierce blizzard of blinding snow surrounds its body for 1 round. Everything in the aura is diffcult terrain for other creatures that are on the ground, climbing, or flying. The blowing snow also makes all creatures in the area concealed. While the blizzard rages, the dragon's dragon chill extends to the full area of the blizzard."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dragon Chill
- action_cost: None
- traits:
- - arcane
- - aura
- - cold
- - evocation
- description: 10 feet, 3d6 cold damage (DC 34 basic Reflex)
- raw_description: '**Dragon Chill** (__arcane__, __aura__, __cold__, __evocation__); 10 feet, 3d6 cold damage (DC 34 basic Reflex)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 34
- raw_description: >-
- **Frightful Presence** 90 feet, DC 34 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Freezing Blood
- action_cost: Reaction
- traits:
- - arcane
- - cold
- description:
- raw_description: "**Freezing Blood** [Reaction] (__arcane__, __cold__); **Trigger** An adjacent creature deals piercing or slashing damage to the dragon. **Effect** The dragon's blood sprays on the creature, dealing 3d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round."
- generic_description:
- frequency:
- trigger: An adjacent creature deals piercing or slashing damage to the dragon.
- effect: The dragon's blood sprays on the creature, dealing 3d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 160
- type: fly
- - amount: 40
- type: ice climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 31
- traits:
- - cold
- - magical
- - reach 15 feet
- damage:
- formula: 3d12+16
- type: piercing
- plus_damage:
- - formula: 3d6
- type: cold
- - action_cost: One Action
- name: claw
- to_hit: 31
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+16
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 29
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d10+14
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: wall of ice
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: gust of wind
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - cold
- - evocation
- description: The dragon breathes a cloud of frost that deals 16d6 cold damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon ** [Two Actions] (__arcane__, __cold__, __evocation__) The dragon breathes a cloud of frost that deals 16d6 cold damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ground Slam
- action_cost: One Action
- traits:
- description: The dragon slams into the ground. It can do this if it's on the ground Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 37 Reflex save or fall prone and take 5d6 bludgeoning damage. The dragon can then Step.
- raw_description: "**Ground Slam** The dragon slams into the ground. It can do this if it's on the ground Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 37 Reflex save or fall prone and take 5d6 bludgeoning damage. The dragon can then Step."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ice Climb
- action_cost: None
- traits:
- 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.
- raw_description: "**Ice Climb** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shape Ice
- action_cost: Two Actions
- traits:
- - arcane
- - transmutation
- - water
- description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatic check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone.
- raw_description: '**Shape Ice** [Two Actions] (__arcane__, __transmutation__, __water__) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatic check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Animate Dream
- source:
- - abbr: Bestiary 2
- page_start: 18
- page_stop:
- description: >-
- An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the __Dimension of Dreams__. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream.
-
-
-
-
- Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate.
-
-
-
-
- An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual's dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.
-
-
-
-
- An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren't as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won't starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Dream
- - Incorporeal
- senses:
- - Perception +14
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Occultism '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 14
- ability_mods:
- str_mod: -5
- dex_mod: 4
- con_mod: 3
- int_mod: 0
- wis_mod: 2
- cha_mod: 6
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 18
- ref_misc:
- will: 14
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 110
- hp_misc:
- immunities:
- - disease
- - paralyzed
- - poison
- - precision
- - sleep
- resistances:
- - amount: 5
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or negative
- - amount:
- type: double resistance vs. non-magical)
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: nightmare tendril
- to_hit: 20
- traits:
- - agile
- - finesse
- damage:
- formula: 4d8
- type: negative
- plus_damage:
- - formula:
- type: endless nightmare
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: confusion
- frequency:
- requirement:
- - name: dimension door
- frequency: at will
- requirement:
- - name: nightmare
- frequency:
- requirement:
- - name: phantasmal killer
- frequency:
- requirement:
- - name: sleep
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Endless Nightmare
- action_cost: None
- traits:
- - curse
- - emotion
- - enchantment
- - fear
- - mental
- - occult
- description: An animate dream's touch fills the victim's mind with terrifying visions; **Saving Throw **DC 26 Fortitude; **Stage 1 **__fatigued__ (1 day); **Stage 2 **fatigued and __stupefied 1__ (1 day); **Stage 3** The victim falls __asleep__ and can't be awakened as long as they remain at this stage (1 day).
- raw_description: "**Endless Nightmare** (__curse__, __emotion__, __enchantment__, __fear__, __mental__, __occult__) An animate dream's touch fills the victim's mind with terrifying visions; **Saving Throw **DC 26 Fortitude; **Stage 1 **__fatigued__ (1 day); **Stage 2 **fatigued and __stupefied 1__ (1 day); **Stage 3** The victim falls __asleep__ and can't be awakened as long as they remain at this stage (1 day)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Animated Armor
- source:
- - abbr: Bestiary
- page_start: 20
- page_stop:
- description: >-
- Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Construct
- - Mindless
- senses:
- - Perception +6
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 9
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: -3
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 17
- ac_special:
- - descr: 13 when broken
- saves:
- fort: 10
- fort_misc:
- ref: 3
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Construct Armor
- action_cost: None
- traits:
- description: Like normal objects, an animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13.
- raw_description: '**Construct Armor** Like normal objects, an animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: glaive
- to_hit: 11
- traits:
- - deadly 1d8
- - forceful
- - magical
- - reach 10 feet
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: gauntlet
- to_hit: 9
- traits:
- - agile
- - free-hand
- - magical
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Animated Broom
- source:
- - abbr: Bestiary
- page_start: 20
- page_stop:
- description: >-
- Animated brooms perform menial tasks of cleaning and upkeep, but they can step in to defend a room from intrusion if needed. These simple animated objects can be found with greater frequency than more complicated and costly objects.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Construct
- - Mindless
- senses:
- - Perception +3
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 5
- misc:
- perception: 3
- ability_mods:
- str_mod: 0
- dex_mod: 1
- con_mod: 0
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 16
- ac_special:
- - descr: 14 when broken
- saves:
- fort: 3
- fort_misc:
- ref: 6
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 6
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Construct Armor
- action_cost: None
- traits:
- description: Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14.
- raw_description: '**Construct Armor** Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- melee:
- - action_cost: One Action
- name: bristles
- to_hit: 6
- traits:
- - agile
- - magical
- - finesse
- damage:
- formula: 1d4
- type: bludgeoning
- plus_damage:
- - formula:
- type: dust
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dust
- action_cost: None
- traits:
- 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.
- raw_description: "**Dust** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Animated Statue
- source:
- - abbr: Bestiary
- page_start: 21
- page_stop:
- 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 regarding statues suddenly animating and attacking has led many less scrupulous adventurers to automatically attack any statues they encounter, ruining harmless, ancient relics.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Construct
- - Earth
- - Mindless
- senses:
- - Perception +9
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: -2
- con_mod: 5
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 19
- ac_special:
- - descr: 15 when broken
- saves:
- fort: 12
- fort_misc:
- ref: 5
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Construct Armor
- action_cost: None
- traits:
- description: Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 15.
- raw_description: '**Construct Armor** Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 15.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 11
- traits:
- - magical
- damage:
- formula: 1d8+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Ankhrav
- source:
- - abbr: Bestiary
- page_start: 22
- page_stop:
- 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.
-
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +7
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: -4
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 8
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: burrow
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 13
- traits:
- - acid
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - formula: 1d6
- type: acid
- ranged:
- - action_cost: One Action
- name: acid spit
- to_hit: 10
- traits:
- - acid
- - range 30 feet
- damage:
- formula: 3d6
- type: acid
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Armor-Rending Bite
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Armor-Rending Bite** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spray Acid
- action_cost: Two Actions
- traits:
- - acid
- description:
- raw_description: '**Spray Acid** [Two Actions] (__acid__) **Frequency** once per hour; **Effect** The ankhrav spews acid in a 30-foot cone, dealing 3d6 acid damage and 1d6 persistent acid damage (DC 20 basic Reflex save).'
- generic_description:
- frequency: once per hour
- trigger:
- effect: The ankhrav spews acid in a 30-foot cone, dealing 3d6 acid damage and 1d6 persistent acid damage (DC 20 basic Reflex save).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ankou
- source:
- - abbr: Bestiary 2
- page_start: 19
- page_stop:
- description: >-
- Ankous are shadowy killers who serve powerful fey creatures, or even the Eldest— the demigods of the First World. Amid the courts of the Eldest or of powerful fey rulers, these sinister assassins lurk overhead as they await the call to action—implied threats akin to deadly weapons hung as decor in a royal hall. Ankous never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into a victim's mind. While an ankou's body is made of strange, fleshy material, their claws and the cruel hooks on their wings are made of razor-sharp cold iron, a quality that makes them much feared among other fey. A typical ankou is 10 feet tall and has an 8-foot wingspan but weighs less than 80 pounds.
-
-
-
-
- While most ankous serve powerful masters, some of these murderous fey are left to their own devices and serve none but their own capricious, cruel whims. In some cases, their master may have been slain, while in others the ankou may have been released from service for any number of reasons. An ankou left to indulge their own whims unrestrained is often the most dangerous ankou of them all!
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Fey
- senses:
- - Perception +25
- - lifesense 120 feet
- - low-light vision
- languages:
- - Aklo
- - Common
- - Sylvan
- - (can't speak any languages)
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 28
- misc:
- - name: 'Deception '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- - name: 'Nature '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 28
- misc:
- perception: 25
- ability_mods:
- str_mod: 7
- dex_mod: 8
- con_mod: 4
- int_mod: 2
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 28
- ref_misc:
- will: 24
- will_misc:
- misc:
- hp: 280
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 75
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 29
- traits:
- - agile
- - cold iron
- damage:
- formula: 3d6+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 29
- traits:
- - cold iron
- - reach 10 feet
- damage:
- formula: 2d6+15
- type: piercing
- plus_damage:
- - formula: 2d6
- type: persistent bleed
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 34
- to_hit: 26
- misc: ''
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: discern location
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: prismatic spray
- frequency:
- requirement:
- - name: teleport
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: true seeing
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: dimensional anchor
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: silence
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ray of enfeeblement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Shadow Doubles
- action_cost: One Action
- traits:
- description:
- raw_description: "**Shadow Doubles** to (__illusion__, __occult__, __shadow__) **Frequency **once per day; **Effect **For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the __summoned__ trait, have 84 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a __light__ effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the __concentrate__ trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who __Seeks__ can identify an ankou as real or a shadow double with a successful DC 39 Perception check. "
- generic_description:
- frequency: once per day
- trigger:
- effect: For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the __summoned__ trait, have 84 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a __light__ effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the __concentrate__ trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who __Seeks__ can identify an ankou as real or a shadow double with a successful DC 39 Perception check.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: An ankou's Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** An ankou's Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ankylosaurus
- source:
- - abbr: Bestiary
- page_start: 97
- page_stop:
- description: >-
- Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they're herbivores, they have been known to attack other creatures that trespass within territory simply out of ill temper.
-
-
-
-
- Ankylosauruses have few natural predators, as their bony hides are covered in spiked nubs that jut in many different directions to discourage larger creatures from biting them. They have mighty tails ending in an immense knot of bone, which they use to whip at threats with incredible speed and power. While these low-to-the-ground dinosaurs can trample human-sized or smaller foes, their relatively squat stance prevents them from doing so against larger targets. An ankylosaurus is about 30 feet long, 10 feet tall at the shoulder, and weighs over 3 tons.
-
-
-
-
- The ankylosaurus is the largest of the heavily armored dinosaurs called ankylosaurids, but smaller versions exist as well. Still Large in size, these smaller dinosaurs, such as the 16-foot long pinacosaurus, lack the trample ability and are rarely above 4th level. Regardless of size, ankylosaurids tend to be relatively muted in coloration, with mixes of black, brown, and gray. When captive, an ankylosaurus's keeper might paint its scales bright colors to signify to others that is not a wild creature.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- - Dinosaur
- senses:
- - Perception +12
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- perception: 12
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 10
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: tail
- to_hit: 17
- traits:
- - backswing
- - reach 15 feet
- damage:
- formula: 2d8+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: punishing tail
- - action_cost: One Action
- name: foot
- to_hit: 17
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Punishing Tail
- action_cost: None
- traits:
- description: A creature struck by the anklyosaurus's tail must attempt a DC 24 Fortitude save. On a failure, it's slowed 1 until the end of its next turn; on a critical failure, it's stunned until the end of its next turn.
- raw_description: "**Punishing Tail** A creature struck by the anklyosaurus's tail must attempt a DC 24 Fortitude save. On a failure, it's slowed 1 until the end of its next turn; on a critical failure, it's stunned until the end of its next turn. "
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, foot, DC 24
- raw_description: '**Trample** [Three Actions] Medium or smaller, foot, DC 24'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Annis Hag
- source:
- - abbr: Bestiary
- page_start: 202
- page_stop:
- description: >-
- Annis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. Annis 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 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 their way to the leadership of hag covens.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Hag
- - Humanoid
- senses:
- - Perception +15
- - darkvision
- languages:
- - Aklo
- - Common
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 14
- misc: +16 to Grapple
- - name: 'Deception '
- bonus: 11
- misc:
- - name: 'Diplomacy '
- bonus: 9
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 4
- int_mod: 1
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- - name: Coven
- action_cost: None
- traits:
- description: An annis hag adds __earthbind__, __passwall__, and __spellwrack__ to her coven's spells.
- raw_description: "**Coven** An annis hag adds __earthbind__, __passwall__, and __spellwrack__ to her coven's spells."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 12
- ref_misc:
- will: 14
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 85
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: physical (except bludgeoning)
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 16
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+6
- type: cold iron slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bonds of Iron
- action_cost: Two Actions
- traits:
- - attack
- - conjuration
- - occult
- 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 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 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.
- raw_description: "**Bonds of Iron** [Two Actions] (__attack__, __conjuration__, __occult__) 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 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- 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 but might change the damage type her Strikes deal (typically to bludgeoning).
- raw_description: "**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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 but might change the damage type her Strikes deal (typically to bludgeoning)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Aolaz
- source:
- - abbr: Bestiary 2
- page_start: 21
- page_stop:
- description: >-
- Aolazes are great beasts carved from stone and metal and magically imbued with the essence of life. The exact means of their creation is a long-lost secret, and they are so rare that scholars have little opportunity to study active specimens. The best-known aolazes are museum pieces or battlefield relics destroyed or deactivated centuries ago, though fragmented records suggest that many more were made and might remain, yet to be unearthed.
-
-
-
-
- Most aolazes are built in the shape of great land-bound beasts, such as elephants, rhinoceroses, or dinosaurs. Regardless of the specific creature an aolaz has been constructed to resemble, it is not bound to walk the earth like its inspirations are—it's imbued with the magical ability to pursue across water and even through the air. Few can escape an aolaz's wrath once it is earned.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 43
- level: 18
- rarity: Rare
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - Rare
- - N
- - Gargantuan
- - Construct
- senses:
- - Perception +33
- - low-light vision
- - flawless hearing
- languages:
- skills:
- - name: 'Athletics '
- bonus: 35
- misc:
- perception: 33
- ability_mods:
- str_mod: 9
- dex_mod: 4
- con_mod: 8
- int_mod: -4
- wis_mod: 6
- cha_mod: 3
- sense_abilities:
- - name: Flawless Hearing
- action_cost: None
- traits:
- description: An aolaz has an incredible sense of hearing. It can hear any sound made within 1,000 feet as though it were only 5 feet away from the source of the sound, and any sound within 1 mile as though it were only 30 feet away from the source of the sound. An aolaz's hearing is a __precise sense__.
- raw_description: "**Flawless Hearing** An aolaz has an incredible sense of hearing. It can hear any sound made within 1,000 feet as though it were only 5 feet away from the source of the sound, and any sound within 1 mile as though it were only 30 feet away from the source of the sound. An aolaz's hearing is a __precise sense__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 27
- ref_misc:
- will: 31
- will_misc:
- misc:
- hp: 255
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - sonic
- - unconscious
- resistances:
- - amount: 15
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- - amount: 6
- type: air walk
- - amount: 371
- type: water walk
- melee:
- - action_cost: One Action
- name: trunk
- to_hit: 35
- traits:
- - magical
- - reach 20 feet
- - sweep
- - trip
- damage:
- formula: 5d10+17
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: foot
- to_hit: 33
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 5d8+15
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 40
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 9
- spells:
- - name: air walk
- frequency:
- requirement:
- - name: water walk
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Roll
- action_cost: One Action
- traits:
- description: The aolaz tucks its head down and rolls up into an armored sphere. While Rolling, an aolaz has AC 44, Fort +37, Ref +29, Will +33, and Speed 100 feet, but it can't use its trunk Strikes or its Ultrasonic Blast. It can make foot Strikes while rolling, but only as part of a __Trample__. The aolaz can use this action again to unroll and resume its standing form.
- raw_description: "**Roll** The aolaz tucks its head down and rolls up into an armored sphere. While Rolling, an aolaz has AC 44, Fort +37, Ref +29, Will +33, and Speed 100 feet, but it can't use its trunk Strikes or its Ultrasonic Blast. It can make foot Strikes while rolling, but only as part of a __Trample__. The aolaz can use this action again to unroll and resume its standing form."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Two Actions
- traits:
- description: Huge or smaller, foot, DC 40
- raw_description: '**__Trample__** [Two Actions] Huge or smaller, foot, DC 40'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ultrasonic Blast
- action_cost: One Action
- traits:
- - arcane
- - evocation
- - sonic
- description: "The aolaz releases a tremendous blast of sonic energy from its trunk in a 150-foot line, dealing 12d10 sonic damage. The frequency of this sound is such that it is completely imperceptible to __humanoids__, but the damage it wreaks is all too evident. Each creature in the area must attempt a DC 40 Fortitude save. The aolaz can't use Ultrasonic Blast again for 1d4 rounds. \n\n"
- raw_description: "**Ultrasonic Blast** (__arcane__, __evocation__, __sonic__) The aolaz releases a tremendous blast of sonic energy from its trunk in a 150-foot line, dealing 12d10 sonic damage. The frequency of this sound is such that it is completely imperceptible to __humanoids__, but the damage it wreaks is all too evident. Each creature in the area must attempt a DC 40 Fortitude save. The aolaz can't use Ultrasonic Blast again for 1d4 rounds. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage and is __stunned 1__. \n\n**Failure** The creature takes full damage and is stunned 2. \n\n**Critical Failure** The creature takes double damage and is stunned 3."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature takes half damage and is stunned 1.
- failure: The creature takes full damage and is stunned 2.
- critical_failure: The creature takes double damage and is stunned 3.
- full_description:
-- name: Ararda
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 79
- page_stop:
- description: >-
- __Shaitans__ corrupted by the Black Desert's blightburn become scorpion-like arardas. While other earth genies sparkle with the iridescence of gemstones and evoke the power of the earth itself, arardas use their connection to the ground to harness the might of electricity. Arardas are so infused with this radioactive crystal that their mere presence is toxic to most living creatures.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 43
- level: 18
- rarity: Rare
- type: Creature
- alignment: LE
- size: Large
- traits:
- - Rare
- - LE
- - Large
- - Earth
- - Elemental
- - Genie
- senses:
- - Perception +31
- - darkvision
- - detect magic
- - tremorsense (imprecise) 60 feet
- languages:
- - Terran
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 35
- misc:
- - name: 'Black Desert Lore '
- bonus: 27
- misc:
- - name: 'Deception '
- bonus: 30
- misc:
- - name: 'Intimidation '
- bonus: 30
- misc:
- - name: 'Nature '
- bonus: 33
- misc:
- - name: 'Survival '
- bonus: 33
- misc:
- perception: 31
- ability_mods:
- str_mod: 9
- dex_mod: 6
- con_mod: 7
- int_mod: 3
- wis_mod: 7
- cha_mod: 6
- sense_abilities:
- items:
- - +2 greater striking maul
- ac: 43
- ac_special:
- saves:
- fort: 33
- fort_misc:
- ref: 30
- ref_misc:
- will: 31
- will_misc:
- misc:
- hp: 280
- hp_misc:
- immunities:
- - disease
- resistances:
- - amount: 20
- type: electricity
- weaknesses:
- - amount: 20
- type: sonic
- automatic_abilities:
- - name: Blightburn Radiation
- action_cost: None
- traits:
- - abjuration
- - arcane
- - aura
- - disease
- description: 60 feet. Blightburn crystals infused into an ararda's body attempt to __counteract__ any __teleportation__ spell moving into or out of the aura's emanation (counteract check +31; 7th level). In addition, any creature that starts its turn within the emanation is exposed to __blightburn sickness__. The aura is blocked by lead sheeting, 1 foot of stone, or large force effects (such as a __wall of force__, but not a __shield__ spell). An ararda can suppress their aura with an action that has the __concentrate__ trait.
- raw_description: "**Blightburn Radiation** (__abjuration__, __arcane__, __aura__, __disease__) 60 feet. Blightburn crystals infused into an ararda's body attempt to __counteract__ any __teleportation__ spell moving into or out of the aura's emanation (counteract check +31; 7th level). In addition, any creature that starts its turn within the emanation is exposed to __blightburn sickness__. The aura is blocked by lead sheeting, 1 foot of stone, or large force effects (such as a __wall of force__, but not a __shield__ spell). An ararda can suppress their aura with an action that has the __concentrate__ trait."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Charged Earth
- action_cost: None
- traits:
- - electricity
- description: Any creature that hits an ararda with an unarmed attack or touches the ararda takes 2d8 electricity damage. Weapons that hit an ararda also take 2d8 electricity damage.
- raw_description: '**Charged Earth** (__electricity__) Any creature that hits an ararda with an unarmed attack or touches the ararda takes 2d8 electricity damage. Weapons that hit an ararda also take 2d8 electricity damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 45
- type: burrow
- - amount: 20
- type: fly
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: maul
- to_hit: 35
- traits:
- - magical
- - reach 10 feet
- - shove
- damage:
- formula: 3d12+17
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: sand fist
- to_hit: 35
- traits:
- - agile
- - earth
- - electricity
- - magical
- - nonlethal
- - reach 10 feet
- damage:
- formula: 2d8+17
- type: bludgeoning
- plus_damage:
- - formula: 2d8
- type: electricity and blightburn sickness
- ranged:
- - action_cost: One Action
- name: sand spear
- to_hit: 32
- traits:
- - earth
- - electricity
- - magical
- - range increment 30 feet
- damage:
- formula: 4d8
- type: piercing
- plus_damage:
- - formula: 2d8
- type: electricity and blightburn sickness
- spell_lists:
- - name: Arcane Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: chain lightning
- frequency:
- requirement:
- - name: flesh to stone
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: veil
- frequency: self only
- requirement:
- - name: wall of stone
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: shape stone
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: gaseous form
- frequency: self only
- requirement:
- - name: glitterdust
- frequency: ×3
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - polymorph
- - transmutation
- description: The ararda can take on the form of an scorpion. The scorpion form always looks the same, but the ararda can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to piercing).
- raw_description: "**__Change Shape__** (__arcane__, __concentrate__, __polymorph__, __transmutation__) The ararda can take on the form of an scorpion. The scorpion form always looks the same, but the ararda can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to piercing)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Earth Glide
- action_cost: None
- traits:
- description: The ararda can __Burrow__ through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** The ararda can __Burrow__ through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Arbiter
- source:
- - abbr: Bestiary
- page_start: 8
- page_stop:
- description: >-
- These spherical inevitables are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over on chaos and its agents. With the announcement of the Convergence, many arbiters now serve as go-betweens among the aeon alliance and its mortal associates.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: LN
- size: Tiny
- traits:
- - LN
- - Tiny
- - Aeon
- - Inevitable
- - Monitor
- senses:
- - Perception +7
- - darkvision
- - detect alignment (chaotic only)
- - locate inevitable
- languages:
- - Celestial
- - Common
- - Infernal
- - Utopian
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Axis Lore '
- bonus: 5
- misc:
- - name: 'Diplomacy '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 7
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- - name: Locate Inevitable
- action_cost: None
- traits:
- description: >+
- An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, but it cannot sense the range of the inevitable.
-
- raw_description: >+
- **Locate Inevitable** An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, but it cannot sense the range of the inevitable.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - shortsword
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 7
- ref_misc:
- will: 7
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 22
- hp_misc:
- immunities:
- - death effects
- - disease
- - emotion
- - poison
- - unconscious
- resistances:
- - amount: 3
- type: electricity
- weaknesses:
- - amount: 3
- type: chaotic
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 9
- traits:
- - agile
- - finesse
- - lawful
- - magical
- - versatile S
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- - formula: 1d4
- type: lawful
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: command
- frequency:
- requirement:
- - name: detect alignment
- frequency: at will, chaotic only
- requirement:
- - name: mending
- frequency: x3
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Electrical Burst
- action_cost: Two Actions
- traits:
- - divine
- - electricity
- - evocation
- description: The arbiter releases an electrical burst from its body that deals 3d6 electricity damage (DC 17 basic Reflex save). Following such a burst, the arbiter becomes stunned for 24 hours.
- raw_description: '**Electrical Burst** [Two Actions] (__divine__, __electricity__, __evocation__) The arbiter releases an electrical burst from its body that deals 3d6 electricity damage (DC 17 basic Reflex save). Following such a burst, the arbiter becomes stunned for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Arboreal Regent
- source:
- - abbr: Bestiary
- page_start: 25
- page_stop:
- description: >-
- Arboreal regents—also called treants—are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat.
-
-
- The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: NG
- size: Huge
- traits:
- - NG
- - Huge
- - Plant
- senses:
- - Perception +18
- - low-light vision
- languages:
- - Arboreal
- - Common
- - Sylvan
- - speak with plants
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Diplomacy '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Nature '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 11
- misc: +21 in forests
- perception: 18
- ability_mods:
- str_mod: 7
- dex_mod: -1
- con_mod: 6
- int_mod: 1
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 11
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 150
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 5
- type: piercing
- weaknesses:
- - amount:
- type: axe vulnerability
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Axe Vulnerability
- action_cost: None
- traits:
- description: The arboreal regent takes 5 additional damage from axes.
- raw_description: '**Axe Vulnerability** The arboreal regent takes 5 additional damage from axes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: branch
- to_hit: 19
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+7
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: root
- to_hit: 19
- traits:
- - trip
- damage:
- formula: 2d8+7
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 19
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d10+7
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 4
- spells:
- - name: speak with plants
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Awaken Tree
- action_cost: Two Actions
- traits:
- - concentrate
- - primal
- description: The arboreal regent causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an __awakened tree__. The arboreal regent can control up to two awakened trees at a time, and it can issue commands to both trees as a single action, which has the __concentrate__ and __auditory__ traits.
- raw_description: '**Awaken Tree** [Two Actions] (__concentrate__, __primal__) The arboreal regent causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an __awakened tree__. The arboreal regent can control up to two awakened trees at a time, and it can issue commands to both trees as a single action, which has the __concentrate__ and __auditory__ traits.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sunder Objects
- action_cost: None
- traits:
- description: When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure.
- raw_description: '**Sunder Objects** When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Arboreal Warden
- source:
- - abbr: Bestiary
- page_start: 24
- page_stop:
- description: >-
- Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and rarely stop to take root and rest in the same part of the forest twice. This wanderlust makes wardens ideal forest patrollers and scouts. While they are robust combatants, they know better than to confront dangerous foes on their own. Instead, they report any dangers to arboreal regents. In rare cases, large groups of arboreal wardens 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 about mortal affairs that do not involve their forest.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: NG
- size: Large
- traits:
- - NG
- - Large
- - Plant
- senses:
- - Perception +11
- - low-light vision
- languages:
- - Arboreal
- - Common
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 9
- misc: +14 in forests
- perception: 11
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 3
- int_mod: 1
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- - large bark shield (Hardness 3, Hit Points 20, BT 10)
- - stone longsword
- ac: 20
- ac_special:
- - descr: 22 with shield raised
- saves:
- fort: 13
- fort_misc:
- ref: 9
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 5
- type: piercing
- weaknesses:
- - amount:
- type: axe vulnerability
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Axe Vulnerability
- action_cost: None
- traits:
- description: An arboreal warden takes 5 additional damage from axes.
- raw_description: '**Axe Vulnerability** An arboreal warden takes 5 additional damage from axes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: stone longsword
- to_hit: 13
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+10
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: shield bash
- to_hit: 13
- traits:
- damage:
- formula: 1d6+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Shield Push
- action_cost: Two Actions
- traits:
- description: The arboreal warden Strides and then makes a shield bash Strike. If the attack hits, the target is pushed 10 feet.
- raw_description: '**Shield Push** [Two Actions] The arboreal warden Strides and then makes a shield bash Strike. If the attack hits, the target is pushed 10 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Army Ant Swarm
- source:
- - abbr: Bestiary 2
- page_start: 20
- page_stop:
- description: >-
- An army ant swarm is a terrifying carpet of stinging insects that devours all in its path.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +11
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- perception: 11
- ability_mods:
- str_mod: -2
- dex_mod: 4
- con_mod: 4
- int_mod: -5
- wis_mod: 2
- cha_mod: -4
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 11
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 55
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 2
- type: bludgeoning
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- - amount: 5
- type: area damage
- - amount: 5
- type: splash damage
- automatic_abilities:
- - name: Cling
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Cling [Reaction]** **Trigger** A creature leaves the swarm's space; **Effect** The swarm takes 1d6 damage as ants cling to the creature and continue biting, dealing 3d6 __persistent piercing damage__. High winds or immersion in water reduces the DC of the flat check to end this persistent damage to 5. Any area damage dealt to the creature destroys these clinging ants."
- generic_description:
- frequency:
- trigger: A creature leaves the swarm's space
- effect: The swarm takes 1d6 damage as ants cling to the creature and continue biting, dealing 3d6 __persistent piercing damage__. High winds or immersion in water reduces the DC of the flat check to end this persistent damage to 5. Any area damage dealt to the creature destroys these clinging ants.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swarming Bites
- action_cost: One Action
- traits:
- description: Each enemy in the swarm's space takes 3d6 piercing damage (DC 21 basic Fortitude save). A creature that fails its save against Swarming Bites becomes __clumsy 1__ for 1 round. If the creature attempts a __concentrate__ or __manipulate__ action while affected, it must succeed at a DC 5 flat check or the action is lost; roll the check after spending the action, but before any effects are applied.
- raw_description: "**Swarming Bites** Each enemy in the swarm's space takes 3d6 piercing damage (DC 21 basic Fortitude save). A creature that fails its save against Swarming Bites becomes __clumsy 1__ for 1 round. If the creature attempts a __concentrate__ or __manipulate__ action while affected, it must succeed at a DC 5 flat check or the action is lost; roll the check after spending the action, but before any effects are applied."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Asanbosam
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 80
- page_stop:
- 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 in asanbosam territory.
-
-
-
-
- An asanbosam's diet calls for a large amount of iron (typically in the form of blood) to maintain the integrity of its oversized cold iron teeth. When not hunting or mating, an asanbosam spends its waking hours chewing on certain types of rocks to sharpen its teeth.
-
-
-
-
- Some folk tales claim that asanbosams are as old as time and are the original source of cold iron, and that veins of the metal found in the ground are the buried graveyards of ancient asanbosams. Brave (or foolish) poachers often infiltrate asanbosam territory to hunt these monsters in the hope of collecting sacks of their valuable teeth.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Humanoid
- senses:
- - Perception +17
- - darkvision
- languages:
- - Mwangi
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- - name: 'Survival '
- bonus: 14
- misc:
- perception: 17
- ability_mods:
- str_mod: 5
- dex_mod: 4
- con_mod: 2
- int_mod: -3
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 17
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: cold iron jaws
- to_hit: 17
- traits:
- - deadly 1d8
- damage:
- formula: 2d8+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+7
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Attack from Above
- action_cost: Two Actions
- traits:
- description: If an asanbosam is positioned above a target (usually by using its Climb speed), 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.
- raw_description: "**Attack from Above** [Two Actions] If an asanbosam is positioned above a target (usually by using its Climb speed), 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drink Blood
- action_cost: One Action
- traits:
- description:
- raw_description: >-
- **Drink Blood** **Requirements** A __grabbed__, __paralyzed__, __restrained__, __unconscious__, or willing creature is within reach of the asanbosam's jaws. **Effect** The asanbosam sinks its teeth into the creature to drink its blood. If the victim is grabbed, this is automatic; otherwise, the asanbosam must succeed at an __Athletics__ check against the victim's Fortitude DC. The victim becomes __drained 1__ and the asanbosam regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained increases the victim's drained value by 1, but doesn't restore any HP to the asanbosam.
-
-
- 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.
- generic_description:
- frequency:
- trigger:
- effect: A __grabbed__, __paralyzed__, __restrained__, __unconscious__, or willing creature is within reach of the asanbosam's jaws.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Assassin Vine
- source:
- - abbr: Bestiary 2
- page_start: 26
- page_stop:
- description: >-
- The assassin vine is a carnivorous plant with a voracious appetite. Rather than consuming creatures directly, it creates its own fertilizer by entangling prey and squeezing the life from it. Once the plant has killed a creature, it pulls the carcass over to its roots to feed from the decaying flesh. Although an assassin vine lacks eyes, it can detect and track prey through a combination of using its root systems to detect vibrations through topsoil and its leaves to detect heat changes in the vicinity. Although the assassin vine has no real intelligence, its learned behaviors mimic those of cunning ambush hunters.
-
-
-
-
- As it is slow moving, the assassin vine typically remains rooted in a single area for as long as it has sufficient prey. Though most often found along woodland trails or swamps, these plants can also be encountered in more rural settlements, poorly tended fields, and vineyards. While assassin vines can't be trained in the classical sense, they can be used as defenses, and woodland-dwelling creatures like goblins and fey have been known to cultivate assassin vines as guardians for less-used routes into their lairs. In such cases, the tenders often seek to make the path more obvious than its disuse would otherwise suggest, while simultaneously working to ensure the bones of the vines' victims are removed to keep their presence a secret, resulting in what appears to be an easy approach to the den but is actually an organic ambush.
-
-
-
-
- Mature assassin vines grow to 20 feet long and have smaller vines extending off the main trunk that reach from to 5 to 10 feet in length. The smallest of these vines sprout every 6 inches or so; they tend to grow clusters of full leaves and occasionally bear small berries. A recently fed assassin vine can have bunches of plump, blood-red berries that are juicy and tart but leave a slightly unpleasant iron aftertaste, as if from the faint taste of blood from a bitten lip.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Mindless
- - Plant
- senses:
- - Perception +10
- - tremorsense 30 feet
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 9
- misc: +11 in forests or grasslands
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 0
- con_mod: 3
- int_mod: -5
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Camouflage
- action_cost: None
- traits:
- description: The assassin vine can __Hide__ in natural environments even if it doesn't have cover.
- raw_description: "**Camouflage** The assassin vine can __Hide__ in natural environments even if it doesn't have cover."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 7
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 68
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: fire
- - amount: 5
- type: slashing
- automatic_abilities:
- - name: Grasping Foliage
- action_cost: Reaction
- traits:
- - primal
- - transmutation
- description:
- raw_description: '**Grasping Foliage [Reaction]** (__primal__, __transmutation__) **Trigger **The assassin vine detects a creature within 20 feet via __tremorsense__; **Effect **The assassin vine causes vegetation within a 20-foot emanation to writhe for 1 round, turning this area into difficult terrain. When a creature starts its turn in this area, it must attempt a DC 20 Reflex save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also __immobilized__ for 1 round. A creature can attempt to __Escape__ to remove these effects. Assassin vines are immune to Grasping Foliage.'
- generic_description:
- frequency:
- trigger: The assassin vine detects a creature within 20 feet via __tremorsense__
- effect: The assassin vine causes vegetation within a 20-foot emanation to writhe for 1 round, turning this area into difficult terrain. When a creature starts its turn in this area, it must attempt a DC 20 Reflex save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also __immobilized__ for 1 round. A creature can attempt to __Escape__ to remove these effects. Assassin vines are immune to Grasping Foliage.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 5
- type: Land
- melee:
- - action_cost: One Action
- name: vine
- to_hit: 12
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+4 bludgeoning, DC 20
- raw_description: '**__Constrict__** 1d8+4 bludgeoning, DC 20'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Astradaemon
- source:
- - abbr: Bestiary
- page_start: 73
- page_stop:
- description: >-
- These unnerving, almost reptilian daemons represent death by direct assault against a soul or life-force—the same numbing death they bring with their fell touch. Rarely seen on the Material Plane, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral Plane, where they constantly hunt for new victims. Psychopomps have a particular hatred of astradaemons as a result, and clashes between them and these eerie hunters of the recently departed are indeed the stuff of legend.
-
-
-
-
- Not all astradaemons limit their hunt to souls. The most notorious of their kind serve the Horsemen themselves as assassins.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 35
- level: 16
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Daemon
- - Fiend
- senses:
- - Perception +28
- - darkvision
- - lifesense 30 feet
- - true seeing
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 28
- misc:
- - name: 'Intimidation '
- bonus: 33
- misc:
- - name: 'Religion '
- bonus: 26
- misc:
- - name: 'Stealth '
- bonus: 28
- misc:
- - name: 'Survival '
- bonus: 26
- misc:
- perception: 28
- ability_mods:
- str_mod: 5
- dex_mod: 6
- con_mod: 7
- int_mod: 2
- wis_mod: 4
- cha_mod: 7
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 30
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 240
- hp_misc:
- immunities:
- - death effects
- - negative
- resistances:
- - amount: 15
- type: good
- weaknesses:
- automatic_abilities:
- - name: Soul Siphon
- action_cost: None
- traits:
- - aura
- - divine
- - force
- - necromancy
- description: 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability. Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon's aura from the spiritual pressure as the astradaemon pulls in fragments of their soul.
- raw_description: "**Soul Siphon** (__aura__, __divine__, __force__, __necromancy__) 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability. Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon's aura from the spiritual pressure as the astradaemon pulls in fragments of their soul."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Displacement
- action_cost: None
- traits:
- - divine
- - illusion
- - visual
- description: An astradaemon bends light, appearing shifted from its true position, though still in the same space. Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed. Effects such as the Blind-Fight feat and halfling's keen eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon.
- raw_description: "**Displacement** (__divine__, __illusion__, __visual__) An astradaemon bends light, appearing shifted from its true position, though still in the same space. Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed. Effects such as the Blind-Fight feat and halfling's keen eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 32
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - formula:
- type: essence drain
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 32
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d6+9
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil and Essence Drain
- - action_cost: One Action
- name: tail
- to_hit: 32
- traits:
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+9
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: evil and Essence Drain
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: discern location
- frequency:
- requirement:
- - name: finger of death
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: x2
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, good only
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Devour Soul
- action_cost: One Action
- traits:
- - divine
- - incapacitation
- - necromancy
- description:
- raw_description: "**Devour Soul** (__divine__, __incapacitation__, __necromancy__) **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 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher. A victim slain in this way can be returned to life normally. A creature that survives is temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect: The astradaemon hasn't used an action with the attack trait yet this turn.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Essence Drain
- action_cost: None
- traits:
- - divine
- - necromancy
- - negative
- 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 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' value by 1, to a maximum of 4.
- raw_description: "**Essence Drain** (__divine__, __necromancy__, __negative__) 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 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' value by 1, to a maximum of 4."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Astral Deva
- source:
- - abbr: Bestiary
- page_start: 19
- page_stop:
- description: >-
- Astral devas are the elite messengers and emissaries of the celestial realms, serving deities and celestial armies by delivering messages, performing reconnaissance, and providing support for those in need of aid. They watch over planar travelers and take powerful mortals under their wings to mentor them. Astral devas carry scrolls containing important messages and other celestial secrets.
-
-
-
-
- Astral devas can form spontaneously from the souls of exceptional good-aligned mortals, but are also sometimes created from such souls intentionally by deities or demigods. In the later cases, astral devas often bear physical features that mark them as closely affiliated with that deity. An astral deva created by Sarenrae, for example, might have hair made of fire, while one created by Torag might look more dwarven, and one created by Desna could have butterfly wings instead of feathered wings. It's not unusual for astral devas created by lawful good or chaotic good deities to share their creators' alignment.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: NG
- size: Medium
- traits:
- - NG
- - Medium
- - Angel
- - Celestial
- senses:
- - Perception +26
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 24
- misc:
- - name: 'Diplomacy '
- bonus: 26
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Religion '
- bonus: 24
- misc:
- perception: 26
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 5
- int_mod: 4
- wis_mod: 4
- cha_mod: 6
- sense_abilities:
- items:
- - +2 striking warhammer
- ac: 36
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 26
- ref_misc:
- will: 22
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 285
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 15
- type: evil
- automatic_abilities:
- - name: Traveler's Aura
- action_cost: None
- traits:
- - abjuration
- - aura
- - divine
- description: 20 feet. Creatures in the astral deva's aura are protected from ambient environmental damage from any plane, including severe and extreme heat and cold as well as more exotic dangers. The astral deva is never flat-footed to creatures within its aura.
- raw_description: "**Traveler's Aura** (__abjuration__, __aura__, __divine__) 20 feet. Creatures in the astral deva's aura are protected from ambient environmental damage from any plane, including severe and extreme heat and cold as well as more exotic dangers. The astral deva is never flat-footed to creatures within its aura."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Messenger's Amnesty
- action_cost: None
- traits:
- - abjuration
- - divine
- description: An astral deva with a message to deliver is continually protected by the effect of __sanctuary__ (DC 32). If the deva breaks the __sanctuary__, the effect returns if the deva ceases hostility for 10 minutes.
- raw_description: "**Messenger's Amnesty** (__abjuration__, __divine__) An astral deva with a message to deliver is continually protected by the effect of __sanctuary__ (DC 32). If the deva breaks the __sanctuary__, the effect returns if the deva ceases hostility for 10 minutes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 75
- type: fly
- melee:
- - action_cost: One Action
- name: holy warhammer
- to_hit: 30
- traits:
- - good
- - magical
- - shove
- damage:
- formula: 2d8+22
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 36
- to_hit: 28
- misc: ''
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: blade barrier
- frequency:
- requirement:
- - name: divine decree
- frequency:
- requirement:
- - name: divine wrath
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - name: remove disease
- frequency:
- requirement:
- - name: remove fear
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: discern lies
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, evil only
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: light
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: angelic messenger
- frequency:
- requirement:
- proactive_abilities:
- - name: Divine Armament
- action_cost: None
- traits:
- - divine
- - evocation
- description: Any weapon gains the effect of a __holy__ property rune while an astral deva wields it.
- raw_description: '**Divine Armament** (__divine__, __evocation__) Any weapon gains the effect of a __holy__ property rune while an astral deva wields it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stunning Strike
- action_cost: One Action
- traits:
- description:
- raw_description: '**Stunning Strike** **Requirements** The astral deva hit a foe earlier this turn with a weapon Strike. **Effect** The astral deva makes a weapon Strike against the foe. On a success, the foe must succeed at a DC 34 Fortitude save or become __stunned 1__. On a critical failure, the foe is __stunned 2__ instead.'
- generic_description:
- frequency:
- trigger:
- effect: The astral deva hit a foe earlier this turn with a weapon Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Athach
- source:
- - abbr: Bestiary 2
- page_start: 27
- page_stop:
- description: >-
- The towering and brutish giants known as athaches are reviled for both their monstrosity and their cruelty. Beyond an athach's filthy habits, this giant is made stranger by the gangly third arm that protrudes from their torso and ends in a twitching, long-fingered claw. Huge, tusk-like fangs descend from an athach's upper jaw and prop their mouth open, leaking long strands of viscous drool that is itself is a toxic venom and coats the athach's fangs.
-
-
-
-
- Athachs despise civilization almost as much as they despise their own kind, and they delight in committing sadistic acts and terrorizing victims. An athach does not keep a traditional territory of their own, but rather wanders the hinterlands of settled territories until they find a suitably easy settlement of smaller humanoids to target. Once the athach has chosen their target, the giant establishes a hidden lair in a location like an abandoned farmhouse or cave, and from there they launch their reign of torment. After a few weeks of harassing, capturing, and torturing victims, the athach bores of their games. The giant then goes on a final rampage, destroying every dwelling and eating every creature they can find. Sometimes, the giant allows a survivor or two to escape, forcing these terrified victims to spend the rest of their lives spreading word of the athach's fearsomeness.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - CE
- - Huge
- - Giant
- - Humanoid
- senses:
- - Perception +22
- - darkvision
- languages:
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 7
- int_mod: -1
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 20
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 250
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: cold iron
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: An athach gains an extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with its claw. It can't use more than one Attack of Opportunity triggered by the same action.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Catch Rock__ [Reaction]**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 25
- traits:
- - reach 10 feet
- damage:
- formula: 3d12+13
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 25
- traits:
- damage:
- formula: 3d8+13
- type: piercing
- plus_damage:
- - formula:
- type: athach venom
- - action_cost: One Action
- name: claw
- to_hit: 25
- traits:
- - agile
- damage:
- formula: 3d8+13
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 25
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 3d8+13
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Athach Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 32 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __enfeebled 1__; **Stage 2** 2d6 poison damage and enfeebled 2; **Stage 3** 2d6 poison damage and enfeebled 3'
- raw_description: '**Athach Venom** (__poison__) **Saving Throw** DC 32 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __enfeebled 1__; **Stage 2** 2d6 poison damage and enfeebled 2; **Stage 3** 2d6 poison damage and enfeebled 3'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swift Claw
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Swift Claw** [Reaction] **Trigger **The athach hits a creature with two fist Strikes; **Effect **The athach makes a claw Strike with no multiple attack penalty against the creature it hit with its fist Strikes. This claw attack does not increase the athach's multiple attack penalty."
- generic_description:
- frequency:
- trigger: The athach hits a creature with two fist Strikes
- effect: The athach makes a claw Strike with no multiple attack penalty against the creature it hit with its fist Strikes. This claw attack does not increase the athach's multiple attack penalty.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**__Throw Rock__** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Attic Whisperer
- source:
- - abbr: Bestiary 2
- page_start: 28
- page_stop:
- description: >-
- Beware the haunting sobs of the attic whisperer, for they carry the pained wrath of an abandoned child who perished due to the neglect or absence of their caretakers. Animated by loneliness, the embittered spirit binds itself to the material world in a body made of bits and oddments of a lost childhood—wooden blocks, scraps of blankets, ratty dolls, buttons, carved trinkets, and glass marbles. To give themselves the semblance of a head, they top their patchwork bodies with a small animal's skull.
-
-
-
-
- Attic whisperers most frequently lurk in old infirmaries, orphanages, and other such institutions where children were forgotten, and they lay dormant for decades in hopes that they might one day find a playmate to ease their eternal loneliness. When they sense the living, attic whisperers attempt to lure them into their clutches by calling out to them using the voice of a small child. Though attic whisperers intend only to play with those they encounter, they drain the breath and voice from living creatures as their dark impulses take over.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: NE
- size: Small
- traits:
- - NE
- - Small
- - Undead
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Deception '
- bonus: 11
- misc:
- - name: 'Society '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 10
- ability_mods:
- str_mod: 0
- dex_mod: 5
- con_mod: 0
- int_mod: 2
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 13
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 60
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Aura of Sobs
- action_cost: None
- traits:
- - auditory
- - aura
- - emotion
- - enchantment
- - mental
- - occult
- description: 10 feet. An attic whisperer enshrouds itself in a tapestry of stolen voices. Each living creature that enters or starts their turn in the aura must succeed at a DC 19 Will save or the unnerving, bitter sobs render them distraught and they become __stupefied 1__ for as long as they remain within the aura. A creature that succeeds is temporarily immune for 1 hour. The attic whisperer can activate or deactivate the aura with a single free action, which has the __concentrate__ trait.
- raw_description: '**Aura of Sobs** (__auditory__, __aura__, __emotion__, __enchantment__, __mental__, __occult__) 10 feet. An attic whisperer enshrouds itself in a tapestry of stolen voices. Each living creature that enters or starts their turn in the aura must succeed at a DC 19 Will save or the unnerving, bitter sobs render them distraught and they become __stupefied 1__ for as long as they remain within the aura. A creature that succeeds is temporarily immune for 1 hour. The attic whisperer can activate or deactivate the aura with a single free action, which has the __concentrate__ trait.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whispered Despair
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Whispered Despair [Reaction]** **Trigger **A creature with an active __emotion__ effect enters an attic whisperer's aura of sobs** **Effect **The attic whisperer attempts to counteract the __emotion__ effect, with a counteract modifier of +13."
- generic_description:
- frequency:
- trigger: A creature with an active __emotion__ effect enters an attic whisperer's aura of sobs**
- effect: The attic whisperer attempts to counteract the __emotion__ effect, with a counteract modifier of +13.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8
- type: piercing
- plus_damage:
- - formula:
- type: steal breath
- - action_cost: One Action
- name: bony hand (agile
- to_hit: 13<
- traits:
- damage:
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Steal Breath
- action_cost: None
- traits:
- - curse
- - incapacitation
- - necromancy
- - occult
- description: "The attic whisperer siphons the breath from living creatures, sapping their strength. A living creature hit by a jaws Strike must attempt a DC 21 Fortitude save. \n\n"
- raw_description: "**Steal Breath** (__curse__, __incapacitation__, __necromancy__, __occult__) The attic whisperer siphons the breath from living creatures, sapping their strength. A living creature hit by a jaws Strike must attempt a DC 21 Fortitude save. \n\n**Critical Success** The target is unaffected. \n\n**Success **The target is __enfeebled 1__ for 1 round. \n\n**Failure **The target is enfeebled 1 for 24 hours and __fatigued__. \n\n**Critical Failure **The target is enfeebled 1 for 24 hours, is fatigued, and falls __unconscious__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success:
- failure:
- critical_failure:
- full_description:
- - name: Steal Voice
- action_cost: None
- traits:
- - curse
- - necromancy
- - occult
- description: "When an attic whisperer hits a living creature with a bony hand Strike, it tries to pull the victim's voice into its aura. The victim must attempt a DC 21 Will save. \n\n"
- raw_description: "**Steal Voice** (__curse__, __necromancy__, __occult__) When an attic whisperer hits a living creature with a bony hand Strike, it tries to pull the victim's voice into its aura. The victim must attempt a DC 21 Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success **The target's voice is weak for 1 minute. Anytime it attempts an action with the __auditory__ trait, it must succeed at a DC 5 flat check or the action is lost. \n\n**Failure **The target loses the ability to speak for 1 hour, until the curse is removed, or until the attic whisperer is destroyed, whichever comes first. During this time, the attic whisperer can perfectly mimic the target's voice, and the target takes a -2 circumstance penalty to saving throws against that attic whisperer's aura of sobs. \n\n**Critical Failure** As failure, but the effects lasts until the attic whisperer is destroyed or the curse is removed."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success:
- failure:
- critical_failure: As failure, but the effects lasts until the attic whisperer is destroyed or the curse is removed.
- full_description:
-- name: Augnagar
- source:
- - abbr: Bestiary 2
- page_start: 216
- page_stop:
- description: >-
- The brutish and gluttonous augnagar live to feast— preferably on rotten flesh, and when possible, demon flesh. But to them, the greatest delicacy is the flesh of other augnagars. Augnagars have spiderlike legs with leathery membranes like a bat's wings, and three tails ending in hooked claws perfect for slicing flesh.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 34
- level: 14
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Uncommon
- - CE
- - Huge
- - Fiend
- - Qlippoth
- senses:
- - Perception +27
- - greater darkvision
- - scent (imprecise) 30 feet
- - true seeing
- languages:
- - Abyssal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 27
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- - name: 'Intimidation '
- bonus: 26
- misc:
- perception: 27
- ability_mods:
- str_mod: 8
- dex_mod: 5
- con_mod: 8
- int_mod: -2
- wis_mod: 5
- cha_mod: 4
- sense_abilities:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 23
- ref_misc:
- will: 25
- will_misc:
- misc:
- hp: 225
- hp_misc:
- immunities:
- - controlled
- - fear
- resistances:
- - amount: 15
- type: mental
- - amount: 15
- type: physical (except cold iron)
- weaknesses:
- - amount: 15
- type: lawful
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: climb
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 28
- traits:
- - chaotic
- - magical
- - reach 10 feet
- damage:
- formula: 3d12+14
- type: piercing
- plus_damage:
- - formula: 4d6
- type: persistent bleed
- - formula: 1d6
- type: chaotic
- - formula:
- type: rotting curse
- - action_cost: One Action
- name: sting
- to_hit: 28
- traits:
- - agile
- - chaotic
- - magical
- - finesse
- - reach 15 feet
- damage:
- formula: 3d8+14
- type: slashing
- plus_damage:
- - formula: 4d6
- type: persistent bleed and 1d6 chaotic
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency: ×3
- requirement:
- - level: -1
- heightened_level: 7
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Confusing Display
- action_cost: Two Actions
- traits:
- - concentrate
- - emotion
- - enchantment
- - fear
- - incapacitation
- - mental
- - occult
- - visual
- description: "The augnagar's writhing limbs and flesh seethe and squirm in a disorienting and unsettling manner. Creatures in a 30-foot emanation must attempt a DC 34 Will save, after which they are temporarily immune to further Confusing Displays for 1 minute. \n\n"
- raw_description: "**Confusing Display** [Two Actions] (__concentrate__, __emotion__, __enchantment__, __fear__, __incapacitation__, __mental__, __occult__, __visual__) The augnagar's writhing limbs and flesh seethe and squirm in a disorienting and unsettling manner. Creatures in a 30-foot emanation must attempt a DC 34 Will save, after which they are temporarily immune to further Confusing Displays for 1 minute. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is __stupefied 1__ for 1 round. \n\n**Failure** The creature is stupefied 1 and __confused__ for 1 minute. \n\n**Critical Failure** As failure, but the creature can't attempt a flat check to recover from confusion whenever it takes damage from an attack or spell."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is stupefied 1 for 1 round.
- failure: The creature is stupefied 1 and confused for 1 minute.
- critical_failure: As failure, but the creature can't attempt a flat check to recover from confusion whenever it takes damage from an attack or spell.
- full_description:
- - name: Inhale Vitality
- action_cost: Two Actions
- traits:
- - necromancy
- - occult
- description:
- raw_description: '**Inhale Vitality** [Two Actions] (__necromancy__, __occult__) **Frequency** once per day; **Effect** The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 14d6 negative damage (DC 34 basic Fortitude save, and the creature is __fatigued__ on a failure). The augnagar becomes __quickened__ for 1 round on its next turn, and it can use the extra action only to Stride or Strike.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 14d6 negative damage (DC 34 basic Fortitude save, and the creature is __fatigued__ on a failure). The augnagar becomes __quickened__ for 1 round on its next turn, and it can use the extra action only to Stride or Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rotting Curse
- action_cost: None
- traits:
- - curse
- - disease
- - necromancy
- - occult
- description: "**Saving Throw** DC 34 Fortitude; **Stage 1** __drained 1__ (1 day); **Stage 2** drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. Any creature within 30 feet of the victim must succeed at a DC 34 Fortitude save or become __sickened 1__ (plus __slowed 1__ on a critical failure, for as long as it's sickened). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn't roll a save, but takes the failure effects automatically and can't reduce its sickened value below 1 (1 day)."
- raw_description: "**Rotting Curse** (__curse__, __disease__, __necromancy__, __occult__) **Saving Throw** DC 34 Fortitude; **Stage 1** __drained 1__ (1 day); **Stage 2** drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. Any creature within 30 feet of the victim must succeed at a DC 34 Fortitude save or become __sickened 1__ (plus __slowed 1__ on a critical failure, for as long as it's sickened). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn't roll a save, but takes the failure effects automatically and can't reduce its sickened value below 1 (1 day)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Augur
- source:
- - abbr: Bestiary 2
- page_start: 280
- page_stop:
- description: >-
- These spherical knots of sinewy muscle, serrated blades, and bloody metal are the most common velstracs on the __Shadow Plane__. Each augur has only a single eye, from which they can see the horrors inflicted by other velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot in diameter and weigh 30 pounds.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: LE
- size: Tiny
- traits:
- - LE
- - Tiny
- - Fiend
- - Velstrac
- senses:
- - Perception +8
- - greater darkvision
- - painsight
- languages:
- - Common
- - Infernal
- - Shadowtongue
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 6
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Religion '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Torture Lore '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: -1
- dex_mod: 3
- con_mod: 1
- int_mod: 2
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- - name: Painsight
- action_cost: None
- traits:
- - divination
- - divine
- description: A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions.
- raw_description: '**Painsight** (__divination__, __divine__) A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 14
- hp_misc: regeneration 2 (deactivated by good or silver
- immunities:
- - cold
- resistances:
- - amount: 5
- type: good
- - amount: 5
- type: silver
- weaknesses:
- automatic_abilities:
- - name: Feel the Blades
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: 30 feet. When a creature ends its turn in the aura, it feels the sharp barbs of the augur's blades on its skin. The creature must succeed at a DC 17 Will save or become __frightened 1__ (frightened 2 on a critical failure).
- raw_description: "**Feel the Blades** (__aura__, __divine__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it feels the sharp barbs of the augur's blades on its skin. The creature must succeed at a DC 17 Will save or become __frightened 1__ (frightened 2 on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: blade
- to_hit: 8
- traits:
- - agile
- - evil
- - finesse
- - magical
- - versatile P
- damage:
- formula: 1d4-1
- type: slashing
- plus_damage:
- - formula: 1d4
- type: persistent bleed
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency: once per week
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: augury
- frequency: ×2
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: harm
- frequency: ×3
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: mage hand
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Focus Gaze
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: The augur stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Feel the Blades. After attempting this save, the creature is then temporarily immune until the start of the augur's next turn.
- raw_description: "**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The augur stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Feel the Blades. After attempting this save, the creature is then temporarily immune until the start of the augur's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whirling Slice
- action_cost: Two Actions
- traits:
- description: The augur Flies or Strides, whirling as they move. The augur deals the damage of their blade Strike to each creature whose space they enter (DC 16 basic Reflex save). Each creature is affected only once, even if the augur moves through its space multiple times.
- raw_description: '**Whirling Slice** [Two Actions] The augur Flies or Strides, whirling as they move. The augur deals the damage of their blade Strike to each creature whose space they enter (DC 16 basic Reflex save). Each creature is affected only once, even if the augur moves through its space multiple times.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Aurumvorax
- source:
- - abbr: Bestiary 2
- page_start: 29
- page_stop:
- description: >-
- Aurumvoraxes are highly aggressive and territorial predators that sprint on eight legs, using their terrific strength and iron-hard claws to dig through solid stone. A typical aurumvorax is only 3 feet long but weighs more than 200 pounds, for its thick, sturdy bones are densely packed with muscle, making the creature very strong but a notoriously poor swimmer. Its fur is golden, sometimes with a silvery or russet tone depending on the metals it has ingested, and its claws are always the shiny black of seasoned iron.
-
-
-
-
- Aurumvorax adults claim hunting territories spanning a mile or more, driving out other predators and leading solitary lives except when they mate. They are irascible creatures, impossible to train as adults, but daring trainers can rear aurumvorax pups as deadly guard beasts, which they sell for hundreds of gold pieces to discriminating buyers. Aurumvorax pups are usually single births, and their mothers are fiercely protective, making their acquisition a dangerous proposition. Even when trained, the creatures are prone to dangerous bursts of rage.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +18
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 20
- misc: +6 to Swim
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 17
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 170
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Tenacious Stance
- action_cost: None
- traits:
- description: An aurumvorax gains a +4 circumstance bonus to its Fortitude or Reflex DC against __Shove__ and __Trip__ attempts, and to its __Athletics__ DC against attempts to escape its __Grab__.
- raw_description: '**Tenacious Stance** An aurumvorax gains a +4 circumstance bonus to its Fortitude or Reflex DC against __Shove__ and __Trip__ attempts, and to its __Athletics__ DC against attempts to escape its __Grab__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 10
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- damage:
- formula: 2d8+12
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bleeding Critical
- action_cost: None
- traits:
- description: When an aurumvorax scores a critical hit, the target takes 1d6 __persistent bleed damage__.
- raw_description: '**Bleeding Critical** When an aurumvorax scores a critical hit, the target takes 1d6 __persistent bleed damage__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Gnaw Metal
- action_cost: One Action
- traits:
- description: The aurumvorax makes a jaws Strike against a creature it has grabbed. If the attack hits, the target is knocked __prone__ if it is Medium or smaller. In addition, if the target is wearing armor with Hardness 10 or lower, the armor becomes __broken__. If this Strike breaks a creature's armor or damages a creature that is unarmored or wearing broken armor, the target also takes 1d6 __persistent bleed damage__. This Strike doesn't further damage armor that's already broken.
- raw_description: "**Gnaw Metal** The aurumvorax makes a jaws Strike against a creature it has grabbed. If the attack hits, the target is knocked __prone__ if it is Medium or smaller. In addition, if the target is wearing armor with Hardness 10 or lower, the armor becomes __broken__. If this Strike breaks a creature's armor or damages a creature that is unarmored or wearing broken armor, the target also takes 1d6 __persistent bleed damage__. This Strike doesn't further damage armor that's already broken."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rapid Rake
- action_cost: Two Actions
- traits:
- description: The aurumvorax makes four claw Strikes against a creature it has grabbed. Each attack counts toward the aurumvorax's multiple attack penalty, and the multiple attack penalty increases with each attack.
- raw_description: "**Rapid Rake** [Two Actions] The aurumvorax makes four claw Strikes against a creature it has grabbed. Each attack counts toward the aurumvorax's multiple attack penalty, and the multiple attack penalty increases with each attack."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Awakened Tree
- source:
- - abbr: Bestiary
- page_start: 25
- page_stop:
- description: >-
- Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a workable set of instincts and the ability to mobilize and attack, these awakened trees follow the commands of their master and fight to protect their home. The statistics below work just as well for foliage that has become animate via other methods, such as a mystical influence from another dimension, a capricious fey spirit, or the like.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Plant
- senses:
- - Perception +13
- - low-light vision
- languages:
- - Arboreal
- - (can't speak any language)
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 9
- misc: +14 in forests
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: -1
- con_mod: 6
- int_mod: -5
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 9
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 100
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 5
- type: piercing
- weaknesses:
- - amount:
- type: axe vulnerability
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Axe Vulnerability
- action_cost: None
- traits:
- description: An awakened tree takes 5 additional damage from axes.
- raw_description: '**Axe Vulnerability** An awakened tree takes 5 additional damage from axes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: branch
- to_hit: 16
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+6
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: root
- to_hit: 16
- traits:
- - trip
- damage:
- formula: 2d6+6
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Axiomite
- source:
- - abbr: Bestiary
- page_start: 9
- page_stop:
- description: >-
- According to the axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the ancient, colossal cities of the Outer Planes and gave life to the mechanical inevitables. According to the aeons, axiomites are part of the Monad, having both risen from and rebelled against it long ago. Since the Convergence, most axiomites have recognized this as a fundamental truth, particularly after the aeons showed the axiomites how the Utopian language has formed as an amalgam of aeon envisioning and formulaic mathematical expression. Most axiomites live in the perfect city of Axis, which they continually act to improve, thus refining the concept of perfection itself.
-
-
-
-
- A particular axiomite may look like any humanoid creature, though the particular form it takes on does not affect its abilities. Beneath this assumed form, all axiomites are the same—clouds of glowing, crystalline dust that constantly swirls and congeals into complex tangles of symbols and equations, evincing their existence as literal creatures of pure mathematical law.
-
-
-
-
- Axiomites arise from the souls of lawful neutral mortals, particularly those who were, in life, mathematicians, architects, crafters, or philosophers. While these souls do not retain any memories of their lives in the transition into axiomites, their life skills and experiences nevertheless serve a valuable metaphysical resource during formation.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: LN
- size: Medium
- traits:
- - LN
- - Medium
- - Aeon
- - Monitor
- senses:
- - Perception +19
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Common
- - Draconic
- - Infernal
- - Utopian
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Axis Lore '
- bonus: 17
- misc:
- - name: 'Crafting '
- bonus: 21
- misc:
- - name: 'Diplomacy '
- bonus: 15
- misc:
- - name: 'Occultism '
- bonus: 17
- misc:
- - name: 'Religion '
- bonus: 17
- misc:
- perception: 19
- ability_mods:
- str_mod: 5
- dex_mod: 4
- con_mod: 3
- int_mod: 5
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- items:
- - +1 striking warhammer
- - sterling artisan's tools
- ac: 26
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 16
- ref_misc:
- will: 18
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 155
- hp_misc:
- immunities:
- - disease
- - emotion
- - fear
- resistances:
- - amount: 10
- type: electricity
- - amount: 10
- type: mental
- weaknesses:
- - amount: 10
- type: chaotic
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: warhammer
- to_hit: 20
- traits:
- - lawful
- - magical
- - shove
- damage:
- formula: 2d8+11
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: lawful
- - action_cost: One Action
- name: fist
- to_hit: 17
- traits:
- - agile
- - lawful
- - magical
- damage:
- formula: 1d8+5
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: lawful
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 27
- to_hit: 17
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: telekinetic haul
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: divine wrath
- frequency: lawful
- requirement:
- - name: lightning bolt
- frequency: x3
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: haste
- frequency: x3
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: telekinetic maneuver
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: true strike
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Crystalline Dust Form
- action_cost: One Action
- traits:
- - polymorph
- 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 in this state. It can return to its humanoid form by using this action while in crystalline dust form.
- raw_description: "**Crystalline Dust Form** (__polymorph__) 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 in this state. It can return to its humanoid form by using this action while in crystalline dust form."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Azure Worm
- source:
- - abbr: Bestiary
- page_start: 57
- page_stop:
- description: >-
- The azure worm is a deep-blue creature that is more at home in flooded tunnels than dry caves. While an azure worm is a strong swimmer, it prefers to lie in wait within the walls, door, or even ceiling of flooded caverns, ready to spring out and ambush creatures swimming past its hiding spot. The azure worm is particularly hated and feared by Darklands-dwelling cultures, due to the fact that an azure worm that burrows into a tunnel often brings with it waters from the submerged river or lake it calls home. When it becomes obvious that an azure worm is near a Darklands settlement, the inhabitants quickly establishing a hunting party to deal with the menace before it can bring ruin.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 36
- level: 15
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - Uncommon
- - N
- - Gargantuan
- - Amphibious
- - Animal
- senses:
- - Perception +22
- - darkvision
- - tremorsense (imprecise) 100 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Stealth '
- bonus: 20
- misc: +25 in water
- perception: 22
- ability_mods:
- str_mod: 10
- dex_mod: -1
- con_mod: 8
- int_mod: -5
- wis_mod: -1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 35
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 20
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 320
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Inexorable
- action_cost: None
- traits:
- description: The azure worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.
- raw_description: "**Inexorable** The azure worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shake It Off
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shake It Off** [Reaction] **Frequency** once per day; **Trigger** The azure worm would be affected by a condition or adverse effect (such as __baleful polymorph__). **Effect** The azure worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way."
- generic_description:
- frequency: once per day
- trigger: The azure worm would be affected by a condition or adverse effect (such as __baleful polymorph__).
- effect: The azure worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: burrow
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: jaw
- to_hit: 31
- traits:
- - deadly 2d10
- - reach 15 feet
- damage:
- formula: 3d12+16
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: stinger
- to_hit: 31
- traits:
- - agile
- - poison
- - reach 15 feet
- damage:
- formula: 4d6+16
- type: piercing
- plus_damage:
- - formula:
- type: azure worm venom
- - action_cost: One Action
- name: body
- to_hit: 29
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+14
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Azure Worm Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 37 Fortitude, **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison damage and clumsy 2 (1 round); **Stage 2** 4d6 poison damage and clumsy 2 (1 round); **Stage 3** 6d6 poison damage and clumsy 2 (1 round)'
- raw_description: '**Azure Worm Venom** (__poison__) **Saving Throw** DC 37 Fortitude, **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison damage and clumsy 2 (1 round); **Stage 2** 4d6 poison damage and clumsy 2 (1 round); **Stage 3** 6d6 poison damage and clumsy 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Breach
- action_cost: Two Actions
- traits:
- description: The azure worm Swims up to its swim Speed, then Leaps vertically out of the water up to 30 feet, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 45 feet of the water's surface). After the Strike, the worm splashes back down. It can use Improved Grab on this Strike and follow it up with Fast Swallow.
- raw_description: "**Breach** [Two Actions] The azure worm Swims up to its swim Speed, then Leaps vertically out of the water up to 30 feet, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 45 feet of the water's surface). After the Strike, the worm splashes back down. It can use Improved Grab on this Strike and follow it up with Fast Swallow."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fast Swallow
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Fast Swallow** [Reaction] **Trigger** The worm Grabs a creature. **Effect** The worm uses Swallow Whole.'
- generic_description:
- frequency:
- trigger: The worm Grabs a creature.
- effect: The worm uses Swallow Whole.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- description: Huge, 3d8+10 bludgeoning, Rupture 27
- raw_description: '**Swallow Whole** Huge, 3d8+10 bludgeoning, Rupture 27'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thrash
- action_cost: Two Actions
- traits:
- 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 it makes all the attacks.
- raw_description: "**Thrash** [Two Actions] 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 it makes all the attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Azuretzi
- source:
- - abbr: Bestiary 2
- page_start: 205
- page_stop:
- description: >-
- Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth, covered in brilliant blue scales with mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. The __Maelstrom's__ chaotic forces spawn these small proteans from a variety of sources: physical mating between older azuretzis, the paradoxical promotion of bestial __naunets__, and possibly from mortal __petitioners__, though azuretzis may just be confusing putative mortal memories with experiences gained from games of mimicry. Never expect azuretzis to operate by any rational, self-consistent rules.
-
-
-
-
- Azuretzis represent the humor of chaos, particularly in the form of mockery and parody via exaggerated mimicry, twisting a target's features into a laughingstock.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: CN
- size: Small
- traits:
- - CN
- - Small
- - Monitor
- - Protean
- senses:
- - Perception +11
- - darkvision
- - entropy sense (imprecise) 30 feet
- languages:
- - Abyssal
- - Celestial
- - Protean
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Arcana '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Deception '
- bonus: 13
- misc:
- - name: 'Performance '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- - name: 'Thievery '
- bonus: 13
- misc:
- perception: 11
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 4
- int_mod: 4
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- - name: Entropy Sense
- action_cost: None
- traits:
- - divination
- - divine
- - prediction
- description: An azuretzi can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the azuretzi the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from __divinations__ and __predictions__ cannot be noticed via entropy sense.
- raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) An azuretzi can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the azuretzi the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from __divinations__ and __predictions__ cannot be noticed via entropy sense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 15
- ref_misc:
- will: 11
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 75
- hp_misc: fast healing 2
- immunities:
- resistances:
- - amount: 5
- type: precision
- - amount: 8
- type: protean anatomy
- weaknesses:
- - amount: 5
- type: lawful
- automatic_abilities:
- - name: Protean Anatomy
- action_cost: None
- traits:
- - divine
- - transmutation
- description: >-
- An azuretzi's vital organs shift and change shape and position constantly. Immediately after the azuretzi takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The azuretzi is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the azuretzi automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones..
- raw_description: >-
- **Protean Anatomy** (__divine__, __transmutation__) An azuretzi's vital organs shift and change shape and position constantly. Immediately after the azuretzi takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The azuretzi is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the azuretzi automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones..
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spell Pilfer
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Spell Pilfer [Reaction]** **Trigger** A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch; **Effect** The azuretzi attempts to __counteract__ one ongoing spell effect on the target creature with a __Thievery__ check. If it is successful, it transfers the ongoing spell effect to itself. The creature then becomes temporarily immune to Spell Pilfer for 24 hours."
- generic_description:
- frequency:
- trigger: A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch
- effect: The azuretzi attempts to __counteract__ one ongoing spell effect on the target creature with a __Thievery__ check. If it is successful, it transfers the ongoing spell effect to itself. The creature then becomes temporarily immune to Spell Pilfer for 24 hours.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- - amount: 25
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- - chaotic
- - finesse
- - magical
- damage:
- formula: 2d10+4
- type: piercing
- plus_damage:
- - formula: 1d6
- type: chaotic
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- - chaotic
- - finesse
- - magical
- damage:
- formula: 2d8+4
- type: slashing
- plus_damage:
- - formula: 1d6
- type: chaotic
- - action_cost: One Action
- name: tail
- to_hit: 13
- traits:
- - chaotic
- - magical
- - reach 15 feet
- damage:
- formula: 2d12+4
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: chaotic and Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: crisis of faith
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: shatter
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: hideous laughter
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, lawful only
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d12+4 bludgeoning, DC 22
- raw_description: '**__Constrict__** 1d12+4 bludgeoning, DC 22'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mimic Form
- action_cost: Two Actions
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: As __Change Shape__ but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 25 Perception check. It can return to its true form as a free action. It can retain access to only one exact appearance at a time.
- raw_description: '**Mimic Form** [Two Actions] (__concentrate__, __divine__, __polymorph__, __transmutation__) As __Change Shape__ but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 25 Perception check. It can return to its true form as a free action. It can retain access to only one exact appearance at a time.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mocking Touch
- action_cost: Two Actions
- traits:
- - abjuration
- - divine
- description:
- raw_description: "**Mocking Touch** [Two Actions] (__abjuration__, __divine__) **Requirement** The azuretzi is not currently using Mocking Touch on a spell; **Effect** The azuretzi mocks a creature's magical ability with a touch. The azuretzi must attempt a __Thievery__ check against the target's Will DC. \n\n**Critical Success** The azuretzi chooses one spell of up to 3rd level that the target creature has available to cast. The azuretzi gains that spell as a mock divine innate spell, and it can cast that spell once as an innate divine spell using its own DC and spell attack. It must do so before 24 hours pass or the mock spell is lost. The creature touched cannot cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first. \n\n**Success** As critical success, but the azuretzi has 1 hour to cast the mock spell before it is lost, and the creature touched can cast the spell normally. \n\n**Failure** As critical success, but the azuretzi must cast the mock spell before the end of its next turn or it is lost, and the creature touched can cast the spell normally. \n\n**Critical Failure** Mocking Touch has no effect."
- generic_description:
- frequency:
- trigger:
- effect: The azuretzi is not currently using Mocking Touch on a spell
- requirements:
- range:
- effects:
- critical_success: The azuretzi chooses one spell of up to 3rd level that the target creature has available to cast. The azuretzi gains that spell as a mock divine innate spell, and it can cast that spell once as an innate divine spell using its own DC and spell attack. It must do so before 24 hours pass or the mock spell is lost. The creature touched cannot cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first.
- success: As critical success, but the azuretzi has 1 hour to cast the mock spell before it is lost, and the creature touched can cast the spell normally.
- failure: As critical success, but the azuretzi must cast the mock spell before the end of its next turn or it is lost, and the creature touched can cast the spell normally.
- critical_failure: Mocking Touch has no effect.
- full_description:
-- name: Babau
- source:
- - abbr: Bestiary 2
- page_start: 64
- page_stop:
- description: >-
- The babau is an assassin, a murderer, and a sadist—certainly not unusual traits, yet their penchant for stealth and surprise sets them apart from their kin. Babaus form from mortal souls of lone killers—those who took pleasure in more personal murders, and particularly those with grisly patterns to their killings.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Demon
- - Fiend
- senses:
- - Perception +13
- - darkvision
- - see invisibility
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Religion '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- - name: 'Thievery '
- bonus: 14
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 4
- int_mod: 2
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- items:
- - +1 longspear
- ac: 24
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 16
- ref_misc:
- will: 11
- will_misc:
- misc: +1 to all saves vs. magic
- hp: 130
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: acid
- weaknesses:
- - amount: 5
- type: cold iron
- - amount: 5
- type: good
- automatic_abilities:
- - name: Mercy Vulnerability
- action_cost: None
- traits:
- description: Babaus revel in gore, and when wounds are healed, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous Strike, sneak attack, or a critical hit, the demon takes 4d6 __mental__ damage. The babau can take this mental damage only once per round.
- raw_description: '**Mercy Vulnerability** Babaus revel in gore, and when wounds are healed, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous Strike, sneak attack, or a critical hit, the demon takes 4d6 __mental__ damage. The babau can take this mental damage only once per round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reactive Slime
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Reactive Slime [Reaction]** **Trigger **A creature within the babau's reach successfully hits the babau with a Strike; **Effect **The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 24 Reflex save."
- generic_description:
- frequency:
- trigger: A creature within the babau's reach successfully hits the babau with a Strike
- effect: The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 24 Reflex save.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The attacker is unaffected.
- raw_description: '**Critical Success **The attacker is unaffected.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The attacker takes 1d6 acid damage.
- raw_description: '**Success **The attacker takes 1d6 acid damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The attacker takes 2d6 acid damage.
- raw_description: '**Failure **The attacker takes 2d6 acid damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: As failure, except the weapon used to Strike the babau becomes __broken__, unless the weapon is made of a material that is immune to acid.
- raw_description: '**Critical Failure **As failure, except the weapon used to Strike the babau becomes __broken__, unless the weapon is made of a material that is immune to acid.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: longspear
- to_hit: 17
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 1d8+7
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: jaws
- to_hit: 16
- traits:
- - evil
- - magical
- damage:
- formula: 1d10+7
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: claw
- to_hit: 16
- traits:
- - agile
- - evil
- - magical
- damage:
- formula: 1d4+7
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Grievous Strike
- action_cost: Two Actions
- traits:
- description: The babau attacks with the intent of creating a particularly horrific and gory wound. The babau makes a melee Strike. This counts as two attacks when calculating the daemon's multiple attack penalty. If this Strike hits, the babau deals an additional 2d6 damage of the same damage type, and the creature struck is __frightened 2__.
- raw_description: "**Grievous Strike** [Two Actions] The babau attacks with the intent of creating a particularly horrific and gory wound. The babau makes a melee Strike. This counts as two attacks when calculating the daemon's multiple attack penalty. If this Strike hits, the babau deals an additional 2d6 damage of the same damage type, and the creature struck is __frightened 2__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The babau's Strikes deal an extra 2d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** The babau's Strikes deal an extra 2d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Badger
- source:
- - abbr: Bestiary 2
- page_start: 32
- page_stop:
- description: >-
- The typical badger has dark, brownish-gray fur highlighted with white markings, particularly on the head, giving it a striped mask of fur around its eyes. A threatened badger can swiftly become a ferocious combatant that typically fights until slain.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +6
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 1
- con_mod: 2
- int_mod: -5
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 5
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 10
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 8
- traits:
- - agile
- damage:
- formula: 1d6
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Balisse
- source:
- - abbr: Bestiary
- page_start: 18
- page_stop:
- description: >-
- Balisses, or confessor angels, seek to assist mortals ensnared by moral dilemmas or crises of faith. Balisses prefer to guide people to their own decisions rather than demand obedience to a higher cause, as intrinsic belief is even more powerful than blind obedience. While most balisses are fundamentally honest, they use their guardian angel ability to seem less intimidating and decrease the chance the mortal will simply acquiesce to the opinion of an obviously divine being. Balisses often form from souls of those who performed evil acts but were redeemed. Many serve the goddess Sarenrae, but they can serve other good deities and empyreal lords as well.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: NG
- size: Medium
- traits:
- - NG
- - Medium
- - Angel
- - Celestial
- senses:
- - Perception +18
- - (+20 to detect lies and illusions)
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Diplomacy '
- bonus: 17
- misc:
- - name: 'Religion '
- bonus: 18
- misc:
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: 1
- wis_mod: 6
- cha_mod: 5
- sense_abilities:
- items:
- - +1 striking scimitar
- ac: 26
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 12
- ref_misc:
- will: 18
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 145
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- - amount: 10
- type: evil
- automatic_abilities:
- - name: Confessor's Aura
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - mental
- description: 20 feet. Creatures in the balisse's aura are subject to __zone of truth__ (DC 23). Additionally, if these creatures choose to honestly express their own conflicted feelings, the aura makes it easier for them to put words to those feelings.
- raw_description: "**Confessor's Aura** (__aura__, __divine__, __enchantment__, __mental__) 20 feet. Creatures in the balisse's aura are subject to __zone of truth__ (DC 23). Additionally, if these creatures choose to honestly express their own conflicted feelings, the aura makes it easier for them to put words to those feelings."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: flaming scimitar
- to_hit: 20
- traits:
- - fire
- - forceful
- - good
- - magical
- - sweep
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- - formula: 1d6
- type: fire and 1d6 good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: divine wrath
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - name: remove disease
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: remove fear
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, evil only
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: atone
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: geas
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: angelic messenger
- frequency:
- requirement:
- proactive_abilities:
- - name: Brand of the Impenitent
- action_cost: Two Actions
- traits:
- - curse
- - divine
- - evocation
- description:
- raw_description: >-
- **Brand of the Impenitent** [Two Actions] (__curse__, __divine__, __evocation__) **Frequency** once per day; **Effect** The balisse marks an evil 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.
-
-
- **Critical Success** The creature is unaffected.
-
-
- **Success** The duration is 1 round.
-
-
- **Failure** The duration is 1 day.
-
-
- **Critical Failure** The duration is permanent.
- generic_description:
- frequency: once per day
- trigger:
- effect: >+
- The balisse marks an evil 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.
-
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The duration is 1 round.
- failure: The duration is 1 day.
- critical_failure: The duration is permanent.
- full_description:
- - name: Flaming Armament
- action_cost: None
- traits:
- - divine
- - evocation
- description: Any weapon gains the effect of a __flaming__ property rune while a balisse wields it.
- raw_description: '**Flaming Armament** (__divine__, __evocation__) Any weapon gains the effect of a __flaming__ property rune while a balisse wields it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Guiding Angel
- action_cost: One Action
- traits:
- - divine
- - transmutation
- 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 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 the mortal using a bodiless voice only the mortal can hear.
- raw_description: "**Guiding Angel** (__divine__, __transmutation__) 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 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 the mortal using a bodiless voice only the mortal can hear."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ball Python
- source:
- - abbr: Bestiary
- page_start: 302
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +6
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 4
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 3
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Tighten Coils
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Tighten Coils** [Reaction] **Trigger** A creature grabbed or restrained by the ball python attempts to Escape. **Effect** The DC of the Escape check is increased by 2.'
- generic_description:
- frequency:
- trigger: A creature grabbed or restrained by the ball python attempts to Escape.
- effect: The DC of the Escape check is increased by 2.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d8+3
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8 bludgeoning, DC 17
- raw_description: '**Constrict** 1d8 bludgeoning, DC 17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wrap in Coils
- action_cost: One Action
- traits:
- description:
- raw_description: "**Wrap in Coils** **Requirement** A Medium or smaller creature is grabbed or restrained in the ball python's jaws. **Effect** 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 coils can hold one creature."
- generic_description:
- frequency:
- trigger:
- effect: A Medium or smaller creature is grabbed or restrained in the ball python's jaws.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Balor
- source:
- - abbr: Bestiary
- page_start: 83
- page_stop:
- description: "When folk whisper frightened tales of the demonic, what most envision is the balor—a towering figure of fire and flesh, a horned nightmare armed with a flaming whip and a sword flying through the night in search of its latest victim. On the Abyss, balors serve demon lords as generals or captains, and they typically command vast legions of demons. Standing at 14 feet in height, only the cruelest mortal souls—those who devoted entire lives to sins too numerous to count—can fuel the formation of a balor. More often, a balor forms from a mass of dozens of mortal souls who shared debased ideologies in life. \n\n## Balor Lords\n\n Those rare few balors who form from single souls are the ones most likely to eventually transcend the notable power they already wield, becoming a nascent demon lord. These balor lords are each unique creatures of 21st to 25th level in power who rule their own realm in the Abyss. In time, a balor lord can further develop into a unique creature with wildly different powers, even ascending to the role of a true demon lord.\n\n\n\n**__Recall Knowledge - Fiend__ (__Religion__)**: DC 40"
- level: 20
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Demon
- - Fiend
- senses:
- - Perception +36
- - darkvision
- - true seeing
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 35
- misc:
- - name: 'Athletics '
- bonus: 37
- misc:
- - name: 'Deception '
- bonus: 36
- misc:
- - name: 'Diplomacy '
- bonus: 32
- misc:
- - name: 'Intimidation '
- bonus: 38
- misc:
- - name: 'Religion '
- bonus: 32
- misc:
- - name: 'Society '
- bonus: 32
- misc:
- - name: 'Stealth '
- bonus: 33
- misc:
- perception: 36
- ability_mods:
- str_mod: 9
- dex_mod: 7
- con_mod: 9
- int_mod: 6
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- items:
- - longsword
- ac: 45
- ac_special:
- saves:
- fort: 39
- fort_misc:
- ref: 35
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 480
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 20
- type: cold
- - amount: 20
- type: cold iron
- - amount: 20
- type: good
- weaknesses:
- automatic_abilities:
- - name: Aura of Flame
- action_cost: None
- traits:
- - aura
- - divine
- - evocation
- - fire
- description: 20 feet. A foe that starts its turn in the aura takes 3d6+10 fire damage, or 6d6+20 fire damage if the balor has grabbed or restrained it. A creature that hits a balor with an unarmed Strike takes 3d6+10 fire damage, and weapons that hit a balor take 3d6+10 fire damage.
- raw_description: '**Aura of Flame** (__aura__, __divine__, __evocation__, __fire__) 20 feet. A foe that starts its turn in the aura takes 3d6+10 fire damage, or 6d6+20 fire damage if the balor has grabbed or restrained it. A creature that hits a balor with an unarmed Strike takes 3d6+10 fire damage, and weapons that hit a balor take 3d6+10 fire damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: The balor can use Attack of Opportunity when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Death Throes
- action_cost: None
- traits:
- - death
- - divine
- - evocation
- - fire
- description: When a balor dies, their body explodes in a 100-foot aura of intense demonic flame. All creatures and objects in range take 16d10 fire damage (DC 45 basic Reflex save). Because the flame is infused with Abyssal energy, creatures in the area apply only half their usual fire resistance. Creatures with immunity to fire use an outcome one degree of success better than what they rolled, instead of gaining the usual benefit of immunity. The bodies of creatures reduced to 0 Hit Points by a balor's death throes are completely incinerated into fine ash.
- raw_description: "**Death Throes** (__death__, __divine__, __evocation__, __fire__) When a balor dies, their body explodes in a 100-foot aura of intense demonic flame. All creatures and objects in range take 16d10 fire damage (DC 45 basic Reflex save). Because the flame is infused with Abyssal energy, creatures in the area apply only half their usual fire resistance. Creatures with immunity to fire use an outcome one degree of success better than what they rolled, instead of gaining the usual benefit of immunity. The bodies of creatures reduced to 0 Hit Points by a balor's death throes are completely incinerated into fine ash."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 70
- type: fly
- melee:
- - action_cost: One Action
- name: vorpal cold iron silver longsword
- to_hit: 40
- traits:
- - evil
- - magical
- - reach 10 feet
- - versatile P
- damage:
- formula: 4d8+17
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: cold iron silver flame whip
- to_hit: 40
- traits:
- - disarm
- - evil
- - fire
- - magical
- - reach 20 feet
- - trip
- damage:
- formula: 4d6+17
- type: fire
- plus_damage:
- - formula: 1d6
- type: evil
- - formula:
- type: Improved Grab
- - formula:
- type: whip reposition
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 44
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: divine decree
- frequency: x2
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: dispel magic
- frequency: at will
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: dominate
- frequency: at will
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 10
- spells:
- - name: telekinetic projectile
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 44
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Dimensional Dervish
- action_cost: None
- traits:
- description: A balor can cast their 5th-level innate __dimension door__ with only a single action.
- raw_description: '**Dimensional Dervish** A balor can cast their 5th-level innate __dimension door__ with only a single action.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dispelling Strike
- action_cost: Free Action
- traits:
- description:
- raw_description: '**Dispelling Strike** [Free Action] **Frequency** once per round. **Trigger** The balor hits a creature, object, or spell effect with a weapon Strike. **Effect** The balor casts an innate __dispel magic__ on the target of the triggering Strike.'
- generic_description:
- frequency: once per round.
- trigger: The balor hits a creature, object, or spell effect with a weapon Strike.
- effect: The balor casts an innate __dispel magic__ on the target of the triggering Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infuse Weapons
- action_cost: None
- traits:
- - divine
- - evocation
- 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 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.
- raw_description: "**Infuse Weapons** (__divine__, __evocation__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lifedrinker
- action_cost: Free Action
- traits:
- - divine
- - healing
- - necromancy
- description:
- raw_description: "**Lifedrinker** [Free Action] (__divine__, __healing__, __necromancy__) **Trigger** The balor kills a living creature that is at least 15th level. **Effect** The balor drinks the triggering creature's life force and regains 10d8+80 Hit Points."
- generic_description:
- frequency:
- trigger: The balor kills a living creature that is at least 15th level.
- effect: The balor drinks the triggering creature's life force and regains 10d8+80 Hit Points.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whip Reposition
- action_cost: None
- traits:
- 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 action.
- raw_description: "**Whip Reposition** 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 action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Banshee
- source:
- - abbr: Bestiary
- page_start: 34
- page_stop:
- description: >-
- Banshees are the furious, tormented souls of elves bound to the Material Plane by a betrayal that defined the final hours of their lives. Some banshees arise from elves who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from elves whose treacherous deeds shortly before their deaths left a stain upon their souls. Regardless of their origin, banshees despise the living. This hatred of life is all too often a horrific inversion of their personalities in life. Some speculate that the more kind-hearted the elf (and the more wrenching the betrayal), the crueler the banshee.
-
-
-
-
- Banshees rarely stray far from where they perished and typically haunt thick forests and canopied swamps where little light graces the ground. Many banshees can be found in the elven nation of Kyonin, specifically in Tanglebriar, the sinister domain of the demon Treerazer. Similarly, a large number of banshees can be found lurking about the edges of drow settlements in the Darklands, as plenty of cruelty and betrayal exists in drow culture.
-
-
-
-
- Banshees' mere touch inflicts pain and primal fear, and those exposed to their wails of grief rarely survive the experience.
-
-
-
-
- **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 38
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 38
- level: 17
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Incorporeal
- - Spirit
- - Undead
- senses:
- - Perception +32
- - hears heartbeats (imprecise) 60 feet
- - darkvision
- languages:
- - Common
- - Elven
- skills:
- - name: 'Acrobatics '
- bonus: 31
- misc:
- - name: 'Intimidation '
- bonus: 32
- misc:
- - name: 'Occultism '
- bonus: 25
- misc:
- perception: 32
- ability_mods:
- str_mod: -5
- dex_mod: 6
- con_mod: 2
- int_mod: 0
- wis_mod: 7
- cha_mod: 7
- sense_abilities:
- - name: Hears Heartbeats
- action_cost: None
- traits:
- description: The banshee can hear heartbeats within 60 feet (imprecise).
- raw_description: '**Hears Heartbeats** The banshee can hear heartbeats within 60 feet (imprecise).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sunlight Powerlessness
- action_cost: None
- traits:
- description: If in direct sunlight, the banshee is slowed 1 and can't use actions that have the attack trait.
- raw_description: "**Sunlight Powerlessness** If in direct sunlight, the banshee is slowed 1 and can't use actions that have the attack trait."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 29
- ref_misc:
- will: 32
- will_misc:
- misc:
- hp: 250
- hp_misc: negative healing
- immunities:
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 12
- type: all damage (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance vs. non-magical)
- weaknesses:
- automatic_abilities:
- - name: Vengeful Spite
- action_cost: Reaction
- traits:
- - evocation
- - occult
- description:
- raw_description: "**Vengeful Spite** [Reaction] (__evocation__, __occult__); **Trigger** A foe critically hits the banshee, or the banshee critically fails their save against a foe's damaging effect. **Effect** The banshee lashes back at their tormentor, dealing 4d10+14 mental damage (DC 38 basic Will save) and applying the effects of terrifying touch based on the results of the same Will save."
- generic_description:
- frequency:
- trigger: A foe critically hits the banshee, or the banshee critically fails their save against a foe's damaging effect.
- effect: The banshee lashes back at their tormentor, dealing 4d10+14 mental damage (DC 38 basic Will save) and applying the effects of terrifying touch based on the results of the same Will save.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: hand
- to_hit: 32
- traits:
- - finesse
- - magical
- damage:
- formula: 4d10+14
- type: negative
- plus_damage:
- - formula:
- type: terrifying touch
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Spectral Ripple
- action_cost: None
- traits:
- description: When a banshee Strides at least 10 feet, they're concealed until the start of their next turn.
- raw_description: "**Spectral Ripple** When a banshee Strides at least 10 feet, they're concealed until the start of their next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrifying Touch
- action_cost: None
- traits:
- - emotion
- - enchantment
- - fear
- - occult
- 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 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 the protection effect, with the effect of a 9th-level __dispel magic__ spell.
- raw_description: "**Terrifying Touch** (__emotion__, __enchantment__, __fear__, __occult__) 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 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 the protection effect, with the effect of a 9th-level __dispel magic__ spell."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wail
- action_cost: Two Actions
- traits:
- - auditory
- - concentrate
- - death
- - necromancy
- - occult
- 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 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.
- raw_description: >-
- **Wail** [Two Actions] (__auditory__, __concentrate__, __death__, __necromancy__, __occult__) 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 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.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Baobhan Sith
- source:
- - abbr: Bestiary 2
- page_start: 33
- page_stop:
- description: >-
- Undeath is rare in the fey realm of the First World, for that plane's infusion with the raw power of life makes undead uncomfortable at best. Yet a few fey have adopted the vile practices and habits of notorious undead while still being living themselves, as seen in the blood-drinking habits of the murderous baobhan sith.
-
-
-
-
- A baobhan sith avoids confrontations when outnumbered, and although territorial, they won't reveal their true nature to larger groups. They prefer to drink blood from victims they find attractive, and they avoid drinking blood from animals and beasts entirely, as they consider such activities to be uncultured.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Fey
- senses:
- - Perception +12
- - low-light vision
- languages:
- - Aklo
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Nature '
- bonus: 12
- misc:
- - name: 'Performance '
- bonus: 15
- misc: +17 when dancing
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 12
- ability_mods:
- str_mod: 3
- dex_mod: 5
- con_mod: 2
- int_mod: 2
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 17
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 105
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6+6
- type: slashing and 1d6 persistent bleed
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Captivating Dance
- action_cost: Two Actions
- traits:
- - enchantment
- - incapacitation
- - mental
- - primal
- - visual
- description: "The baobhan sith sways rhythmically and Strides up to their Speed. Each creature within 30 feet of the baobhan sith at the end of their movement must attempt a DC 25 Will save. \n\n**Critical Success **The creature is unaffected and is temporarily immune to Captivating Dance for 24 hours. \n\n**Success **The creature is __slowed 1__ for 1 round and is temporarily immune to Captivating Dance for 24 hours. \n\n**Failure **The creature is __fascinated__, and it must spend at least 1 of its actions on each of its turns to move closer to the baobhan sith as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the fey, it is slowed 1 until the end of its next turn. \n\n**Critical Failure **As failure, but the creature must spend each of its actions moving closer to the baobhan sith, and if it ends its movement or turn adjacent to the fey, it is __paralyzed__ until the end of its next turn."
- raw_description: "**Captivating Dance** [Two Actions] (__enchantment__, __incapacitation__, __mental__, __primal__, __visual__) The baobhan sith sways rhythmically and Strides up to their Speed. Each creature within 30 feet of the baobhan sith at the end of their movement must attempt a DC 25 Will save. \n\n**Critical Success **The creature is unaffected and is temporarily immune to Captivating Dance for 24 hours. \n\n**Success **The creature is __slowed 1__ for 1 round and is temporarily immune to Captivating Dance for 24 hours. \n\n**Failure **The creature is __fascinated__, and it must spend at least 1 of its actions on each of its turns to move closer to the baobhan sith as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the fey, it is slowed 1 until the end of its next turn. \n\n**Critical Failure **As failure, but the creature must spend each of its actions moving closer to the baobhan sith, and if it ends its movement or turn adjacent to the fey, it is __paralyzed__ until the end of its next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The baobhan sith can transform into a large raven, with the effects from the bird option in the __aerial form__ spell.
- raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The baobhan sith can transform into a large raven, with the effects from the bird option in the __aerial form__ spell.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drink Blood
- action_cost: One Action
- traits:
- description:
- raw_description: "**Drink Blood** **Requirements **A bleeding creature is within the baobhan sith's reach; **Effect **The baobhan sith tries to Drink the Blood from the bleeding creature's wounds. The baobhan sith attempts an __Athletics__ check against the victim's Fortitude DC. On a success, the victim becomes __drained 1__ and the baobhan sith regains 10 HP, gaining any Hit Points in excess of their maximum Hit Points as temporary Hit Points. Drinking Blood from a victim that's already drained doesn't restore any Hit Points to the baobhan sith but increases the victim's drained value by 1. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 __Medicine__ check, and sufficient blood or a blood donor, reduces the drained value by 1."
- generic_description:
- frequency:
- trigger:
- effect: A bleeding creature is within the baobhan sith's reach
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Baomal
- source:
- - abbr: Bestiary
- page_start: 35
- page_stop:
- 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, 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, then leisurely feed on the helpless sailors.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 40
- level: 20
- rarity: Common
- type: Creature
- alignment: CN
- size: Gargantuan
- traits:
- - CN
- - Gargantuan
- - Aberration
- - Aquatic
- senses:
- - Perception +34
- - darkvision
- - scent (imprecise) 80 feet
- languages:
- - Aklo
- skills:
- - name: 'Athletics '
- bonus: 41
- misc:
- - name: 'Stealth '
- bonus: 31
- misc:
- - name: 'Survival '
- bonus: 37
- misc:
- perception: 34
- ability_mods:
- str_mod: 10
- dex_mod: 2
- con_mod: 8
- int_mod: -3
- wis_mod: 6
- cha_mod: 1
- sense_abilities:
- items:
- ac: 48
- ac_special:
- saves:
- fort: 36
- fort_misc:
- ref: 30
- ref_misc:
- will: 34
- will_misc:
- misc:
- hp: 315
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: physical
- weaknesses:
- automatic_abilities:
- - name: All-Around Vision
- action_cost: None
- traits:
- description:
- raw_description: '**All-Around Vision**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Double Opportunity
- action_cost: None
- traits:
- description: A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can't make more than one Attack of Opportunity for the same triggering action.
- raw_description: "**Double Opportunity** A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can't make more than one Attack of Opportunity for the same triggering action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Psychic Static Aura
- action_cost: None
- traits:
- - aura
- - divination
- - mental
- - occult
- description: 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage.
- raw_description: '**Psychic Static Aura** (__aura__, __divination__, __mental__, __occult__) 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Two Heads
- action_cost: None
- traits:
- description: Any ability that would sever a baomal's head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike.
- raw_description: "**Two Heads** Any ability that would sever a baomal's head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 80
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 38
- traits:
- - reach 20 feet
- damage:
- formula: 4d12+18
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- - action_cost: One Action
- name: tsunami jet
- to_hit: 38
- traits:
- - brutal
- - range 500 feet
- damage:
- formula: 4d10+18
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 40 feet
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath of the Sea
- action_cost: One Action
- traits:
- - attack
- description: A baomal can inhale tremendous amounts of water, drawing everything 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 of Athletics. Unattended objects are automatically pulled.
- raw_description: "**Breath of the Sea** (__attack__) A baomal can inhale tremendous amounts of water, drawing everything 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 of Athletics. Unattended objects are automatically pulled."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shell Rake
- action_cost: One Action
- traits:
- - move
- description: The baomal Swims or Strides alongside a creature or the hull of a vessel, dealing damage with the strong spikes on its shell. Each creature or 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 basic Reflex save).
- raw_description: "**Shell Rake** (__move__) The baomal Swims or Strides alongside a creature or the hull of a vessel, dealing damage with the strong spikes on its shell. Each creature or 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 basic Reflex save)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Two-Headed Strike
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Two-Headed Strike** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Baomel
- source:
- - abbr: Bestiary
- page_start: 35
- page_stop:
- 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, 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, then leisurely feed on the helpless sailors.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 40
- level: 20
- rarity: Common
- type: Creature
- alignment: CN
- size: Gargantuan
- traits:
- - CN
- - Gargantuan
- - Aberration
- - Aquatic
- senses:
- - Perception +34
- - darkvision
- - scent (imprecise) 80 feet
- languages:
- - Aklo
- skills:
- - name: 'Athletics '
- bonus: 41
- misc:
- - name: 'Stealth '
- bonus: 31
- misc:
- - name: 'Survival '
- bonus: 37
- misc:
- perception: 34
- ability_mods:
- str_mod: 10
- dex_mod: 2
- con_mod: 8
- int_mod: -3
- wis_mod: 6
- cha_mod: 1
- sense_abilities:
- items:
- ac: 48
- ac_special:
- saves:
- fort: 36
- fort_misc:
- ref: 30
- ref_misc:
- will: 34
- will_misc:
- misc:
- hp: 315
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: physical
- weaknesses:
- automatic_abilities:
- - name: All-Around Vision
- action_cost: None
- traits:
- description:
- raw_description: '**All-Around Vision**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Double Opportunity
- action_cost: None
- traits:
- description: A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can't make more than one Attack of Opportunity for the same triggering action.
- raw_description: "**Double Opportunity** A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can't make more than one Attack of Opportunity for the same triggering action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Psychic Static Aura
- action_cost: None
- traits:
- - aura
- - divination
- - mental
- - occult
- description: 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage.
- raw_description: '**Psychic Static Aura** (__aura__, __divination__, __mental__, __occult__) 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Two Heads
- action_cost: None
- traits:
- description: Any ability that would sever a baomal's head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike.
- raw_description: "**Two Heads** Any ability that would sever a baomal's head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 80
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 38
- traits:
- - reach 20 feet
- damage:
- plus_damage:
- ranged:
- - action_cost: One Action
- name: tsunami jet
- to_hit: 38
- traits:
- - brutal
- - range 500 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath of the Sea
- action_cost: One Action
- traits:
- - attack
- description: A baomal can inhale tremendous amounts of water, drawing everything 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 of Athletics. Unattended objects are automatically pulled.
- raw_description: "**Breath of the Sea** (__attack__) A baomal can inhale tremendous amounts of water, drawing everything 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 of Athletics. Unattended objects are automatically pulled."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shell Rake
- action_cost: One Action
- traits:
- - move
- description: The baomal Swims or Strides alongside a creature or the hull of a vessel, dealing damage with the strong spikes on its shell. Each creature or 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 basic Reflex save).
- raw_description: "**Shell Rake** (__move__) The baomal Swims or Strides alongside a creature or the hull of a vessel, dealing damage with the strong spikes on its shell. Each creature or 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 basic Reflex save)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Two-Headed Strike
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Two-Headed Strike** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Barbazu
- source:
- - abbr: Bestiary
- page_start: 88
- page_stop:
- 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 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 strength being slowly devoured from within.
-
-
-
-
- Barbazus can be found savagely indulging the whims of evil infernal lords from all layers of Hell, rejoicing as they disseminate murder, misery, and anguish as they see fit.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Devil
- - Fiend
- senses:
- - Perception +13
- - greater darkvision
- languages:
- - Celestial
- - Common
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 10
- misc:
- - name: 'Religion '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 4
- int_mod: -2
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - glaive
- ac: 22
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 11
- ref_misc:
- will: 11
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 60
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 5
- type: physical (except silver)
- - amount: 10
- type: poison
- weaknesses:
- - amount: 5
- type: good
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: glaive
- to_hit: 15
- traits:
- - deadly 1d8
- - evil
- - forceful
- - magical
- - reach 10 feet
- damage:
- formula: 1d8+7
- type: slashing
- plus_damage:
- - formula: 2d6
- type: evil and infernal wound
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- - evil
- - magical
- damage:
- formula: 2d6+7
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: beard
- to_hit: 15
- traits:
- - magical
- damage:
- formula: 1d6+7
- type: piercing
- plus_damage:
- - formula:
- type: Avernal fever
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 19
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 19
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Avernal Fever
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** DC 23 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** __enfeebled 1__ (1 day); **Stage 3** __enfeebled 2__ (1 day)'
- raw_description: '**Avernal Fever** (__disease__) **Saving Throw** DC 23 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** __enfeebled 1__ (1 day); **Stage 3** __enfeebled 2__ (1 day)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infernal Wound
- action_cost: None
- traits:
- - divine
- - necromancy
- 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 an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature.
- raw_description: >-
- **Infernal Wound** (__divine__, __necromancy__) 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 an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reposition
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Reposition** [Free Action] **Trigger** The devil hits a creature with a glaive Strike. **Effect** 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 reactions."
- generic_description:
- frequency:
- trigger: The devil hits a creature with a glaive Strike.
- effect: 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 reactions.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wriggling Beard
- action_cost: One Action
- traits:
- description:
- raw_description: "**Wriggling Beard** **Frequency** once per round. **Effect** The barbazu makes a beard Strike. This Strike ignores their multiple attack penalty and doesn't count toward that penalty."
- generic_description:
- frequency: once per round.
- trigger:
- effect: The barbazu makes a beard Strike. This Strike ignores their multiple attack penalty and doesn't count toward that penalty.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Barghest
- source:
- - abbr: Bestiary
- page_start: 36
- page_stop:
- description: >-
- Typical barghests are ravenous gluttons of life who feed and grow on the fat of mortals, their bodies changing in ways none can predict as they use the flesh and blood of their victims to achieve grisly transformations into greater barghests. Barghests often make use of their shapechanging abilities to rule tribes of goblinoids or to discreetly hunt in rural areas in the guise of unnaturally intelligent wolves. They do not work well together, as each barghest wants all the kills for itself; cannibalism is the typical result of too many barghests in one small area.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Fiend
- senses:
- - Perception +12
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Abyssal
- - Common
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Deception '
- bonus: 12
- misc:
- - name: 'Diplomacy '
- bonus: 9
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 3
- int_mod: 2
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 12
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: fire
- - amount: 5
- type: physical (except magical)
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 13
- traits:
- damage:
- formula: 2d8+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - agile
- damage:
- formula: 2d6+5
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: blink
- frequency: at will
- requirement:
- - name: confusion
- frequency:
- requirement:
- - name: dimension door
- frequency: self only
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: levitate
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form.
- raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Feed
- action_cost: None
- traits:
- description: Once per month, a barghest can spend 1 minute to devour a corpse, gaining a permanent +1 status bonus to its checks and DCs. Each subsequent time it feeds, this bonus increases by 1. The fourth time a barghest feeds, it sheds its skin and mutates into a greater barghest, and the status bonus ends.
- raw_description: '**Feed** Once per month, a barghest can spend 1 minute to devour a corpse, gaining a permanent +1 status bonus to its checks and DCs. Each subsequent time it feeds, this bonus increases by 1. The fourth time a barghest feeds, it sheds its skin and mutates into a greater barghest, and the status bonus ends.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Basidirond
- source:
- - abbr: Bestiary 2
- page_start: 34
- page_stop:
- description: >-
- The basidirond, also called a mindfrond, is a fungal creature that crawls about on woody tendrils. The large, bowl-shaped pod atop its body collects mineral-rich moisture—-whether runoff from cave walls or fresh blood—-for sustenance. It uses hallucinogenic spores to incapacitate prey long enough for it to beat its prey to a bloody pulp, then deposits the deliciously tenderized remains into this pod for consumption. A basidirond is over 6 feet tall and 3 to 4 feet wide, and weighs nearly 300 pounds when saturated.
-
-
-
-
- **__Recall Knowledge - Fungus__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Fungus
- - Mindless
- senses:
- - Perception +8
- - low-light vision
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 4
- int_mod: 0
- wis_mod: 1
- cha_mod: -3
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 11
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- - cold
- - mental
- resistances:
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- - name: Cold Lethargy
- action_cost: None
- traits:
- description: Although a basidirond is immune to cold damage, any effect that deals cold damage causes it to become __slowed 1__ for 1d4 rounds. During this time, it cannot use its Hallucinogenic Cloud or basidirond spores.
- raw_description: '**Cold Lethargy** Although a basidirond is immune to cold damage, any effect that deals cold damage causes it to become __slowed 1__ for 1d4 rounds. During this time, it cannot use its Hallucinogenic Cloud or basidirond spores.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: frond
- to_hit: 15
- traits:
- damage:
- formula: 2d8+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: basidirond spores
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Basidirond Spores
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw **DC 22 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d8 poison damage and __enfeebled 1__ (1 round); **Stage 2** 1d10 poison damage and enfeebled 1 (1 round); **Stage 3** 1d12 poison damage and enfeebled 2 (1 round)'
- raw_description: '**Basidirond Spores** (__disease__) **Saving Throw **DC 22 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d8 poison damage and __enfeebled 1__ (1 round); **Stage 2** 1d10 poison damage and enfeebled 1 (1 round); **Stage 3** 1d12 poison damage and enfeebled 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hallucinogenic Cloud
- action_cost: Two Actions
- traits:
- description: "The basidirond releases a cloud of invisible spores in a 20-foot emanation. Each creature in the area must succeed at a DC 22 Fortitude save or experience powerful hallucinations as long as it remains in the cloud, plus an additional 1d4 rounds after leaving the area. A creature must attempt a new save each round it remains within the area. The cloud persists for 5 rounds unless dispersed before then by a strong wind. Each hallucinating creature rolls 1d6 each round to determine what it hallucinates that round. \n\n**1 **The target is sinking in quicksand. It falls __prone__ and spends 1 action on its next turn flailing its limbs as if attempting to swim. \n\n**2 **The target is attacked by a swarm of spiders. It spends 2 actions on its next turn attacking the floor with a melee weapon (drawing a weapon if needed). It is __flat-footed__ against all attacks. \n\n**3 **An item the target is holding turns into a viper. The target __Releases__ the item and spends its next turn fleeing from it. \n\n**4 **The target is suffocating. It holds its breath and is __stunned 3__. \n\n**5** The target shrinks to 1/10 its normal size. For 1 round it is __slowed 2__ and __enfeebled 4__, and takes a -10-foot status penalty to its Speed. \n\n**6** The target is melting. It drops everything it\x81fs holding and becomes __slowed 2__ and __clumsy 4__ for 1 round."
- raw_description: "**Hallucinogenic Cloud** [Two Actions] The basidirond releases a cloud of invisible spores in a 20-foot emanation. Each creature in the area must succeed at a DC 22 Fortitude save or experience powerful hallucinations as long as it remains in the cloud, plus an additional 1d4 rounds after leaving the area. A creature must attempt a new save each round it remains within the area. The cloud persists for 5 rounds unless dispersed before then by a strong wind. Each hallucinating creature rolls 1d6 each round to determine what it hallucinates that round. \n\n**1 **The target is sinking in quicksand. It falls __prone__ and spends 1 action on its next turn flailing its limbs as if attempting to swim. \n\n**2 **The target is attacked by a swarm of spiders. It spends 2 actions on its next turn attacking the floor with a melee weapon (drawing a weapon if needed). It is __flat-footed__ against all attacks. \n\n**3 **An item the target is holding turns into a viper. The target __Releases__ the item and spends its next turn fleeing from it. \n\n**4 **The target is suffocating. It holds its breath and is __stunned 3__. \n\n**5** The target shrinks to 1/10 its normal size. For 1 round it is __slowed 2__ and __enfeebled 4__, and takes a -10-foot status penalty to its Speed. \n\n**6** The target is melting. It drops everything it\x81fs holding and becomes __slowed 2__ and __clumsy 4__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Basilisk
- source:
- - abbr: Bestiary
- page_start: 38
- page_stop:
- 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 any credence to this claim.
-
-
-
-
- A basilisk prefers to eat petrified flesh. Once a victim has been turned to stone, the basilisk crunches the fossilized corpse with its powerful jaws and lets its potent stomach acids do the rest. This digestive process is extremely slow and inefficient, causing the basilisk to move so lethargically that it appears as if in mid-petrification itself. This has even led to the saying "as slow as a well-fed basilisk." Certainly basilisks are well-known for their slow gait and slothful nature, but a predator that can turn its prey to stone with a glance hardly has much need for speed.
-
-
-
-
- An adult basilisk is 13 feet long from head to tail and weighs roughly 300 pounds. These reptiles make hissing sounds when moving about that turns to a guttural gurgle when they're agitated. Though they are normally solitary creatures that come together only to mate and lay eggs, there are periodic reports of regions being infested with unusual numbers of basilisks. What causes these unusual congregations of basilisk activity is unknown.
-
-
-
-
- For unknown reasons, weasels and ferrets are immune to the basilisk's stare, and they sometimes sneak into basilisk lairs while a parent is hunting in order to consume eggs or freshly hatched young. Some legends suggest that a basilisk's blood can transmute common stones into other material, but this is likely a case of witnesses misinterpreting the magical restoration of previously petrified creatures or body parts.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Beast
- senses:
- - Perception +11
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: -1
- con_mod: 5
- int_mod: -3
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 8
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Petrifying Glance
- action_cost: Reaction
- traits:
- - arcane
- - aura
- - transmutation
- - visual
- description:
- raw_description: "**Petrifying Glance** [Reaction] (__arcane__, __aura__, __transmutation__, __visual__); **Trigger** A creature within 30 feet that the basilisk can see starts its turn. **Effect** The target must attempt a DC 20 Fortitude save. If it fails, it's slow 1 for 1 minute as its body slowly stiffens."
- generic_description:
- frequency:
- trigger: A creature within 30 feet that the basilisk can see starts its turn.
- effect: The target must attempt a DC 20 Fortitude save. If it fails, it's slow 1 for 1 minute as its body slowly stiffens.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- damage:
- formula: 2d8+4
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Petrifying Gaze
- action_cost: Two Actions
- traits:
- - arcane
- - concentrate
- - incapacitation
- - transmutation
- - visual
- description: >-
- The basilisk stares at a creature it can see within 30 feet. That creature must attempt a DC 22 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes __slowed 1__. If the creature was already slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently.
-
-
- A creature petrified in this manner that is coated (not just splashed) with fresh basilisk blood (taken from a basilisk that has been dead no longer than 1 hour) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner.
- raw_description: >-
- **Petrifying Gaze** [Two Actions] (__arcane__, __concentrate__, __incapacitation__, __transmutation__, __visual__) The basilisk stares at a creature it can see within 30 feet. That creature must attempt a DC 22 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes __slowed 1__. If the creature was already slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently.
-
-
- A creature petrified in this manner that is coated (not just splashed) with fresh basilisk blood (taken from a basilisk that has been dead no longer than 1 hour) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bastion Archon
- source:
- - abbr: Bestiary 2
- page_start: 24
- page_stop:
- description: >-
- The mightiest of archon-kind form in the heat of battle from incredibly uncommon circumstances. When a gathering of __lantern archons__ converges into a gestalt in order to defend allies in a fight that seems all but lost, a fellow archon of significant strength—such as a __star archon__—can commit a brave act of self-sacrifice by dimensionally transposing itself with the gestalt. If the circumstances are just right and luck is with the archons, the result is not a glorious sacrifice, but instead the earth-rocking emergence of a bastion archon. In this way, the lowliest of archons—the lanterns—can, in an instant, become their kind's greatest hope.
-
-
-
-
- Bastion archons are massive beings made of the very stone of Heaven's Holy Mountain, with their visages obscured by a blinding light surrounding the gestalt that originally formed the bastion. Tireless in their embodiment of the virtue of sacrifice, a bastion archon almost always protects the area where they manifested, and even when they are destroyed they leave an indelible mark of righteousness upon the surrounding region.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 45
- level: 20
- rarity: Rare
- type: Creature
- alignment: LG
- size: Huge
- traits:
- - Rare
- - LG
- - Huge
- - Archon
- - Celestial
- senses:
- - Perception +37
- - darkvision
- - true seeing
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Athletics '
- bonus: 38
- misc:
- - name: 'Diplomacy '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 34
- misc:
- - name: 'Religion '
- bonus: 32
- misc:
- perception: 37
- ability_mods:
- str_mod: 10
- dex_mod: 7
- con_mod: 10
- int_mod: 6
- wis_mod: 8
- cha_mod: 6
- sense_abilities:
- items:
- ac: 47
- ac_special:
- saves:
- fort: 38
- fort_misc:
- ref: 31
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 280
- hp_misc: fast healing 30
- immunities:
- resistances:
- weaknesses:
- - amount: 15
- type: evil
- automatic_abilities:
- - name: Bastion Aura
- action_cost: None
- traits:
- - aura
- - divine
- - good
- - healing
- - necromancy
- description: 50 feet. All good-aligned creatures in the aura have __fast healing 30__ for as long as they remain in range, and they gain a +2 status bonus to attack rolls and damage rolls.
- raw_description: '**Bastion Aura** (__aura__, __divine__, __good__, __healing__, __necromancy__) 50 feet. All good-aligned creatures in the aura have __fast healing 30__ for as long as they remain in range, and they gain a +2 status bonus to attack rolls and damage rolls.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ultimate Sacrifice
- action_cost: None
- traits:
- - divine
- - good
- - healing
- - necromancy
- description: If the bastion archon is slain by an evil creature, it explodes in a geyser of holy light, restoring 140 HP to all good-aligned creatures in a 40-foot emanation. The ground in the affected area is also subjected to a level 10 __consecrate__ ritual, and the ground is consecrated for 10 years (or only 24 hours if the ultimate sacrifice took place in __Hell__, __Abaddon__, or the __Abyss__).
- raw_description: '**Ultimate Sacrifice** (__divine__, __good__, __healing__, __necromancy__) If the bastion archon is slain by an evil creature, it explodes in a geyser of holy light, restoring 140 HP to all good-aligned creatures in a 40-foot emanation. The ground in the affected area is also subjected to a level 10 __consecrate__ ritual, and the ground is consecrated for 10 years (or only 24 hours if the ultimate sacrifice took place in __Hell__, __Abaddon__, or the __Abyss__).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Retributive Strike
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Retributive Strike__ [Reaction]**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 70
- type: Land
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 40
- traits:
- - good
- - lawful
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+20
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 42
- to_hit: 34
- misc: ''
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: meteor swarm
- frequency:
- requirement:
- - name: polar ray
- frequency:
- requirement:
- - name: sunburst
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: prismatic spray
- frequency:
- requirement:
- - name: true target
- frequency: x3
- requirement:
- - name: vibrant pattern
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 10
- spells:
- - name: air walk
- frequency:
- requirement:
- - name: tongues
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Archon's Door
- action_cost: None
- traits:
- description: Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door.
- raw_description: "**Archon's Door** Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Blinding Beams
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Blinding Beams** [Free Action] **Trigger **The bastion archon hits a creature with two fist Strikes this turn and can use its Holy Beam; **Effect **The bastion archon fires its Holy Beam at only the creature it hit twice. The creature's save result is one degree of success worse than the result it rolled."
- generic_description:
- frequency:
- trigger: The bastion archon hits a creature with two fist Strikes this turn and can use its Holy Beam
- effect: The bastion archon fires its Holy Beam at only the creature it hit twice. The creature's save result is one degree of success worse than the result it rolled.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Entrench
- action_cost: One Action
- traits:
- description: The bastion archon locks itself in place, becoming voluntarily __immobilized__. While Entrenched, the archon can't be forcibly moved or tripped, and it gains a +2 circumstance bonus to AC and Reflex saves. Entrench ends automatically as soon as the bastion archon uses another __move__ action.
- raw_description: "**Entrench** The bastion archon locks itself in place, becoming voluntarily __immobilized__. While Entrenched, the archon can't be forcibly moved or tripped, and it gains a +2 circumstance bonus to AC and Reflex saves. Entrench ends automatically as soon as the bastion archon uses another __move__ action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Holy Beam
- action_cost: Two Actions
- traits:
- - divine
- - good
- - incapacitation
- - light
- description: "The bastion archon releases a blinding beam of holy light in a 500-foot line that deals 20d6 good damage to non-archons in the area, with a DC 38 Reflex save. The bastion archon can't use Holy Beam again for 1d4 rounds. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature takes half damage. \n\n**Failure **The creature takes full damage and is __blinded__ for 1d4 rounds. \n\n**Critical Failure **The creature takes double damage and is blinded permanently."
- raw_description: "**Holy Beam** [Two Actions] (__divine__, __good__, __incapacitation__, __light__) The bastion archon releases a blinding beam of holy light in a 500-foot line that deals 20d6 good damage to non-archons in the area, with a DC 38 Reflex save. The bastion archon can't use Holy Beam again for 1d4 rounds. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature takes half damage. \n\n**Failure **The creature takes full damage and is __blinded__ for 1d4 rounds. \n\n**Critical Failure **The creature takes double damage and is blinded permanently."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bebilith
- source:
- - abbr: Bestiary 2
- page_start: 37
- page_stop:
- description: >-
- While __demons__ control much of the __Abyss__, even they are hunted in the wilder regions of this horrific plane. The most notorious of these predators—though not the deadliest—is the bebilith. These fiends resemble elephant-sized spiders with glowing eyes, barbed chitin, and a fanged maw dripping caustic fluid.
-
-
-
-
- Many demons and planar travelers have underestimated bebiliths' devious intellects, believing them to be little more than oversized vermin. Bebiliths take advantage of this, ambushing foes with unexpected tactics. While they lash out at any creatures they encounter, they take great pleasure in chewing on demonic flesh. __Qlippoth__ are the only creatures bebiliths never consume.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 27
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - CE
- - Huge
- - Beast
- - Fiend
- senses:
- - Perception +21
- - darkvision
- - scent demons 60 feet
- - scent (imprecise) 30 feet
- languages:
- - Abyssal
- - (can't speak any languages
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 19
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 21
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 6
- int_mod: 3
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- - name: Scent Demons
- action_cost: None
- traits:
- description: A bebilith can smell demons as a __precise sense__.
- raw_description: '**Scent Demons** A bebilith can smell demons as a __precise sense__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 19
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 200
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 15
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- - formula:
- type: Abyssal rot
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: web
- to_hit: 23
- traits:
- - range increment 60 feet
- damage:
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Abyssal Rot
- action_cost: None
- traits:
- - disease
- - necromancy
- description: The __drained__ condition from Abyssal rot is cumulative, to a maximum of drained 4; **Saving Throw **DC 29 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **3d6 negative damage (1 round); **Stage 2 **3d6 negative damage and drained 1 (1 round); **Stage 3 **3d6 negative damage and drained 2 (1 round)
- raw_description: '**Abyssal Rot** (__disease__, __necromancy__) The __drained__ condition from Abyssal rot is cumulative, to a maximum of drained 4; **Saving Throw **DC 29 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **3d6 negative damage (1 round); **Stage 2 **3d6 negative damage and drained 1 (1 round); **Stage 3 **3d6 negative damage and drained 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dimensional Tether
- action_cost: None
- traits:
- description: A creature hit by the bebilith's web Strike is __restrained__ and tethered to the bebilith, preventing it from moving further away from the bebilith. The restrained creature is also under the effects of a __dimensional anchor__ spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time. The DC to __Escape__ or __Force Open__ the tether is 29. The tether can be severed with a Strike (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the restrained creature.
- raw_description: "**Dimensional Tether** A creature hit by the bebilith's web Strike is __restrained__ and tethered to the bebilith, preventing it from moving further away from the bebilith. The restrained creature is also under the effects of a __dimensional anchor__ spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time. The DC to __Escape__ or __Force Open__ the tether is 29. The tether can be severed with a Strike (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the restrained creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Penetrating Strike
- action_cost: None
- traits:
- description: Against demons, a bebilith's Strikes count as __cold iron__ and good.
- raw_description: "**Penetrating Strike** Against demons, a bebilith's Strikes count as __cold iron__ and good."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Behemoth Hippopotamus
- source:
- - abbr: Bestiary 2
- page_start: 144
- page_stop:
- description: >-
- Behemoth hippopotamuses stand taller than elephants. They spend less time out of water than their smaller kin. Behemoth hippos are omnivorous, and many enjoy the taste of meat.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +19
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 18
- misc: +20 in water
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 7
- int_mod: -4
- wis_mod: 5
- cha_mod: -2
- sense_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: The behemoth hippopotamus can hold its breath for 1 hour.
- raw_description: '**Deep Breath** The behemoth hippopotamus can hold its breath for 1 hour.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 17
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 190
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - deadly d12
- - reach 10 feet
- damage:
- formula: 2d12+10
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: foot
- to_hit: 21
- traits:
- damage:
- formula: 2d8+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Aquatic Ambush
- action_cost: One Action
- traits:
- description: 40 feet
- raw_description: '**__Aquatic Ambush__** 40 feet'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Capsize
- action_cost: One Action
- traits:
- - attack
- description: The behemoth hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The behemoth hippopotamus must succeed at an __Athletics__ check with a DC of 30 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's __Sailing Lore__ DC, whichever is higher.
- raw_description: "**Capsize** (__attack__) The behemoth hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The behemoth hippopotamus must succeed at an __Athletics__ check with a DC of 30 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's __Sailing Lore__ DC, whichever is higher."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Double Chomp
- action_cost: One Action
- traits:
- description: The behemoth hippo makes a jaws Strike targeting two creatures adjacent to each other. Roll the attack and damage once, and apply it to each creature separately. An Engulfing Chomp counts as two attacks for the multiple attack penalty.
- raw_description: '**Double Chomp** The behemoth hippo makes a jaws Strike targeting two creatures adjacent to each other. Roll the attack and damage once, and apply it to each creature separately. An Engulfing Chomp counts as two attacks for the multiple attack penalty.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- description: Medium, 2d12+10 bludgeoning, Rupture 26.
- raw_description: '**__Swallow Whole__** Medium, 2d12+10 bludgeoning, Rupture 26.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 29
- raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 29'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Behir
- source:
- - abbr: Bestiary 2
- page_start: 38
- page_stop:
- description: >-
- The behir is a massive, serpentine beast with never fewer than a dozen short legs, each ending in three hooked talons. A behir can live to 80 years, but most perish far younger to violence. Fully grown, a behir is 40 feet long and weighs 4,000 pounds.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Beast
- - Electricity
- senses:
- - Perception +17
- - darkvision
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 17
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 5
- int_mod: -2
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 16
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 140
- hp_misc:
- immunities:
- - electricity
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 15
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 18
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+10
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 18
- traits:
- - agile
- damage:
- formula: 2d6+10
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - electricity
- - evocation
- - primal
- description: The behir breathes lightning that deals 9d6 electricity damage in an 60-foot line (DC 27 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The behir breathes lightning that deals 9d6 electricity damage in an 60-foot line (DC 27 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Claw Storm
- action_cost: Three Actions
- traits:
- description: The behir Strides up to its Speed, during which it can walk on air as if it were solid ground, ascending or descending at up to a 45-degree angle. It can make up to four claw Strikes at any point during this movement, each against a different target within reach, and it deals an extra 1d6 electricity damage with each Strike. These attacks count toward the behir's multiple attack penalty, but the multiple attack penalty doesn't increase until after the behir makes all of its attacks. If the behir moves half its Speed or less during a Claw Storm, that movement doesn't trigger reactions. The behir can't use Claw Storm if it has a creature wrapped in its coils. At the end of Claw Storm, it drifts downward up to 60 feet to the ground, landing softly and taking no damage from the fall. If it descends further than 60 feet, it takes damage normally from the remaining fall.
- raw_description: "**Claw Storm** [Three Actions] The behir Strides up to its Speed, during which it can walk on air as if it were solid ground, ascending or descending at up to a 45-degree angle. It can make up to four claw Strikes at any point during this movement, each against a different target within reach, and it deals an extra 1d6 electricity damage with each Strike. These attacks count toward the behir's multiple attack penalty, but the multiple attack penalty doesn't increase until after the behir makes all of its attacks. If the behir moves half its Speed or less during a Claw Storm, that movement doesn't trigger reactions. The behir can't use Claw Storm if it has a creature wrapped in its coils. At the end of Claw Storm, it drifts downward up to 60 feet to the ground, landing softly and taking no damage from the fall. If it descends further than 60 feet, it takes damage normally from the remaining fall."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d6+7 bludgeoning, DC 27
- raw_description: '**__Constrict__** 2d6+7 bludgeoning, DC 27'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 2d12+7 bludgeoning, Rupture 21
- raw_description: '**__Swallow Whole__** (__attack__) Large, 2d12+7 bludgeoning, Rupture 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wrap in Coils
- action_cost: One Action
- traits:
- description:
- raw_description: "**Wrap in Coils** **Requirements **The behir has a creature either __restrained__ or __grabbed__ in its jaws; **Effect **The behir moves the creature into its coils, freeing its jaws. The creature remains grabbed and takes 1d6+6 slashing damage. The behir's coils can hold as many creatures as will fit in its space."
- generic_description:
- frequency:
- trigger:
- effect: The behir has a creature either __restrained__ or __grabbed__ in its jaws
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Belker
- source:
- - abbr: Bestiary 2
- page_start: 106
- page_stop:
- description: >-
- These reclusive elementals have glowing red eyes, leathery wings, and long, sharp claws. While they always retain their shape, belkers can control the solidity of their forms at will, transforming into clouds of smoke, ash, and dust.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Air
- - Elemental
- senses:
- - Perception +14
- - darkvision
- - smoke vision
- languages:
- - Auran
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 15
- misc: +17 in smoke
- perception: 14
- ability_mods:
- str_mod: 2
- dex_mod: 5
- con_mod: 3
- int_mod: -2
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: The belker ignores the __concealed__ condition from smoke.
- raw_description: '**Smoke Vision** The belker ignores the __concealed__ condition from smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 17
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 78
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - precision
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Smoke Form
- action_cost: None
- traits:
- description: The belker can occupy the same space as other creatures.
- raw_description: '**Smoke Form** The belker can occupy the same space as other creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- - finesse
- damage:
- formula: 2d10+5
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 17
- traits:
- - agile
- - finesse
- - reach 10 feet
- damage:
- formula: 2d8+5
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Noxious Fumes
- action_cost: Two Actions
- traits:
- description:
- raw_description: "**Noxious Fumes** [Two Actions] **Requirement **The belker occupies the same space as a Medium or smaller creature; **Effect **The belker attempts to flow into the creature's lungs; the creature must attempt a DC 23 Fortitude save. On a failure, the creature partially inhales the belker and is __immobilized__ by the pain of the smoke rasping in its throat and lungs. The creature can attempt to exhale the belker by spending an action coughing and succeeding at a DC 23 Fortitude save. Most of the belker remains outside the creature, so the belker can still act normally. If the belker moves out of the creature's space or uses Noxious Fumes again, the creature automatically exhales it."
- generic_description:
- frequency:
- trigger:
- effect: The belker occupies the same space as a Medium or smaller creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Smoke Slash
- action_cost: One Action
- traits:
- description:
- raw_description: '**Smoke Slash** **Requirement **The belker is partially inhaled by a creature; **Effect **The belker automatically deals its claw damage to the inhaling creature by forming a claw to slash and scrape the creature from within.'
- generic_description:
- frequency:
- trigger:
- effect: The belker is partially inhaled by a creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bida
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 81
- page_stop:
- description: >-
- Bidas are black-scaled dragons with long, serpentine bodies and bat-like wings. Their legs and claws are smaller than those of most dragons, but their powerful undulating coils, like those of a boa constrictor, are potent weapons capable of squeezing the life from several unfortunate victims at a time.
-
-
-
-
- A bida uses its impressive intellect and powerful magic to pose as a humanoid and infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. From this point on, the bida dwells almost exclusively within its smoggy lair, growing fat off the blood of its sacrificial offerings. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town.
-
-
-
-
- Bidas begrudgingly tolerate others of their kind, instead preferring the company of their small, tasty thralls. In rare cases, a pair of bidas may join forces to conquer a particularly large settlement, extracting that much more wealth (and blood) from the populace as a result of their partnership.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Huge
- traits:
- - Uncommon
- - LE
- - Huge
- - Dragon
- senses:
- - Perception +15
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - Draconic
- - Mwangi
- skills:
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Society '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 3
- int_mod: 4
- wis_mod: 3
- cha_mod: 6
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 15
- ref_misc:
- will: 18
- will_misc:
- misc: +2 circumstance to all saves to disbelieve illusions
- hp: 135
- hp_misc:
- immunities:
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: acid
- - amount: 10
- type: poison
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: climb
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+9
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 20
- traits:
- - reach 15 feet
- damage:
- formula: 2d6+9
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: nondetection
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: humanoid form
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d6+6 bludgeoning, DC 26
- raw_description: '**Constrict** 1d6+6 bludgeoning, DC 26'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Eight Coils
- action_cost: None
- traits:
- description: A bida can Strike with its tail even while Grabbing creatures with it. The bida can have up to eight Medium or smaller creatures grabbed with its tail at a time; it can also grab Large creatures, but they count as four Medium creatures for this purpose.
- raw_description: '**Eight Coils** A bida can Strike with its tail even while Grabbing creatures with it. The bida can have up to eight Medium or smaller creatures grabbed with its tail at a time; it can also grab Large creatures, but they count as four Medium creatures for this purpose.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mask Settlement
- action_cost: None
- traits:
- - arcane
- - illusion
- description: By concentrating for 4 hours, the bida hides a small settlement. This is a 5th-level __hallucinatory terrain__ spell, except the area is a 500-foot burst and creatures are invisible while inside structures in the area. The bida can conceal only one settlement at a time, and must concentrate on the effect for 10 minutes at the beginning of each day to maintain the illusion.
- raw_description: '**Mask Settlement** (__arcane__, __illusion__) By concentrating for 4 hours, the bida hides a small settlement. This is a 5th-level __hallucinatory terrain__ spell, except the area is a 500-foot burst and creatures are invisible while inside structures in the area. The bida can conceal only one settlement at a time, and must concentrate on the effect for 10 minutes at the beginning of each day to maintain the illusion.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Biloko Veteran
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 82
- page_stop:
- description: >-
- A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: NE
- size: Small
- traits:
- - NE
- - Small
- - Fey
- senses:
- - Perception +11
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Mwangi
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Crafting '
- bonus: 10
- misc:
- - name: 'Intimidation '
- bonus: 12
- misc:
- - name: 'Nature '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 0
- int_mod: 0
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- items:
- - longspear
- - shortbow (20 arrows)
- ac: 21
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 13
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 58
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 2d8+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: longspear
- to_hit: 14
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+5
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 14
- traits:
- - deadly d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Inspired Feast
- action_cost: None
- traits:
- - emotion
- - mental
- description: If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour.
- raw_description: '**Inspired Feast** (__emotion__, __mental__) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swipe
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Swipe** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Biloko Warrior
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 82
- page_stop:
- description: >-
- Rank-and-file bilokos stalk the jungles in small hunting bands.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: NE
- size: Small
- traits:
- - NE
- - Small
- - Fey
- senses:
- - Perception +7
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Mwangi
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Crafting '
- bonus: 7
- misc:
- - name: 'Nature '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: -1
- int_mod: 0
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - spear
- - wooden shield (Hardness 3, 12 HP, BT 6)
- ac: 16
- ac_special:
- - descr: 18 with shield raised
- saves:
- fort: 4
- fort_misc:
- ref: 7
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 19
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d8+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: spear
- to_hit: 8
- traits:
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spear
- to_hit: 7
- traits:
- - thrown 20 feet
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Inspired Feast
- action_cost: None
- traits:
- - emotion
- - mental
- description: If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour.
- raw_description: '**Inspired Feast** (__emotion__, __mental__) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Black Bear
- source:
- - abbr: Bestiary 2
- page_start: 36
- page_stop:
- description: >-
- Contrary to the name, black bears can be cinnamon or even blond in coloration, depending on which hue is most beneficial for surviving in their local environment. Regardless of their coloration, they are opportunistic eaters who gain sustenance from berries and nuts just as often as from fish and smaller mammals. They steal food when they find it, including from humanoid camps. Although they are predators, black bears are more timid than other bears. Unless defending themselves or their young, black bears often avoid conflict or fight only until they can retreat.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Survival '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 8
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 32
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- damage:
- formula: 1d8+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 9
- traits:
- - agile
- damage:
- formula: 1d6+5
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mauler
- action_cost: None
- traits:
- description: The black bear gains +1 circumstance bonus to damage rolls against creatures it has grabbed.
- raw_description: '**Mauler** The black bear gains +1 circumstance bonus to damage rolls against creatures it has grabbed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Black Pudding
- source:
- - abbr: Bestiary
- page_start: 255
- page_stop:
- description: >-
- Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. This caustic acid is particularly dangerous to creatures that attack a pudding, as it can quickly damage and destroy gear.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Mindless
- - Ooze
- senses:
- - Perception +9
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- perception: 9
- ability_mods:
- str_mod: 7
- dex_mod: -5
- con_mod: 7
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A black pudding can sense nearby motion through vibration and air movement.
- raw_description: '**Motion Sense** A black pudding can sense nearby motion through vibration and air movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 14
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 6
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 165
- hp_misc:
- immunities:
- - acid
- - critical hits
- - mental
- - piercing
- - precision
- - slashing
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Corrosive Mass
- action_cost: None
- traits:
- description: A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save.
- raw_description: '**Corrosive Mass** A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Split
- action_cost: None
- traits:
- description: When the black pudding is hit by an attack that would deal slashing or piercing damage and has 10 or more HP, it splits into two identical puddings, each with half the original's HP. One pudding is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push).
- raw_description: "**Split** When the black pudding is hit by an attack that would deal slashing or piercing damage and has 10 or more HP, it splits into two identical puddings, each with half the original's HP. One pudding is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- - amount:
- type: suction
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 18
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+7
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: acid
- - formula:
- type: corrosive touch
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+7 bludgeoning plus 1d6 acid, DC 26
- raw_description: '**Constrict** 1d8+7 bludgeoning plus 1d6 acid, DC 26'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Corrosive Touch
- action_cost: None
- traits:
- description: When the pudding hits a creature with its pseudopod, any acid damage is dealt to the creature's armor or clothing as well as the creature.
- raw_description: "**Corrosive Touch** When the pudding hits a creature with its pseudopod, any acid damage is dealt to the creature's armor or clothing as well as the creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Suction
- action_cost: None
- traits:
- description: The pudding can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it.
- raw_description: '**Suction** The pudding can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Black Scoprion
- source:
- - abbr: Bestiary 2
- page_start: 234
- page_stop:
- description: >-
- With a carapace the color of polished obsidian and a penchant for attacking villages, this humongous scorpion is one of the desert's most frightening predators. A black scorpion measures 60 feet from tip to the base of its stinger.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +27
- - darkvision
- - tremorsense (imprecise) 90 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 30
- misc:
- perception: 27
- ability_mods:
- str_mod: 9
- dex_mod: 4
- con_mod: 6
- int_mod: -5
- wis_mod: 6
- cha_mod: -4
- sense_abilities:
- items:
- ac: 38
- ac_special:
- saves:
- fort: 29
- fort_misc:
- ref: 25
- ref_misc:
- will: 25
- will_misc:
- misc:
- hp: 275
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- melee:
- - action_cost: One Action
- name: pincer
- to_hit: 30
- traits:
- - agile
- - reach 30 feet
- damage:
- formula: 3d12+15
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: stinger
- to_hit: 30
- traits:
- - reach 30 feet
- damage:
- formula: 3d8+15
- type: piercing
- plus_damage:
- - formula:
- type: black scorpion venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Black Scorpion Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 36 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d12 poison damage and __clumsy 2__ (1 round); **Stage 2** 3d12 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 4d12 poison damage, clumsy 4, and slowed 2 (1 round)'
- raw_description: '**Black Scorpion Venom** (__poison__) **Saving Throw** DC 36 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d12 poison damage and __clumsy 2__ (1 round); **Stage 2** 3d12 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 4d12 poison damage, clumsy 4, and slowed 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Greater Constrict
- action_cost: One Action
- traits:
- description: 2d12+12 bludgeoning, DC 36
- raw_description: '**__Greater Constrict__** 2d12+12 bludgeoning, DC 36'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rapid Stinging
- action_cost: Two Actions
- traits:
- description: The black scorpion makes three stinger Strikes, each against a different target. Its multiple attack penalty applies to each attack, but the penalty increases only after all the attacks have been made.
- raw_description: '**Rapid Stinging** [Two Actions] The black scorpion makes three stinger Strikes, each against a different target. Its multiple attack penalty applies to each attack, but the penalty increases only after all the attacks have been made.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Blindheim
- source:
- - abbr: Bestiary 2
- page_start: 39
- page_stop:
- description: >-
- Inhabitants of damp, subterranean caves, blindheims resemble stubby humanoids with oversized, frog-like heads and bulbous eyes. Their eyes emit a soft glow at all times, but a blindheim can draw back the heavy membrane that normally covers them to emit an intense light as bright as day. These simple creatures use their lights to draw in or disorient prey, mostly small animals like lizards, rodents, or fish. However, they might go after larger prey if trying to feed their young. When they encounter creatures their own size or larger they retreat, flashing their eyes to facilitate their escape if necessary. They often hunt in pairs or small packs. Using their lights to coordinate from a distance, they slowly close in on the creatures they hunt. One common hunting pattern involves one blindheim diving deep and using its light to chase fish to the surface, while another up above snatches them up and tosses them onto the land to eat later.
-
-
-
-
- Blindheims make their nests in damp caverns, especially grottoes next to underground lakes or bogs. An ideal nest rests in a cozy cavern with plenty of fungus to eat, a few fish swimming in a lake, and the comforting drip of water from the ceiling. Blindheims prefer to lead quiet and serene lives, and even when first born they emit only the meekest of vocalizations. A blindheim is born shining, and its parents cuddle over it to dim the light so as to avoid attracting predators.
-
-
-
-
- It's not just animals that endanger blindheims. Underground peoples find the creatures useful and attempt to capture them for specialized purposes. __Duergars__ use them as "raid frogs," placing heavy hoods over blindheims' heads and revealing them suddenly during raids to blind their foes. They sometimes send the creatures along with their slaves that lack darkvision into the mines as a source of light. __Drow__ use them for some of these same purposes, and some nobles have been known to treat the creatures as mere lanterns, having them hoisted to the ceilings of their halls. Neither duergars nor drow take good care of the captive creatures, so blindheims rarely last long in captivity.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +9
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 6
- misc: +9 to Leap or Swim
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 9
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 3
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 27
- hp_misc:
- immunities:
- - blinded
- - light
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 15
- type: climb
- - amount: 15
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- damage:
- formula: 1d12+2
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- - finesse
- damage:
- formula: 1d8+2
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Spotlight
- action_cost: One Action
- traits:
- - concentrate
- - light
- description: "Bright light shines from the blindheim's eyes in a 30-foot emanation (also creating dim light to 60 feet). Each creature in the bright light when the blindheim uses this action, or who enters it while the light continues, must attempt a DC 18 Fortitude save. It is then temporarily immune for 1 hour. This light remains until the blindheim dims its eyes by using this action again. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __dazzled__ for 1 round. \n\n**Failure **The creature is __blinded__ for 1d4 rounds. \n\n**Critical Failure **The creature is blinded for 1 hour."
- raw_description: "**Spotlight** (__concentrate__, __light__) Bright light shines from the blindheim's eyes in a 30-foot emanation (also creating dim light to 60 feet). Each creature in the bright light when the blindheim uses this action, or who enters it while the light continues, must attempt a DC 18 Fortitude save. It is then temporarily immune for 1 hour. This light remains until the blindheim dims its eyes by using this action again. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __dazzled__ for 1 round. \n\n**Failure **The creature is __blinded__ for 1d4 rounds. \n\n**Critical Failure **The creature is blinded for 1 hour."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Blink Dog
- source:
- - abbr: Bestiary 2
- page_start: 40
- page_stop:
- description: >-
- At first glance, blink dogs seem to be little more than long-eared, bearded canines with tawny coats. Yet their intelligent eyes and the blue nimbus of energy that dances across their fur hint at not only the blink dog's inherent intelligence, but also of their connection to the occult energies and mysteries that hide beyond the sight of the untrained eye. These honorable creatures are as intelligent as most humanoids. They live and hunt in large packs, roaming forests, plains, and the hidden places of the world in hunt for evil creatures—particularly those that dwell in the depths of the __Ethereal Plane__.
-
-
-
-
- Unless acting in concert with specific allies who have proven that their goals are shared, blink dogs tend to avoid other creatures if at all possible. Their packs are constantly on the move and hidden from those that would seek them out. But in times of need, they have been known to come to the rescue of villages and lost travelers. While they have no innate ability to travel to the Ethereal Plane for extended periods of time, all blink dogs constantly shimmer and ripple between the __Material Plane__ and the Ethereal. They do their best to use their ability to blink to snatch glimpses into the Ethereal Plane and keep track of potential threats that might be building there, but in practice this tactic yields more of a constant stream of hunches and estimations of Ethereal-based threats. Of course, to a blink dog, this constant state of flux is as natural as breathing.
-
-
-
-
- Pack leadership always falls to a pair—an elder blink dog (called an alpha) who relies upon the valued guidance of a trusted pack mate (the sage). Honor and tradition are keystones of blink dog society. They are fiercely loyal, defending the pack or creatures they befriend to the death and maintaining oaths handed down from litter to litter. Though different packs hold different traditions and oaths, their connection through the tales and stories told among their kind and the shared experience of the movement of stars above weave all blink dogs into an extended family, a great pack. Through their myths and folklore, blink dogs have names for celestial phenomena, note births under auspicious stars, and read omens from unusual stellar conjunctions. These celestial signs are woven into blink dogs' lifeways; their names contain a reference to the specific constellation under which they were born, and a pack's sage watches the heavens for signs to help them decide when a pup is old enough for their first hunt.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
- level: 2
- rarity: Uncommon
- type: Creature
- alignment: LG
- size: Medium
- traits:
- - Uncommon
- - LG
- - Medium
- - Beast
- senses:
- - Perception +8
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 2
- int_mod: 1
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws (agile, finesse
- to_hit: 11<
- traits:
- damage:
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 18
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: blink
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The blink dog's Strikes deal an additional 1d4 damage to creatures within the reach of at least two of the blink dog's allies.
- raw_description: "**Pack Attack** The blink dog's Strikes deal an additional 1d4 damage to creatures within the reach of at least two of the blink dog's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Blizzardborn
- source:
- - abbr: Bestiary 2
- page_start: 115
- page_stop:
- description: >-
- Freezing and thawing in a near-constant loop, blizzardborn resemble humanoid forms composed of a mixture of partially melted snow and sleet. These elementals move with crunching strides, their bodies constantly sloshing and sloughing off shards of ice. Because of their ability to refreeze, blizzardborn can travel into warmer environments safely, though they tend to look more like slush in these areas.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Cold
- - Elemental
- - Water
- senses:
- - Perception +14
- - darkvision
- - snow vision
- languages:
- - Aquan
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 14
- misc: +16 in ice or snow
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: 0
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- - name: Snow Vision
- action_cost: None
- traits:
- description: The blizzardborn ignores the __concealed__ condition from falling snow.
- raw_description: '**Snow Vision** The blizzardborn ignores the __concealed__ condition from falling snow.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 12
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 105
- hp_misc:
- immunities:
- - bleed
- - cold
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Shattering Ice
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shattering Ice [Reaction]** **Trigger** An enemy hits the blizzardborn with an attack that deals physical damage; **Effect** A portion of the blizzardborn's body shatters into an explosion of razor sharp ice crystals and blinding snow that deals 2d6 piercing damage to opponents in a 5-foot emanation (DC 24 basic Reflex save). Anyone who fails is also __blinded__ for 1 round (or 3 rounds on a critical failure)."
- generic_description:
- frequency:
- trigger: An enemy hits the blizzardborn with an attack that deals physical damage
- effect: A portion of the blizzardborn's body shatters into an explosion of razor sharp ice crystals and blinding snow that deals 2d6 piercing damage to opponents in a 5-foot emanation (DC 24 basic Reflex save). Anyone who fails is also __blinded__ for 1 round (or 3 rounds on a critical failure).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: ice burrow
- melee:
- - action_cost: One Action
- name: ice claw
- to_hit: 17
- traits:
- - versatile bludgeoning
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- - formula: 1d6
- type: persistent cold
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Ice Burrow
- action_cost: None
- traits:
- description: The blizzardborn can __Burrow__ through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Ice Burrow** The blizzardborn can __Burrow__ through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Blodeuwedd
- source:
- - abbr: Bestiary 2
- page_start: 41
- page_stop:
- description: >-
- The mysterious blodeuwedds dwell in those parts of the world where the boundaries between the __Material Plane__ and the __First World__ have worn thin, or around portals between the two planes. Their link with such regions of the natural world is so strong that it rivals the bond shared between __nymphs__ and places of great natural beauty, yet none would look upon a blodeuwedd and mistake them for something as elegant as a nymph.
-
-
-
-
- Although blodeuwedds share certain traits with nymphs, their role as guardians of the pathways between this world and the First World prevents them from forming as powerful a magical bond with the natural world. Never truly a part of either reality yet forced to keep watch over both, blodeuwedds tend to grow cynical and sharp-tongued toward any who would seek travel from one realm to the other, regardless of their actual goals.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 24
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - Uncommon
- - CN
- - Medium
- - Fey
- - Plant
- senses:
- - Perception +14
- - low-light vision
- languages:
- - Aklo
- - Common
- - Sylvan
- - speak with plants
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Diplomacy '
- bonus: 15
- misc:
- - name: 'Nature '
- bonus: 13
- misc:
- - name: 'Performance '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 13
- misc: +17 in grasslands
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 14
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 2
- int_mod: 3
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- - name: Allergen Aura
- action_cost: None
- traits:
- - aura
- - primal
- description: A blodeuwedd exudes a 30-foot aura of pollen and irritating allergens. A non-plant living creature that begins its turn in the aura must succeed at a DC 22 Fortitude save or become __sickened 2__. A creature that succeeds at its save is then temporarily immune to the allergen aura for 24 hours. A blodeuwedd can suppress this aura or activate it again as a free action.
- raw_description: '**Allergen Aura** (__aura__, __primal__) A blodeuwedd exudes a 30-foot aura of pollen and irritating allergens. A non-plant living creature that begins its turn in the aura must succeed at a DC 22 Fortitude save or become __sickened 2__. A creature that succeeds at its save is then temporarily immune to the allergen aura for 24 hours. A blodeuwedd can suppress this aura or activate it again as a free action.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wild Empathy
- action_cost: None
- traits:
- description: >+
- The blodeuwedd can use __Diplomacy__ to __Make an Impression__ on and make very simple __Requests__ of __animals__.
-
- raw_description: >+
- **Wild Empathy** The blodeuwedd can use __Diplomacy__ to __Make an Impression__ on and make very simple __Requests__ of __animals__.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 sling
- ac: 24
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 17
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 105
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 2d8+7
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: sling
- to_hit: 17
- traits:
- - propulsive
- - range increment 50 feet
- damage:
- formula: 2d6+4
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: hallucinatory terrain
- frequency:
- requirement:
- - name: modify memory
- frequency:
- requirement:
- - name: sleep
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: wall of thorns
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: entangle
- frequency: ×3
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: tanglefoot
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: speak with plants
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: >-
- A blodeuwedd can take on the appearance of a single unique humanoid or the form of a prairie owl. When in humanoid form, the blodeuwedd loses its claw attack. In owl form, its statistics change as follows: **Size **Small; **Speed **fly 60 feet; **Melee ** talons +15, **Damage **1d3+1.
-
-
- A blodeuwedd can return to their normal form as a free action.
- raw_description: >-
- **Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) A blodeuwedd can take on the appearance of a single unique humanoid or the form of a prairie owl. When in humanoid form, the blodeuwedd loses its claw attack. In owl form, its statistics change as follows: **Size **Small; **Speed **fly 60 feet; **Melee ** talons +15, **Damage **1d3+1.
-
-
- A blodeuwedd can return to their normal form as a free action.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Living Footsteps
- action_cost: None
- traits:
- description: Every Stride action taken by a blodeuwedd causes small plants, grasses, and wildflowers to sprout from the ground, though they can suppress this effect if they desire. In a region or terrain that wouldn't normally support plant life, these plants thrive for 1 minute before withering away.
- raw_description: "**Living Footsteps** Every Stride action taken by a blodeuwedd causes small plants, grasses, and wildflowers to sprout from the ground, though they can suppress this effect if they desire. In a region or terrain that wouldn't normally support plant life, these plants thrive for 1 minute before withering away."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Nature's Infusion
- action_cost: Two Actions
- traits:
- description:
- raw_description: "**Nature's Infusion** [Two Actions] **Frequency **once per day; **Effect **While surrounded by any field or fertile plain, a blodeuwedd can infuse themself with borrowed life energy from nearby plants and nutrients in the ground. The blodeuwedd gains 15 temporary Hit Points that last for 1 hour."
- generic_description:
- frequency: once per day
- trigger:
- effect: While surrounded by any field or fertile plain, a blodeuwedd can infuse themself with borrowed life energy from nearby plants and nutrients in the ground. The blodeuwedd gains 15 temporary Hit Points that last for 1 hour.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Blood Boar
- source:
- - abbr: 'Pathfinder #147: Tomorrow Must Burn'
- page_start: 76
- page_stop:
- 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' 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 their prey from up to a mile away.
-
-
-
-
- Blood boars' keepers groom and mark the animals to enhance their already unsettling appearance. While from a distance, a blood boar might be mistaken for an ordinary pig, up close the differences are stark. Blood-red eyes, ashen fur, and unnaturally sharp tusks frame hundreds of pounds of raw muscle, the veins of which can be seen through the boar's ghastly pale flesh. Chains, manacles, and spikes are typical blood boar accessories, ensuring the boars are as fearsome as possible.
-
-
-
-
- A blood boar's ability to track its quarry using only the scent of the target's blood has been the bane of many thieves, brigands, and the occasional illicit lover, but none have as much cause to fear the beasts as slaves in pursuit of freedom. Even washing off spilled blood does nothing to deter the blood boar's pursuit if it already has the scent. As a result, many halflings in the Bellflower Network zealously practice disarming and nonlethal combat techniques specifically to avoid accidental bloodshed during an escape.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Animal
- senses:
- - Perception +15
- - bloodsense 60 feet
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 15
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- - name: Bloodsense
- action_cost: None
- traits:
- description: The blood boar can precisely sense bleeding creatures within 60 feet.
- raw_description: '**Bloodsense** The blood boar can precisely sense bleeding creatures within 60 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Blood Quarry
- action_cost: None
- traits:
- 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.
- raw_description: "**Blood 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 14
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 98
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Chase Down
- action_cost: One Action
- traits:
- description: The blood boar Strides toward its quarry, ignoring difficult terrain and gaining a +10-foot circumstance bonus to its Speed during the movement.
- raw_description: '**Chase Down** The blood boar Strides toward its quarry, ignoring difficult terrain and gaining a +10-foot circumstance bonus to its Speed during the movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrifying Squeal
- action_cost: One Action
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: The blood boar lets forth a hair-raising squeal. Each creature within 30 feet must succeed at a DC 23 Will save or become __frightened 1__ (__frightened 2__ on a critical failure). If the blood boar uses Terrifying Squeal on the same turn after using Chase Down, the Will save DC is instead 25.
- raw_description: '**Terrifying Squeal** (__auditory__, __emotion__, __fear__, __mental__) The blood boar lets forth a hair-raising squeal. Each creature within 30 feet must succeed at a DC 23 Will save or become __frightened 1__ (__frightened 2__ on a critical failure). If the blood boar uses Terrifying Squeal on the same turn after using Chase Down, the Will save DC is instead 25.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Blood Ooze
- source:
- - abbr: The Fall of Plaguestone
- page_start: 63
- page_stop:
- description: >-
- Swelling like a bubble about to burst, this oozing thing looks like it is made entirely from blood. Its slick, crimson skin is marred only by spots that look like clots formed on the surface.
-
-
-
-
- Created through the foulest of alchemical rituals, the blood ooze seeks only one thing: to increase its mass by consuming blood from the living. The blood ooze hides within the body of its victims, only bursting out to attack when another meal draws near, leaving the body a husk of its former self.
-
-
-
-
- The process by which such an ooze is created involves draining the blood of at least four Medium creatures and feeding all of the collected blood to a fifth creature, along with deadly reagents designed to prevent the blood from coagulating. During this time, the host slowly dies while the blood ooze takes form, emerging 2 to 6 hours later. Blood oozes have no loyalty toward those who created them, but some creators have noted that newly formed blood oozes seem to avoid harming other members of the host creature's family.
-
-
-
-
- It is not widely known that an existing blood ooze can reproduce by splitting itself in half. It undergoes this division only if it has grown so large that splitting in half would create a pair of normal-sized blood oozes, such as the one listed below.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Mindless
- - Ooze
- senses:
- - Perception +8
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 4
- misc: +12 if hiding inside a dead body
- perception: 8
- ability_mods:
- str_mod: 5
- dex_mod: -4
- con_mod: 5
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Infuse Corpse
- action_cost: One Action
- traits:
- description: A blood ooze can seep into a corpse's wounds, displacing its natural blood. It can burst out of the corpse as a free action.
- raw_description: "**Infuse Corpse** A blood ooze can seep into a corpse's wounds, displacing its natural blood. It can burst out of the corpse as a free action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 12
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 6
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- - critical hits
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Clot
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Clot** [Reaction] **Trigger** The blood ooze is damaged by a piercing or slashing attack. **Effect** The blood ooze forms a clot around the wound, reducing the damage taken by 5 (to a minimum of 0).'
- generic_description:
- frequency:
- trigger: The blood ooze is damaged by a piercing or slashing attack.
- effect: The blood ooze forms a clot around the wound, reducing the damage taken by 5 (to a minimum of 0).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Blood Pool
- action_cost: None
- traits:
- description: Whenever a creature adjacent to a blood ooze takes bleed damage, the blood ooze regains an amount of Hit Points equal to the damage dealt.
- raw_description: '**Blood Pool** Whenever a creature adjacent to a blood ooze takes bleed damage, the blood ooze regains an amount of Hit Points equal to the damage dealt.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 15
- traits:
- - reach 10 feet
- damage:
- formula: 1d12+8
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: persistent bleed
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Siphon Vitality
- action_cost: Two Actions
- traits:
- description: The blood ooze draws forth blood from nearby creatures, causing their flesh to break open and blood to spill out which replenishes the blood ooze. Each living creature within 15 feet takes 3d6 slashing damage (DC 21 basic Fortitude save). The blood ooze regains an amount of Hit Points equal to half the damage Siphon Vitality dealt to the single creature that took the most damage.
- raw_description: '**Siphon Vitality** [Two Actions] The blood ooze draws forth blood from nearby creatures, causing their flesh to break open and blood to spill out which replenishes the blood ooze. Each living creature within 15 feet takes 3d6 slashing damage (DC 21 basic Fortitude save). The blood ooze regains an amount of Hit Points equal to half the damage Siphon Vitality dealt to the single creature that took the most damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bloodlash Bush
- source:
- - abbr: The Fall of Plaguestone
- page_start: 62
- page_stop:
- description: >-
- What first appears to be a simple shrub suddenly stirs to life.
-
-
-
-
- The bloodlash bush attempts to lacerate its foes, using its weeping wounds to irrigate the ground around itself. The seeds of a bloodlash bush can take root only in soil that has been soaked in blood.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Plant
- senses:
- - Perception +6
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 4
- int_mod: -4
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 5
- type: piercing
- weaknesses:
- - amount: 5
- type: fire
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: vine
- to_hit: 11
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- - formula:
- type: weeping wounds
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Siphon
- action_cost: Two Actions
- traits:
- description: The tendrils of the bush reach out to siphon the blood from a victim up to 20 feet away with persistent bleed damage, causing the victim to immediately take that amount of bleed damage (basic Reflex DC 17). The bush regains an amount of Hit Points equal to double the damage dealt.
- raw_description: '**Blood Siphon** [Two Actions] The tendrils of the bush reach out to siphon the blood from a victim up to 20 feet away with persistent bleed damage, causing the victim to immediately take that amount of bleed damage (basic Reflex DC 17). The bush regains an amount of Hit Points equal to double the damage dealt.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spinning Strike
- action_cost: Three Actions
- traits:
- description: The bush spins in a circle, lashing out in all directions at once. It makes one attack roll and compares the result to the AC of each creature within its melee reach, rolling damage only once and applying it to each creature hit.
- raw_description: '**Spinning Strike** [Three Actions] The bush spins in a circle, lashing out in all directions at once. It makes one attack roll and compares the result to the AC of each creature within its melee reach, rolling damage only once and applying it to each creature hit.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Weeping Wounds
- action_cost: None
- traits:
- description: A bloodlash bush's vines cause terrible lacerations that continue to bleed. A creature hit with a vine attack takes 1 persistent bleed damage (2 on a critical hit). Unlike other forms of persistent damage, this damage is cumulative, to a maximum of 5 persistent bleed damage but it can be stopped like any other persistent bleed damage.
- raw_description: "**Weeping Wounds** A bloodlash bush's vines cause terrible lacerations that continue to bleed. A creature hit with a vine attack takes 1 persistent bleed damage (2 on a critical hit). Unlike other forms of persistent damage, this damage is cumulative, to a maximum of 5 persistent bleed damage but it can be stopped like any other persistent bleed damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bloodseeker
- source:
- - abbr: Bestiary
- page_start: 42
- page_stop:
- 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 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. 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" 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.
-
-
-
-
- Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements.
-
-
-
-
- Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood.
-
-
-
-
- A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it ies off to digest its meal.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Animal
- senses:
- - Perception +6
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: -4
- dex_mod: 3
- con_mod: 0
- int_mod: -5
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 8
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 6
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: barbed leg
- to_hit: 8
- traits:
- - finesse
- damage:
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Attach
- action_cost: None
- traits:
- description: When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place. The bloodseeker is __flat-footed__ 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.
- raw_description: "**Attach** When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place. The bloodseeker is __flat-footed__ 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Blood Drain
- action_cost: One Action
- traits:
- description:
- raw_description: "**Blood Drain** **Requirements** The bloodseeker is attached to a creature. **Effect** The bloodseeker uses its proboscis to drain blood from the creature it's attached to. This deals 1d4 damage, and the bloodseeker gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a bloodseeker is __drained 1__ until it receives healing (of any kind or amount)."
- generic_description:
- frequency:
- trigger:
- effect: The bloodseeker is attached to a creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Blue-Ringed Octopus
- source:
- - abbr: Bestiary 2
- page_start: 187
- page_stop:
- description: >-
- While relatively small, the blue-ringed octopus is particularly venomous for its size.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Animal
- - Aquatic
- senses:
- - Perception +6
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 3
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount: 2
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 7
- traits:
- - finesse
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- - formula:
- type: blue-ringed octopus venom
- - action_cost: One Action
- name: arms
- to_hit: 6
- traits:
- damage:
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blue-Ringed Octopus Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage (1 round); **Stage 3** 1d6 poison damage and __paralyzed__ (1 round)'
- raw_description: '**Blue-Ringed Octopus Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage (1 round); **Stage 3** 1d6 poison damage and __paralyzed__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Camouflage
- action_cost: None
- traits:
- description: The blue-ringed octopus can change the color of its skin to __Hide__ even if it doesn't have cover.
- raw_description: "**Camouflage** The blue-ringed octopus can change the color of its skin to __Hide__ even if it doesn't have cover."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jet
- action_cost: Two Actions
- traits:
- description: The blue-ringed octopus moves up to 60 feet in a straight line through the water without triggering reactions.
- raw_description: '**Jet** [Two Actions] The blue-ringed octopus moves up to 60 feet in a straight line through the water without triggering reactions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Toxic Bite
- action_cost: One Action
- traits:
- description:
- raw_description: '**Toxic Bite** **Requirements** The blue-ringed octopus has a creature __grabbed__; **Effect** The blue-ringed octopus makes a beak Strike against the grabbed creature. If it hits, it injects additional poison, causing its venom to gain the __virulent__ trait.'
- generic_description:
- frequency:
- trigger:
- effect: The blue-ringed octopus has a creature __grabbed__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Boar
- source:
- - abbr: Bestiary
- page_start: 43
- page_stop:
- description: >-
- Boars are omnivorous mammals, hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids either in self-defense or during their mating season in the winter months, when the males grow an extra inch of tissue to protect their organs as they fight off rivals. Of course, in some cultures boars are trained to become much more aggressive so they can fill the roles of warbeast and guardian. When such boars escape back into the wild, they can become true terrors of the region.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -3
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 5
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: Tusk
- to_hit: 10
- traits:
- damage:
- formula: 2d6+4
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Boar Charge
- action_cost: Two Actions
- traits:
- description: The boar __Strides__ twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.
- raw_description: '**Boar Charge** [Two Actions] The boar __Strides__ twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bodak
- source:
- - abbr: Bestiary 2
- page_start: 42
- page_stop:
- description: >-
- When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that's anathema to life—the bodak.
-
-
-
-
- The shreds of physicality that survive this absolute corruption serve only to enhance the humanoid's profoundly disturbing appearance. The bodak's body is horrifically twisted, as though it's locked in a convulsion of agony and terror. Its desiccated and hairless flesh bears an otherworldly, pearlescent sheen, strung taut across a malformed skeleton that reduces its gait to a slow shamble. But most disturbing of all are its eyes, set in a drooping, melted visage with scant remains of its former facial structure. These eyes, sunken deep into their sockets, nevertheless glow with an unholy light, stare with unremitting malevolence, and constantly weep noxious vapor.
-
-
-
-
- Fragmented memories of a prior existence filtered through a vengeful hatred of the living lead the bodak to try to return to those places it once knew. If successful, it assaults former friends, acquaintances, and loved ones with its murderous gaze and an incomprehensible torrent of gibberish laced with vile curses, accusations, and threats—an assault that often leads to the victims rising as newly formed bodaks themselves.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Undead
- senses:
- - Perception +17
- - darkvision
- - lifesense 60 feet
- languages:
- - Abyssal
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 17
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 1
- int_mod: -2
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 16
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 160
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 10
- type: good
- weaknesses:
- automatic_abilities:
- - name: Sunlight Vulnerability
- action_cost: None
- traits:
- description: If exposed to direct sunlight, the bodak can't use actions with the __death__ trait and it becomes __slowed 1__. The slowed value increases by 1 each time the bodak ends its turn in sunlight. If the bodak loses all its actions this way, it is destroyed.
- raw_description: "**Sunlight Vulnerability** If exposed to direct sunlight, the bodak can't use actions with the __death__ trait and it becomes __slowed 1__. The slowed value increases by 1 each time the bodak ends its turn in sunlight. If the bodak loses all its actions this way, it is destroyed."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draining Glance
- action_cost: Reaction
- traits:
- - aura
- - death
- - necromancy
- - occult
- - visual
- description:
- raw_description: '**Draining Glance [Reaction]** (__aura__, __death__, __necromancy__, __occult__, __visual__) **Trigger **A living creature within 30 feet that the bodak can perceive with its __lifesense__ starts its turn; **Effect **The target must attempt a DC 23 Fortitude save. If it fails, the bodak regains 5 Hit Points and the target becomes __drained 1__.'
- generic_description:
- frequency:
- trigger: A living creature within 30 feet that the bodak can perceive with its __lifesense__ starts its turn
- effect: The target must attempt a DC 23 Fortitude save. If it fails, the bodak regains 5 Hit Points and the target becomes __drained 1__.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 18
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6+6
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: negative
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bodak Spawn
- action_cost: None
- traits:
- - necromancy
- - occult
- description: Any humanoid who dies while __drained__ or __doomed__ by a bodak rises as an autonomous bodak 24 hours after its death.
- raw_description: '**Bodak Spawn** (__necromancy__, __occult__) Any humanoid who dies while __drained__ or __doomed__ by a bodak rises as an autonomous bodak 24 hours after its death.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Death Gaze
- action_cost: Two Actions
- traits:
- - death
- - necromancy
- - occult
- - visual
- description: "The bodak stares at a living creature within 30 feet that it can sense with its __lifesense__. That creature must attempt a DC 26 Fortitude save. If the target becomes __drained__, the bodak gains a number of temporary Hit Points equal to 5 times the value of the drained condition the target gained. Multiple exposures to this ability can increase a creature's drained condition to a maximum of 4. If the bodak is destroyed, any __doomed__ condition a creature has gained from Death Gaze are removed. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is drained 1. \n\n**Failure **The creature is doomed 1 and drained 2. \n\n**Critical Failure **The creature is doomed 1 and drained 4."
- raw_description: "**Death Gaze** [Two Actions] (__death__, __necromancy__, __occult__, __visual__) The bodak stares at a living creature within 30 feet that it can sense with its __lifesense__. That creature must attempt a DC 26 Fortitude save. If the target becomes __drained__, the bodak gains a number of temporary Hit Points equal to 5 times the value of the drained condition the target gained. Multiple exposures to this ability can increase a creature's drained condition to a maximum of 4. If the bodak is destroyed, any __doomed__ condition a creature has gained from Death Gaze are removed. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is drained 1. \n\n**Failure **The creature is doomed 1 and drained 2. \n\n**Critical Failure **The creature is doomed 1 and drained 4."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bog Mummy
- source:
- - abbr: Bestiary 2
- page_start: 177
- page_stop:
- description: >-
- The cultural practice of mummifying the dead is not the only way a body can become preserved, nor is it the only route that gives rise to these disease-spreading undead monstrosities.
-
-
-
-
- Bog mummies (also called peat mummies or mire mummies) rarely, if ever, leave their marshy realms. Less powerful than their more notorious artificially preserved kin, bog mummies are preserved not by agents introduced during rituals but by the natural elements present in the airless, acidic morass of a peat bog or muddy swamp. While corpses preserved in this manner can certainly rise from the mire as bog mummies as the result of a curse by fell powers or the directed influence of a necromancer, the vast majority of them animate from a seething need for vengeance or to pursue some dire agenda left unfinished at the time of death—often because the creature was slain or otherwise betrayed. The nature of this emotional tie to life and the emotional power of the deceased compel unlife beyond death, while the preservative qualities of the bog within which the body was disposed of does the rest.
-
-
-
-
- Although most bog mummies are motivated by vengeance, many fulfill their dark yearnings with general violence. Filled with wrath and hatred for the living, they mercilessly attack any living creatures that dare to venture into their dismal domains. Their agonized moans echo over their putrid homes, driving away most natural life dwelling therein and often alerting travelers to the potential danger that lies beneath the surface.
- level: 5
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - Uncommon
- - LE
- - Medium
- - Mummy
- senses:
- - Perception +12
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- - Common
- - Necril
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 11
- misc: +13 while buried in a bog
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 0
- int_mod: 0
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 9
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 85
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- - amount: 5
- type: cold
- automatic_abilities:
- - name: Breath of the Bog
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - mental
- description: 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 19 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn. A creature that succeeds is temporarily immune to breath of the bog for 24 hours.
- raw_description: '**Breath of the Bog** (__aura__, __divine__, __enchantment__, __mental__) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 19 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn. A creature that succeeds is temporarily immune to breath of the bog for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rise Up
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Rise Up [Reaction]** **Trigger** A creature walks on top of a bog mummy that lies buried in the mud or peat below; **Requirements** Initiative has not yet been rolled; **Effect** The bog mummy automatically notices the creature and __Burrows__ before rolling initiative.'
- generic_description:
- frequency:
- trigger: A creature walks on top of a bog mummy that lies buried in the mud or peat below
- effect: Initiative has not yet been rolled
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 15
- type: burrow
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 14
- traits:
- damage:
- formula: 2d6+5
- type:
- plus_damage:
- - formula:
- type: bog rot
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bog Rot
- action_cost: None
- traits:
- - curse
- - disease
- - divine
- - necromancy
- - negative
- description: "This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with __remove curse__ or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can\x81ft be resurrected except by a 7th-level __resurrect__ ritual or similar magic; **Saving Throw** DC 21 Fortitude; **Stage 1** carrier with no ill effect (1 minute); **Stage 2** 3d6 negative damage and __clumsy 1__ (1 day)"
- raw_description: "**Bog Rot** (__curse__, __disease__, __divine__, __necromancy__, __negative__) This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with __remove curse__ or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can\x81ft be resurrected except by a 7th-level __resurrect__ ritual or similar magic; **Saving Throw** DC 21 Fortitude; **Stage 1** carrier with no ill effect (1 minute); **Stage 2** 3d6 negative damage and __clumsy 1__ (1 day)"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bog Strider
- source:
- - abbr: Bestiary 2
- page_start: 43
- page_stop:
- description: "The insectile bog striders call themselves seshes, but they take no offense at those who use the more common vernacular to refer to them. They resemble upright water striders with four legs, two arms, and powerful mandibles. Bog striders can move about on water like solid ground, chasing down prey or fleeing from predators across the water. They rarely leave the swampy rivers and lakes they call home. Bog striders stand 5 feet tall and weigh approximately 150 pounds. \n\n\n\nA bog strider's diet consists almost entirely of meat, but they prefer to feed only on animals, as they consider the consumption of the flesh of any sapient creature a taboo.\n\n\n\nIn sesh society, each individual is expected to serve equally in all efforts to ensure the society's survival against the more aggressive creatures often found in or near their swampland homes. In addition, each member of the community is expected to develop a skill that contributes to the community's prosperity, and by extension, the continued survival of the species. Traditionally, female bog striders are builders and artisans while males are hunters and gatherers, but often such roles aren't limited to a single gender, as every member of a small community pitches in to help as they can.\n\n\n\n**__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18"
- level: 2
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Uncommon
- - N
- - Medium
- - Aberration
- senses:
- - Perception +8
- - darkvision
- - wavesense 120 feet
- languages:
- - Aquan
- skills:
- - name: 'Athletics '
- bonus: 8
- misc: +10 to Leap while Water Striding or Swimming
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: >+
- A bog strider can hold their breath for 2 hours.
-
- raw_description: >+
- **Deep Breath** A bog strider can hold their breath for 2 hours.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - net
- - spear
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: spear
- to_hit: 8
- traits:
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: mandibles
- to_hit: 8
- traits:
- - agile
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spear
- to_hit: 10
- traits:
- - thrown 20 feet
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Hurl Net
- action_cost: One Action
- traits:
- description:
- raw_description: '**Hurl Net** **Requirements **The bog strider is holding a net in two hands; **Effect **The bog strider hurls their net to hamper a foe. They make a ranged Strike (with a +10 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is __flat-footed__ and takes a -10-foot circumstance penalty to its Speeds. On a critical hit, the creature is instead __restrained__. The DC to __Escape__ the net is 16. A creature adjacent to the target can __Interact__ with the net to remove it from the target.'
- generic_description:
- frequency:
- trigger:
- effect: The bog strider is holding a net in two hands
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Water Sprint
- action_cost: Three Actions
- traits:
- description: The bog strider Strides up to three times in a straight line across smooth water. They can make a single Strike against a creature at the end of this movement.
- raw_description: '**Water Sprint** [Three Actions] The bog strider Strides up to three times in a straight line across smooth water. They can make a single Strike against a creature at the end of this movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Water Stride
- action_cost: None
- traits:
- description: The bog strider can stand and move on the surface of water or other liquids without falling through. The bog strider can go underwater if they wish, but they must __Swim__ to do so.
- raw_description: '**Water Stride** The bog strider can stand and move on the surface of water or other liquids without falling through. The bog strider can go underwater if they wish, but they must __Swim__ to do so.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bogey
- source:
- - abbr: 'Pathfinder #152: Legacy of the Lost God'
- page_start: 78
- page_stop:
- description: >-
- A bogey typically hunts a single creature at a time, usually a small child or elderly person, methodically stalking and tormenting their prey. Often hiding under a bed, amid a dark attic space, or in a closet left slightly ajar, the bogey delights in the slow, methodical cultivation of fear in its victims.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 20
- level: 3
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Small
- traits:
- - Uncommon
- - NE
- - Small
- - Fey
- senses:
- - Perception +9
- - low-light vision
- languages:
- - Aklo
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Deception '
- bonus: 10
- misc:
- - name: 'Intimidation '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 9
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 2
- int_mod: -2
- wis_mod: 1
- cha_mod: 3
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 12
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- - fear
- resistances:
- - amount: 4
- type: cold iron
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 1d8+3
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 18
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: fear
- frequency: x2
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: ghost sound
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Devour Soul
- action_cost: Three Actions
- traits:
- - necromancy
- - occult
- description:
- raw_description: "**Devour Soul** [Three Actions] (__necromancy__, __occult__) **Requirements** The bogey has killed a creature within the last round and is adjacent to the creature; **Effect** The bogey consumes the creature's soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bogey has been slain. The bogey regains Hit Points equal to double the level of the consumed creature. After devouring three souls within a year, the bogey transforms into a bugaboo."
- generic_description:
- frequency:
- trigger:
- effect: The bogey has killed a creature within the last round and is adjacent to the creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Surprise Attack
- action_cost: None
- traits:
- description: On the first round of combat, creatures that haven't acted yet are __flat-footed__ to the bogey.
- raw_description: "**Surprise Attack** On the first round of combat, creatures that haven't acted yet are __flat-footed__ to the bogey."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bogeyman
- source:
- - abbr: 'Pathfinder #152: Legacy of the Lost God'
- page_start: 79
- page_stop:
- description: >-
- These nocturnal stalkers tail their chosen quarry for days, even weeks at a time, ominously showing up in back alleys, shadowy street corners, and even in victims' own homes before going in for the kill. For unfathomable reasons, a bogeyman may spare a victim's life and instead kidnap them, absconding to a far-off location before returning years later with a fresh bogey in tow.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Fey
- senses:
- - Perception +19
- - low-light vision
- languages:
- - Aklo
- - Common
- - Sylvan
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 23
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Deception '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Society '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- - name: 'Thievery '
- bonus: 21
- misc:
- perception: 19
- ability_mods:
- str_mod: 5
- dex_mod: 7
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 6
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 23
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 175
- hp_misc: fast healing 10
- immunities:
- - fear
- resistances:
- - amount: 10
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Deepest Fear
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - illusion
- - mental
- - visual
- description: 60 feet. A bogeyman's aura of terror manifests as a shifting haze of images that reflect the viewers' deepest fears. Whenever a creature ends its turn within the aura, it must succeed at a DC 28 Will save or become __frightened 1__. A creature's frightened condition (including from striking fear) does not reduce as long as the creature remains in the aura. If the creature succeeds at its saving throw, it becomes temporarily immune to the aura for 24 hours.
- raw_description: "**Deepest Fear** (__aura__, __emotion__, __fear__, __illusion__, __mental__, __visual__) 60 feet. A bogeyman's aura of terror manifests as a shifting haze of images that reflect the viewers' deepest fears. Whenever a creature ends its turn within the aura, it must succeed at a DC 28 Will save or become __frightened 1__. A creature's frightened condition (including from striking fear) does not reduce as long as the creature remains in the aura. If the creature succeeds at its saving throw, it becomes temporarily immune to the aura for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount:
- type: mobility
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d12+9
- type: slashing
- plus_damage:
- - formula:
- type: striking fear
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: gaseous form
- frequency:
- requirement:
- - name: invisibility
- frequency:
- requirement:
- - name: nightmare
- frequency:
- requirement:
- - name: phantasmal killer
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - name: mind reading
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: knock
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: ghost sound
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Devour Soul
- action_cost: Three Actions
- traits:
- - necromancy
- - occult
- description:
- raw_description: "**Devour Soul** [Three Actions] (__necromancy__, __occult__) **Requirements** The bogeyman has killed a creature within the last round and is adjacent to the creature; **Effect** The bogeyman consumes the creature's soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bogeyman has been slain. The bogeyman regains Hit Points equal to double the level of the consumed creature. Each time the bogeyman consumes 10 souls, it increases its level by 1, and its statistics improve accordingly."
- generic_description:
- frequency:
- trigger:
- effect: The bogeyman has killed a creature within the last round and is adjacent to the creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mobility
- action_cost: None
- traits:
- description: When the bogeyman uses a Stride action to move half their Speed or less, that movement does not trigger reactions.
- raw_description: '**Mobility** When the bogeyman uses a Stride action to move half their Speed or less, that movement does not trigger reactions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The bogeyman deals 1d6 extra precision damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The bogeyman deals 1d6 extra precision damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Striking Fear
- action_cost: None
- traits:
- - emotion
- - fear
- - mental
- description: "If a bogeyman scores a critical hit with a claw Strike, the target must attempt a DC 29 Will save. \n\n"
- raw_description: "**Striking Fear** (__emotion__, __fear__, __mental__) If a bogeyman scores a critical hit with a claw Strike, the target must attempt a DC 29 Will save. \n\n**Critical Success** The target is unaffected.\n\n**Success** The target is __frightened 1__.\n\n**Failure** The target is frightened 2.\n\n**Critical Failure** The target is frightened 3 and __fleeing__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success: The target is frightened 1.
- failure: The target is frightened 2.
- critical_failure: The target is frightened 3 and fleeing for 1 round.
- full_description:
- - name: Surprise Attack
- action_cost: None
- traits:
- description: On the first round of combat, creatures that haven't acted yet are flat-footed to the bogeyman.
- raw_description: "**Surprise Attack** On the first round of combat, creatures that haven't acted yet are flat-footed to the bogeyman."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Boggard Scout
- source:
- - abbr: Bestiary
- page_start: 44
- page_stop:
- description: >-
- Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to make it easier to issue threats and insults toward trespassers.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Amphibious
- - Boggard
- - Humanoid
- senses:
- - Perception +7
- - darkvision
- languages:
- - Boggard
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 7
- misc: +9 in water
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 4
- int_mod: -1
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - leather armor
- - morningstar
- - sling (10 bullets)
- ac: 16
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 5
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 24
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 25
- type: swim
- - amount:
- type: swamp stride
- melee:
- - action_cost: One Action
- name: Morningstar
- to_hit: 8
- traits:
- - versatile P
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: Tongue
- to_hit: 8
- traits:
- - reach 10 feet
- damage:
- plus_damage:
- ranged:
- - action_cost: One Action
- name: Sling
- to_hit: 7
- traits:
- - propulsive
- - reload 1
- - range increment 50 feet
- damage:
- formula: 1d6+1
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swamp Stride
- action_cost: None
- traits:
- description: A boggard scout ignores difficult terrain caused by swamp terrain features.
- raw_description: '**Swamp Stride** A boggard scout ignores difficult terrain caused by swamp terrain features.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrifying Croak
- action_cost: One Action
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes __frightened 1__ unless they succeed at a DC 17 Will save; those who critically succeed are temporarily immune for 1 minute.
- raw_description: '**Terrifying Croak** (__auditory__, __emotion__, __fear__, __mental__) The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes __frightened 1__ unless they succeed at a DC 17 Will save; those who critically succeed are temporarily immune for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tongue Grab
- action_cost: None
- traits:
- description: If the boggard scout hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn't __immobilized__, 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 using its tongue Strike until it regrows its tongue, which takes a week.
- raw_description: "**Tongue Grab** If the boggard scout hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn't __immobilized__, 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 using its tongue Strike until it regrows its tongue, which takes a week."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Boggard Swampseer
- source:
- - abbr: Bestiary
- page_start: 45
- page_stop:
- description: >-
- The boggard swampseer has been gifted with magic through its worship of the demon lord Gogunta, and uses its power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Amphibious
- - Boggard
- - Humanoid
- senses:
- - Perception +11
- - darkvision
- languages:
- - Abyssal
- - Boggard
- - Common
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 8
- misc:
- - name: 'Medicine '
- bonus: 9
- misc:
- - name: 'Nature '
- bonus: 11
- misc:
- - name: 'Performance '
- bonus: 8
- misc:
- - name: 'Religion '
- bonus: 9
- misc:
- perception: 11
- ability_mods:
- str_mod: 3
- dex_mod: 0
- con_mod: 2
- int_mod: 0
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- - staff
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 7
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 25
- type: swim
- - amount:
- type: swamp stride
- melee:
- - action_cost: One Action
- name: staff
- to_hit: 10
- traits:
- - two-hand d8
- damage:
- formula: 1d4+6
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: Tongue
- to_hit: 10
- traits:
- - reach 10 feet
- damage:
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Prepared Spells
- dc: 21
- to_hit: 11
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: acid arrow
- frequency:
- requirement:
- - name: obscuring mist
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - name: jump
- frequency:
- requirement:
- - name: shillelagh
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: acid splash
- frequency:
- requirement:
- - name: dancing lights
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- - name: tanglefoot
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Destructive Croak
- action_cost: Two Actions
- traits:
- - sonic
- 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 Croak again for 1d4 rounds
- raw_description: "**Destructive Croak** [Two Actions] (__sonic__) 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 Croak again for 1d4 rounds"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drowning Drone
- action_cost: Reaction
- traits:
- - auditory
- - mental
- description:
- raw_description: "**Drowning Drone** [Reaction] (__auditory__, __mental__) **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 Performance check or their saves to resolve the effects against the __auditory__ or __sonic__ effect."
- generic_description:
- frequency:
- 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 Performance check or their saves to resolve the effects against the __auditory__ or __sonic__ effect.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swamp Stride
- action_cost: None
- traits:
- description: A boggard swampseer ignores difficult terrain caused by swamp terrain features.
- raw_description: '**Swamp Stride** A boggard swampseer ignores difficult terrain caused by swamp terrain features.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrifying Croak
- action_cost: One Action
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: The boggard swampseer unleashes a terrifying croak. Any non-boggard within 30 feet becomes __frightened 1__ unless they succeed at a DC 19 Will save; those who critically succeed are temporarily immune for 1 minute.
- raw_description: '**Terrifying Croak** (__auditory__, __emotion__, __fear__, __mental__) The boggard swampseer unleashes a terrifying croak. Any non-boggard within 30 feet becomes __frightened 1__ unless they succeed at a DC 19 Will save; those who critically succeed are temporarily immune for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tongue Grab
- action_cost: None
- traits:
- description: If the boggard swampseer hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn't __immobilized__, 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 using its tongue Strike until it regrows its tongue, which takes a week.
- raw_description: "**Tongue Grab** If the boggard swampseer hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn't __immobilized__, 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 using its tongue Strike until it regrows its tongue, which takes a week."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Boggard Warrior
- source:
- - abbr: Bestiary
- page_start: 44
- page_stop:
- description: >-
- Boggard warriors exalt in single combat, and prefer to fight alone so that none can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Amphibious
- - Boggard
- - Humanoid
- senses:
- - Perception +8
- - darkvision
- languages:
- - Boggard
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 6
- misc: +8 in water
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 0
- con_mod: 4
- int_mod: -1
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - club
- - javelin (3)
- - studded leather armor
- ac: 17
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 5
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 38
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 25
- type: swim
- - amount:
- type: swamp stride
- melee:
- - action_cost: One Action
- name: Club
- to_hit: 10
- traits:
- damage:
- formula: 1d6+6
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: Tongue
- to_hit: 10
- traits:
- - reach 10 feet
- damage:
- plus_damage:
- ranged:
- - action_cost: One Action
- name: Javelin
- to_hit: 6
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: Club
- to_hit: 6
- traits:
- - thrown 10 feet
- damage:
- formula: 1d6+6
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swamp Stride
- action_cost: None
- traits:
- description: A boggard warrior ignores difficult terrain caused by swamp terrain features.
- raw_description: '**Swamp Stride** A boggard warrior ignores difficult terrain caused by swamp terrain features.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrifying Croak
- action_cost: One Action
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet becomes __frightened 1__ unless they succeed at a DC 18 Will save; those who critically succeed are temporarily immune for 1 minute.
- raw_description: '**Terrifying Croak** (__auditory__, __emotion__, __fear__, __mental__) The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet becomes __frightened 1__ unless they succeed at a DC 18 Will save; those who critically succeed are temporarily immune for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tongue Grab
- action_cost: None
- traits:
- description: If the boggard warrior hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn't __immobilized__, 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 using its tongue Strike until it regrows its tongue, which takes a week.
- raw_description: "**Tongue Grab** If the boggard warrior hits a creature with its tongue, that creature becomes __grabbed__ by the boggard. Unlike with a normal grab, the creature isn't __immobilized__, 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 using its tongue Strike until it regrows its tongue, which takes a week."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bone Croupier
- source:
- - abbr: 'Pathfinder #151: The Show Must Go On'
- page_start: 80
- page_stop:
- description: >-
- For many, gambling is just fun and games, but for some, it can become a bad habit or even a life-consuming addiction. Bone croupiers take the meaning of "life-consuming" to its literal extreme. Undead gamblers whose lust for cards and dice couldn't be sated in life, they haunt the shadowy corners of gambling halls and continue their search for that next hit of adrenaline.
-
-
-
-
- In undeath, gaming takes on a different flavor; with nothing left to lose, bone croupiers turn their attentions toward others, cajoling and palavering normally casual gamers into committing themselves to ever higher stakes. Before they know it, these unsuspecting victims have called in decades-old favors and put liens on their homes in the hope of winning back just a fraction of the pot. But by then the bone croupier has already claimed its prize—for to this undead chiseler, any earnings are incidental, and the real prize is encouraging others to lose their own.
-
-
-
-
- Bone croupiers often enshroud themselves in thick layers of cigar smoke or voluminous robes to mask their undead nature, but they almost always wear wicked grins at the table. This smile is no ruse or part of its poker face, however—the truth is that bone croupiers truly delight in games, regardless of whether they are winning or losing, and despite their incredible skills of deception and trickery, most simply can't disguise their unbridled mirth.
-
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Undead
- senses:
- - Perception +11
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 14
- misc:
- - name: 'Diplomacy '
- bonus: 14
- misc:
- - name: 'Gambling Lore '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- - name: 'Thievery '
- bonus: 14
- misc:
- perception: 11
- ability_mods:
- str_mod: 2
- dex_mod: 5
- con_mod: 2
- int_mod: 1
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 14
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 50
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: cold
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+5
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: discern lies
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: illusory disguise
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change of Luck
- action_cost: Free Action
- traits:
- - divination
- - misfortune
- - occult
- description:
- raw_description: "**Change of Luck** [Free Action] (__divination__, __misfortune__, __occult__) **Frequency** once per day; **Trigger** A creature within 30 feet of the bone croupier attempts a check that uses a d20, but hasn't rolled yet; **Effect** The bone croupier pulls on the threads of luck that bind all things. Instead of rolling its check, the target automatically gets a failure."
- generic_description:
- frequency: once per day
- trigger: A creature within 30 feet of the bone croupier attempts a check that uses a d20, but hasn't rolled yet
- effect: The bone croupier pulls on the threads of luck that bind all things. Instead of rolling its check, the target automatically gets a failure.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Roll the Bones
- action_cost: Two Actions
- traits:
- - death
- - occult
- description: The bone croupier targets an adjacent creature that is __dying__. That creature can either increase its dying value by 1 or roll a d4. On a 4, the creature is no longer dying and is __unconscious__ at 0 HP. On a 1, 2, or 3, however, the creature increases its dying value by that amount. Regardless, the creature is temporarily immune for the next 24 hours.
- raw_description: '**Roll the Bones** [Two Actions] (__death__, __occult__) The bone croupier targets an adjacent creature that is __dying__. That creature can either increase its dying value by 1 or roll a d4. On a 4, the creature is no longer dying and is __unconscious__ at 0 HP. On a 1, 2, or 3, however, the creature increases its dying value by that amount. Regardless, the creature is temporarily immune for the next 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bone Prophet
- source:
- - abbr: Bestiary 2
- page_start: 239
- page_stop:
- description: >-
- The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and the delivery of cryptic utterances supposedly whispered to them by __Ydersius__ all fall under the dominion of these priests. Bone prophets often raise fallen aapophs as skeletons.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Humanoid
- - Serpentfolk
- senses:
- - Perception +15
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Aklo
- - Common
- - Necril
- - Undercommon
- - telepathy 100 feet
- skills:
- - name: 'Arcana '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Occultism '
- bonus: 17
- misc:
- - name: 'Religion '
- bonus: 19
- misc:
- - name: 'Society '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 15
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 2
- int_mod: 5
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- items:
- - +1 striking staff
- - religious symbol of Ydersius
- - invisibility potion
- ac: 27
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 15
- ref_misc:
- will: 19
- will_misc: +4 status vs. mental
- misc: +1 status to all saves vs. magic
- hp: 115
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: poison
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: staff
- to_hit: 18
- traits:
- - magical
- - two-hand d8
- damage:
- formula: 2d4+9
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 17
- traits:
- - finesse
- damage:
- formula: 2d6+9
- type: piercing
- plus_damage:
- - formula:
- type: serpentfolk venom
- ranged:
- spell_lists:
- - name: Divine Spontaneous Spells
- dc: 28
- to_hit: 20
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: air walk
- frequency:
- requirement:
- - name: harm
- frequency:
- requirement:
- - name: read omens
- frequency:
- requirement:
- - name: talking corpse
- frequency: 3 slots
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: bind undead
- frequency:
- requirement:
- - name: blindness
- frequency:
- requirement:
- - name: chilling darkness
- frequency:
- requirement:
- - name: vampiric touch
- frequency: 4 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: death knell
- frequency:
- requirement:
- - name: resist energy
- frequency:
- requirement:
- - name: see invisibility
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: bane
- frequency:
- requirement:
- - name: command
- frequency:
- requirement:
- - name: fear
- frequency:
- requirement:
- - name: ventriloquism
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: guidance
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: Occult Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: dominate
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: illusory scene
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: illusory disguise
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: mirror image
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ventriloquism
- frequency: at will
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: create undead
- frequency:
- requirement:
- proactive_abilities:
- - name: Raise Serpent
- action_cost: Three Actions
- traits:
- - divine
- - necromancy
- description:
- raw_description: "**Raise Serpent** [Three Actions] (__divine__, __necromancy__) **Frequency** once per day; **Effect** The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a __skeletal giant__ or up to three Medium creatures as __skeletal champions__; the equipment and attacks might be different depending on the corpses' possessionsThese skeletons have the __minion__ trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the __concentrate__ trait. Any skeletal minions that still remain after 10 minutes crumble to dust."
- generic_description:
- frequency: once per day
- trigger:
- effect: The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a __skeletal giant__ or up to three Medium creatures as __skeletal champions__; the equipment and attacks might be different depending on the corpses' possessionsThese skeletons have the __minion__ trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the __concentrate__ trait. Any skeletal minions that still remain after 10 minutes crumble to dust.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Serpentfolk Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)'
- raw_description: '**Serpentfolk Venom** (__poison__) **Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bottlenose Dolphin
- source:
- - abbr: Bestiary 2
- page_start: 84
- page_stop:
- description: "The bottlenose dolphin is the most common and widespread species of dolphin. They are social predators who hunt shallow seas and rivers in large family groups called pods. Sailors are fond of bottlenose dolphins and frequently tell tales of how they save drowning fishers or kill sharks with blows from their powerful snouts. \n\n\n\n**__Recall Knowledge - Animal__ (__Nature__)**: DC 14"
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - aquatic echolocation 120 feet
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Aquatic Echolocation
- action_cost: None
- traits:
- description: A bottlenose dolphin can use its hearing as a __precise sense__ at the listed range, but only underwater.
- raw_description: '**Aquatic Echolocation** A bottlenose dolphin can use its hearing as a __precise sense__ at the listed range, but only underwater.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deep Breath
- action_cost: None
- traits:
- description: A bottlenose dolphin can hold its breath for 2 hours.
- raw_description: '**Deep Breath** A bottlenose dolphin can hold its breath for 2 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 16
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: snout
- to_hit: 6
- traits:
- damage:
- formula: 1d6+2
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 6
- traits:
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Ramming Speed
- action_cost: Two Actions
- traits:
- description: The bottlenose dolphin __Swims__ twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 Fortitude save or be __slowed 1__ for 1 round.
- raw_description: '**Ramming Speed** [Two Actions] The bottlenose dolphin __Swims__ twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 Fortitude save or be __slowed 1__ for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Brain Collector
- source:
- - abbr: Bestiary
- page_start: 46
- page_stop:
- description: >-
- The grotesque brain collectors (or neh-thalggus, as they call themselves) originate from worlds far beyond the known solar system, and are part of a conglomeration of hostile aliens known collectively as the Dominion of the Black. Whether driven by their own schemes or directives from sinister overlords, brain collectors arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, instead storing them for analysis and as vessels for occult magical energies.
-
-
-
-
- A brain collector's form evokes that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make them impossible to mistake for merely oversized arachnids. Baleful eyes glare from the joints on their legs, and the unsettling, intrusive whisper-thoughts they telepathically broadcast into the minds of those they seek to feed on can be interpreted as threats or promises alike.
-
-
-
-
- Brain collectors have very little empathy for the denizens of any world they visit, despite the fact that certain cults venerate them, or the Dominion they hail from, as if they were gods. To brain collectors, terrestrial creatures are simply resources for their magical needs and occult powers. They have little interest in worshipping gods or being worshipped themselves, yet they do practice strange forms of religion of their own, in which they consider the primordial forces of deep space as worthy of faith and fear.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Aberration
- senses:
- - Perception +18
- - darkvision
- languages:
- - Abyssal
- - Aklo
- - Common
- - Draconic
- - Protean
- - Undercommon
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Arcana '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Lore '
- bonus: 18
- misc: all subcategories
- - name: 'Occultism '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 5
- int_mod: 4
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 13
- ref_misc:
- will: 18
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 140
- hp_misc:
- immunities:
- - confused
- resistances:
- - amount:
- type: brain loss
- weaknesses:
- automatic_abilities:
- - name: Brain Blisters
- action_cost: None
- traits:
- description: A brain collector has seven brain blisters on its back that it uses to house stolen brains. A brain collector without all seven blisters full is stupefied with a value equal to the number of empty blisters.
- raw_description: '**Brain Blisters** A brain collector has seven brain blisters on its back that it uses to house stolen brains. A brain collector without all seven blisters full is stupefied with a value equal to the number of empty blisters.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Brain Loss
- action_cost: None
- traits:
- description: If a brain collector takes 30 damage from a critical hit or takes 25 mental damage, it must succeed at a DC 26 save (Fortitude for critical damage or Will for mental damage) or one of its brain blisters is destroyed.
- raw_description: '**Brain Loss** If a brain collector takes 30 damage from a critical hit or takes 25 mental damage, it must succeed at a DC 26 save (Fortitude for critical damage or Will for mental damage) or one of its brain blisters is destroyed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: Jaws
- to_hit: 20
- traits:
- damage:
- formula: 2d12+6
- type: piercing
- plus_damage:
- - formula:
- type: brain collector venom
- - action_cost: One Action
- name: Claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d8+6
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Spontaneous Spells
- dc: 26
- to_hit: 18
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: confusion
- frequency:
- requirement:
- - name: phantasmal killer
- frequency: 2 slots
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: haste
- frequency:
- requirement:
- - name: paralyze
- frequency: 3 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: humanoid form
- frequency:
- requirement:
- - name: invisibility
- frequency:
- requirement:
- - name: mirror image
- frequency:
- requirement:
- - name: paranoia
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: mindlink
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency:
- requirement:
- - name: true strike
- frequency:
- requirement:
- - name: unseen servant
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Brain Collector Venom
- action_cost: None
- traits:
- - poison
- description: __**Saving Throw**__ DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2** 1d6 poison damage, __enfeebled 1__, and __slowed 1__ (1 round); **Stage 3** 2d6 poison damage, __enfeebled 2__, and __slowed 1__ (1 round)
- raw_description: '**Brain Collector Venom** (__poison__) __**Saving Throw**__ DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2** 1d6 poison damage, __enfeebled 1__, and __slowed 1__ (1 round); **Stage 3** 2d6 poison damage, __enfeebled 2__, and __slowed 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Collect Brain
- action_cost: One Action
- traits:
- - manipulate
- description: The brain collector collects a brain of a creature that has been dead for no more than 1 minute. It can then use an Interact action to secure the brain in one of its empty brain blisters
- raw_description: '**Collect Brain** (__manipulate__) The brain collector collects a brain of a creature that has been dead for no more than 1 minute. It can then use an Interact action to secure the brain in one of its empty brain blisters'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bralani
- source:
- - abbr: Bestiary 2
- page_start: 30
- page_stop:
- description: >-
- Bralanis embody the freedom of fair competition, embracing opportunities to test their skills against worthy foes and bring mortals together with the thrill of good-natured sports and contests. Their interest in constructive conflict also extends to higher stakes, such as diplomatic negotiations. In these cases, bralanis ensure that neither side's desires are crushed by the other's and work as mediators when needed. They believe in friendly contests to diffuse tension. When discussions are going well, bralanis step back, allowing the participants to shape their own futures. They delight in sailing through violent storms as wind, basking in the raw energy.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - CG
- - Medium
- - Azata
- - Celestial
- senses:
- - Perception +14
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Diplomacy '
- bonus: 15
- misc:
- - name: 'Games Lore '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 5
- con_mod: 3
- int_mod: 2
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- - +1 composite longbow
- - scimitar
- ac: 24
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 17
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: electricity
- weaknesses:
- - amount: 5
- type: cold iron
- - amount: 5
- type: evil
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 80
- type: fly
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 16
- traits:
- - forceful
- - sweep
- damage:
- formula: 1d6+8
- type: slashing
- plus_damage:
- - formula: 2d6
- type: electricity and 1d6 good
- ranged:
- - action_cost: One Action
- name: composite longbow
- to_hit: 18
- traits:
- - deadly 1d10
- - reload 0
- - volley 30 feet
- damage:
- formula: 1d8+6
- type:
- plus_damage:
- - formula: 1d6
- type: electricity and 1d6 good
- spell_lists:
- - name: Divine Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: gaseous form
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: heal
- frequency:
- requirement:
- - name: lightning bolt
- frequency:
- requirement:
- - name: wall of wind
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: calm emotions
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: gust of wind
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Fair Competition
- action_cost: None
- traits:
- - divine
- - enchantment
- - mental
- description: Once per day, a bralani can spend 1 minute to bless willing creatures within 100 feet who are about to participate in a contest. This blessing lasts 24 hours. If a blessed creature cheats or uses the contest to harm another, the creature grows visibly ill, becoming __sickened 1__ and unable to remove this condition for the duration or until they withdraw from the competition. At the end of the contest, participants who competed fairly find it easier to negotiate and understand their opponent's perspective. For 1 hour, they gain a +2 status bonus to __Diplomacy__ checks and __Recall Knowledge__ checks that directly pertain to their opponents.
- raw_description: "**Fair Competition** (__divine__, __enchantment__, __mental__) Once per day, a bralani can spend 1 minute to bless willing creatures within 100 feet who are about to participate in a contest. This blessing lasts 24 hours. If a blessed creature cheats or uses the contest to harm another, the creature grows visibly ill, becoming __sickened 1__ and unable to remove this condition for the duration or until they withdraw from the competition. At the end of the contest, participants who competed fairly find it easier to negotiate and understand their opponent's perspective. For 1 hour, they gain a +2 status bonus to __Diplomacy__ checks and __Recall Knowledge__ checks that directly pertain to their opponents."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whirlwind Blast
- action_cost: Two Actions
- traits:
- - air
- - divine
- - evocation
- description: The bralani generates a 20-foot line of scouring wind that deals 7d6 bludgeoning damage (DC 24 basic Reflex save). It can't use this ability again for 1d4 rounds.
- raw_description: "**Whirlwind Blast** [Two Actions] (__air__, __divine__, __evocation__) The bralani generates a 20-foot line of scouring wind that deals 7d6 bludgeoning damage (DC 24 basic Reflex save). It can't use this ability again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wind Form
- action_cost: None
- traits:
- description: A bralani flies at full Speed in __gaseous form__.
- raw_description: '**Wind Form** A bralani flies at full Speed in __gaseous form__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Brine Shark
- source:
- - abbr: Bestiary
- page_start: 152
- page_stop:
- description: >-
- Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Aquatic
- - Elemental
- - Water
- senses:
- - Perception +8
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 2
- int_mod: -4
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 11
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d12+7
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Deep Plunge
- action_cost: One Action
- traits:
- description: The brine shark dives straight down into the water, moving up to twice its swim Speed in a straight vertical line. It can use this ability while grabbing a creature.
- raw_description: '**Deep Plunge** The brine shark dives straight down into the water, moving up to twice its swim Speed in a straight vertical line. It can use this ability while grabbing a creature.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Brontosaurus
- source:
- - abbr: Bestiary
- page_start: 100
- page_stop:
- description: >-
- Brontosauruses are truly gigantic behemoths, plodding herbivores large enough to be unafraid of all but the most massive predators. Brontosauruses have stout bodies and long, sinuous necks ending in small heads, allowing them to graze from the highest treetops. Their powerful tails are equally as long as their necks and provide counterbalances. Brontosauruses bear their bulk upon four stout legs. Although their feet are capable of crushing entire buildings, these herbivores are generally peaceful and considerate of where they step.
-
-
-
-
- Most brontosauruses are dangerous only when defending themselves or their young, or when panicked enough to stampede. When roused in this way, however, the creatures are truly terrifying: their muscular tails sweep in great arcs and their massive feet crash down heedlessly onto the ground. A brontosaurus is 70 feet long and weighs more than 30 tons.
-
-
-
-
- Brontosauruses belong to a group of dinosaurs known as sauropods, all of which are immense in size. The brachiosaurus is among the tallest of these dinosaurs, and the diplodocus among the longest, but it's likely that even larger behemoths exist.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- - Dinosaur
- senses:
- - Perception +16
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- perception: 16
- ability_mods:
- str_mod: 9
- dex_mod: 0
- con_mod: 5
- int_mod: -4
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 14
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 220
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: tail
- to_hit: 23
- traits:
- - sweep
- - reach 20 feet
- damage:
- formula: 2d10+13
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Knockdown
- - action_cost: One Action
- name: foot
- to_hit: 23
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+13
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Tail Sweep
- action_cost: Two Actions
- traits:
- description: The brontosaurus makes a tail Strike and compares the attack roll to the AC of up to three foes, each of whom must be within its tail's melee reach and adjacent to at least one other target. It rolls damage only once and applies it to each creature hit. A Tail Sweep counts as two attacks for its multiple attack penalty.
- raw_description: "**Tail Sweep** [Two Actions] The brontosaurus makes a tail Strike and compares the attack roll to the AC of up to three foes, each of whom must be within its tail's melee reach and adjacent to at least one other target. It rolls damage only once and applies it to each creature hit. A Tail Sweep counts as two attacks for its multiple attack penalty."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, foot, DC 29
- raw_description: '**Trample** [Three Actions] Huge or smaller, foot, DC 29'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Brood Leech Swarm
- source:
- - abbr: Bestiary 2
- page_start: 156
- page_stop:
- description: >-
- Most smaller species of leeches do not tend to swarm, but brood leeches are prone to gathering in seething, undulant mats of squirming gluttony. When they gather in sufficient numbers to swarm, they eschew the stealth of a lone leech's feeding methods in favor of swift and merciless feeding. In these situations, their mild venom can affect much larger creatures than their usual prey.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Amphibious
- - Animal
- - Swarm
- senses:
- - Perception +9
- - tremorsense 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 9
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 4
- int_mod: -5
- wis_mod: 1
- cha_mod: -5
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 11
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 2
- type: bludgeoning
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- - amount: 5
- type: area damage
- - amount: 5
- type: salt
- - amount: 5
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 20
- type: swim
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Draining Bites
- action_cost: One Action
- traits:
- description: Each enemy in the swarm's space takes 2d6 __bleed damage__ and is exposed to brood leech swarm venom.
- raw_description: "**Blood Draining Bites** Each enemy in the swarm's space takes 2d6 __bleed damage__ and is exposed to brood leech swarm venom."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Brood Leech Swarm Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__, __sickened 1__, and -5-foot status penalty to Speed (1 round); **Stage 2** clumsy 1, sickened 1, and -10-foot status penalty to Speed (1 round)'
- raw_description: '**Brood Leech Swarm Venom** (__poison__) **Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__, __sickened 1__, and -5-foot status penalty to Speed (1 round); **Stage 2** clumsy 1, sickened 1, and -10-foot status penalty to Speed (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Brownie
- source:
- - abbr: Bestiary 2
- page_start: 44
- page_stop:
- description: >-
- Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches or within the crawl spaces of farmhouses. Often attired in clothes that appear to be made of plants or leaves, brownies wear belts lined with pouches and tools. Whatever language they choose to speak is often is riddled with odd pronunciations and colloquialisms. Their manner of speaking might call upon turns of phrase that are decades or even centuries out of vogue, for example, or they might mix up their metaphors in strange ways. It almost seems as if brownies adopt these quirky ways of speaking intentionally—certainly they do not react favorably to corrections to their chatter. There's often no swifter way to annoy a brownie than to try to correct its grammar. Brownies stand barely 2 feet tall and weigh about 20 pounds.
-
-
-
-
- When facing danger, brownies rarely engage in combat, preferring instead to confound and confuse their attackers in order to buy enough time for escape. Content with honest toil and the love of their kin, brownies maintain a pacifist nature, harassing creatures only to run them off or punish them for an insult. Despite this nature, all brownies carry a blade. They refer to their swords with a hint of disgust, and jokingly call their blades their "final trick," reserving their use for the direst of circumstances.
-
-
-
-
- Honest to a fault, brownies take freely but always repay their debt through work or leave something behind as an offering. They may eat an apple from a farmer's orchard but harvest the entire tree as repayment. A brownie might eat an entire pie left on a windowsill, only to straighten up the kitchen or wash the dishes. A brownie can share a home with a family for years and years while avoiding detection. A family that is aware of a brownie in their midst usually finds this a beneficial relationship and leaves dishes of milk, pieces of fruit, trinkets, and sometimes even wine as gifts. In exchange, the resident brownie keeps the home clean, mends clothes, repairs tools, and shoos away vermin and small predators. Bragging about having a brownie in the house is the best way to lose one. Brownies distrust foxes and fear __wolves__, and they avoid farms with dogs.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Fey
- senses:
- - Perception +7
- - low-light vision
- languages:
- - Common
- - Elven
- - Gnomish
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Crafting '
- bonus: 5
- misc:
- - name: 'Deception '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 7
- ability_mods:
- str_mod: -2
- dex_mod: 4
- con_mod: 1
- int_mod: 2
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- - shortsword
- ac: 16
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 9
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 25
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 3
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6
- type:
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: self only
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: mending
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ventriloquism
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Baffling Bluff
- action_cost: Two Actions
- traits:
- - emotion
- - enchantment
- - mental
- - primal
- description: "The brownie's antics can confuse and disorient a creature. When the brownie uses Baffling Bluff, it targets a single creature within 30 feet; that creature must attempt a DC 17 Will save. The target is temporarily immune to Baffling Bluff for 1 minute. \n\n**Critical Success **The target is unaffected. \n\n**Success **The target is fooled momentarily and is __flat-footed__ against the next melee Strike the brownie makes against it before the end of the brownie's next turn. \n\n**Failure **The target is __confused__ for 1 round. \n\n**Critical Failure **The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confused condition."
- raw_description: "**Baffling Bluff** [Two Actions] (__emotion__, __enchantment__, __mental__, __primal__) The brownie's antics can confuse and disorient a creature. When the brownie uses Baffling Bluff, it targets a single creature within 30 feet; that creature must attempt a DC 17 Will save. The target is temporarily immune to Baffling Bluff for 1 minute. \n\n**Critical Success **The target is unaffected. \n\n**Success **The target is fooled momentarily and is __flat-footed__ against the next melee Strike the brownie makes against it before the end of the brownie's next turn. \n\n**Failure **The target is __confused__ for 1 round. \n\n**Critical Failure **The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confused condition."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Brughadatch
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 78
- page_stop:
- description: >-
- The biggest difference between a gahlepod and a grown brughadatch isn't their humanoid appearance, but the powerful magic they gain as they mature.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Amphibious
- - Fey
- senses:
- - Perception +19
- - darkvision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Deception '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Nature '
- bonus: 22
- misc:
- - name: 'Survival '
- bonus: 20
- misc:
- perception: 19
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 4
- int_mod: 0
- wis_mod: 4
- cha_mod: 6
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 16
- ref_misc:
- will: 20
- will_misc:
- misc:
- hp: 210
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- damage:
- formula: 2d10+9
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 19
- traits:
- - agile
- damage:
- formula: 2d8+5
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Primal Innate Spels
- action_cost: None
- traits:
- description: >+
- DC 28, attack +22; **4th** __charm__ (at will), __confusion__; **3rd** __enthrall__ (x3); **2nd** __faerie fire__, __hideous laughter__; **1st** __fear__ (at will); **Cantrips** **(4th)** __detect magic__, __produce flame__
-
- raw_description: >+
- **Primal Innate Spels** DC 28, attack +22; **4th** __charm__ (at will), __confusion__; **3rd** __enthrall__ (x3); **2nd** __faerie fire__, __hideous laughter__; **1st** __fear__ (at will); **Cantrips** **(4th)** __detect magic__, __produce flame__
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deceitful Feast
- action_cost: None
- traits:
- - illusion
- description: >+
- The brughadatch conjures a decadent, enticing feast void of nutritional substance. This conjuration takes 1 minute and lasts for 24 hours. For each item of illusory food a creature eats, it must attempt a DC 29 Will save.
-
- raw_description: >-
- **Deceitful Feast** (__illusion__) The brughadatch conjures a decadent, enticing feast void of nutritional substance. This conjuration takes 1 minute and lasts for 24 hours. For each item of illusory food a creature eats, it must attempt a DC 29 Will save.
-
-
- **Critical Success** The creature sees through the illusion and becomes immune to the effects of Deceitful Feast for 24 hours.
-
-
- **Success** The creature doesn't see through the illusion but is unaffected by the food.
-
-
- **Failure** The creature takes a -1 circumstance penalty to Will saves against any of the brughadatch's spells or abilities. The penalty increases with each failed save, to a maximum of -5.
-
-
- **Critical Failure** As failure, plus for 1 hour, the creature's attitude becomes __helpful__ to the brughadatch, and the creature can't use hostile actions against them.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature sees through the illusion and becomes immune to the effects of Deceitful Feast for 24 hours.
- success: The creature doesn't see through the illusion but is unaffected by the food.
- failure: The creature takes a -1 circumstance penalty to Will saves against any of the brughadatch's spells or abilities. The penalty increases with each failed save, to a maximum of -5.
- critical_failure: As failure, plus for 1 hour, the creature's attitude becomes helpful to the brughadatch, and the creature can't use hostile actions against them.
- full_description:
- - name: Psychic Sip
- action_cost: One Action
- traits:
- description:
- raw_description: "**Psychic Sip** **Requirements** Targets must have critically failed a save against a brughadatch's Deceitful Feast or __charm__ innate spell; **Frequency** once per round; **Effect** The brughadatch feasts on the souls of the creatures they've tricked. They target up to five creatures within 30 feet and feast on their ambient brainpower, dealing 4d10 mental damage (DC 26 basic Will save) to each creature. Unless a target succeeds at the Will save, this damage does not end the charm effect or the effect of Deceitful Feast as a hostile action normally would."
- generic_description:
- frequency: Targets must have critically failed a save against a brughadatch's Deceitful Feast or charm innate spell
- trigger:
- effect: once per round
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bugaboo
- source:
- - abbr: 'Pathfinder #152: Legacy of the Lost God'
- page_start: 78
- page_stop:
- description: >-
- After devouring enough souls, a bogey transforms into the more powerful and sophisticated bugaboo.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Fey
- senses:
- - Perception +14
- - low-light vision
- languages:
- - Aklo
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 14
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- - name: 'Thievery '
- bonus: 13
- misc:
- perception: 14
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 3
- int_mod: -1
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 17
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- - fear
- resistances:
- - amount: 6
- type: cold iron
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount:
- type: mobility
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d8+6
- type: slashing
- plus_damage:
- - formula:
- type: striking fear
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency:
- requirement:
- - name: knock
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: ghost sound
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Devour Soul
- action_cost: Three Actions
- traits:
- - necromancy
- - occult
- description:
- raw_description: "**Devour Soul** [Three Actions] (__necromancy__, __occult__) **Requirements** The bugaboo has killed a creature within the last round and is adjacent to the creature; **Effect** The bugaboo consumes the creature's soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bugaboo has been slain. The bugaboo regains Hit Points equal to double the level of the consumed creature. After devouring six souls within a year, a bugaboo transforms into a bogeyman."
- generic_description:
- frequency:
- trigger:
- effect: The bugaboo has killed a creature within the last round and is adjacent to the creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mobility
- action_cost: None
- traits:
- description: When the bugaboo uses a Stride action to move half their Speed or less, that movement does not trigger reactions.
- raw_description: '**Mobility** When the bugaboo uses a Stride action to move half their Speed or less, that movement does not trigger reactions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The bugaboo deals 1d6 extra precision damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The bugaboo deals 1d6 extra precision damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Striking Fear
- action_cost: None
- traits:
- - emotion
- - fear
- - mental
- description: "If a bugaboo scores a critical hit with a claw Strike, the target must attempt a DC 24 Will save. \n\n"
- raw_description: "**Striking Fear** (__emotion__, __fear__, __mental__) If a bugaboo scores a critical hit with a claw Strike, the target must attempt a DC 24 Will save. \n\n**Critical Success** The target is unaffected.\n\n**Success** The target is __frightened 1__.\n\n**Failure** The target is frightened 2.\n\n**Critical Failure** The target is frightened 3 and __fleeing__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success: The target is frightened 1.
- failure: The target is frightened 2.
- critical_failure: The target is frightened 3 and fleeing for 1 round.
- full_description:
- - name: Surprise Attack
- action_cost: None
- traits:
- description: On the first round of combat, creatures that haven't acted yet are flat-footed to the bugaboo.
- raw_description: "**Surprise Attack** On the first round of combat, creatures that haven't acted yet are flat-footed to the bugaboo."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bugbear Thug
- source:
- - abbr: Bestiary
- page_start: 47
- page_stop:
- description: >-
- The more common bugbear thug specializes in the art of lurking in the shadows.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Goblin
- - Humanoid
- senses:
- - Perception +7
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Intimidation '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 3
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - bastard sword
- - javelin (3)
- - leather armor
- ac: 17
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 8
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 34
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: Bastard Sword
- to_hit: 10
- traits:
- - two-hand d12
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: Fist
- to_hit: 10
- traits:
- - agile
- - nonlethal
- damage:
- formula: 1d4+4
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: Javelin
- to_hit: 8
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bushwhack
- action_cost: One Action
- traits:
- description: The bugbear thug __Strides__ up to 10 feet and attempts to __Grapple__ a creature they're __undetected__ by. If they succeed, they also deal fist damage to that creature.
- raw_description: "**Bushwhack** The bugbear thug __Strides__ up to 10 feet and attempts to __Grapple__ a creature they're __undetected__ by. If they succeed, they also deal fist damage to that creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mauler
- action_cost: None
- traits:
- description: The bugbear thug gains a +3 circumstance bonus to damage rolls against creatures they have __grabbed__.
- raw_description: '**Mauler** The bugbear thug gains a +3 circumstance bonus to damage rolls against creatures they have __grabbed__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bugbear Tormentor
- source:
- - abbr: Bestiary
- page_start: 47
- page_stop:
- description: >-
- The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Goblin
- - Humanoid
- senses:
- - Perception +8
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Thievery '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 2
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - chain shirt
- - dagger
- - sickle (2)
- ac: 20
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 44
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: Dagger
- to_hit: 11
- traits:
- - agile
- - versatile S
- damage:
- formula: 1d4+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: Sickle
- to_hit: 11
- traits:
- - agile
- - finesse
- - trip
- damage:
- formula: 1d4+6
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: Dagger
- to_hit: 10
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+6
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The bugbear tormentor deals 1d6 extra __precision__ damage to __flat-footed__ creatures
- raw_description: '**__Sneak Attack__** The bugbear tormentor deals 1d6 extra __precision__ damage to __flat-footed__ creatures'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Twin Feint
- action_cost: Two Actions
- traits:
- description: The bugbear tormentor makes a dazzling series of attacks with two weapons, using the first attack to throw their foe off guard against a second attack at a different angle. They make one Strike with each of their two melee weapons, both against the same target. The target is automatically __flat-footed__ against the second attack. Apply the bugbear tormentor's multiple attack penalty to the Strikes normally.
- raw_description: "**Twin Feint** [Two Actions] The bugbear tormentor makes a dazzling series of attacks with two weapons, using the first attack to throw their foe off guard against a second attack at a different angle. They make one Strike with each of their two melee weapons, both against the same target. The target is automatically __flat-footed__ against the second attack. Apply the bugbear tormentor's multiple attack penalty to the Strikes normally."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bugul Noz
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 76
- page_stop:
- description: >-
- This gangly fey humanoid wanders the overgrown paths of dark, misty forests, voluntarily isolating themself in an attempt to protect others from their hideous form. A bugul noz's appearance is not merely unsightly—to view the being's form is said to tempt death, and backwoods villagers tell tales of wanderers found struck dead after merely glancing at the creature. As they jaunt through the forest, the bugul noz sings an eerie tune to alert others to their presence and deter these creatures from looking upon them. The bugul noz does not, after all, want to harm anyone; they are inherently kind, if unpredictable, and if they accidentally kill a creature out of panic or confusion, they grieve. A bugul noz who roams the same road long enough compiles a long list of such accidental victims, and they might carry the corpses off to a single mass grave deep in the forest. When not wandering, the bugul noz watches over this grave to ensure that the spirits of their victims are never lonely.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 35
- level: 12
- rarity: Rare
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - Rare
- - CN
- - Medium
- - Fey
- senses:
- - Perception +23
- - darkvision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Forest Lore '
- bonus: 22
- misc:
- - name: 'Nature '
- bonus: 25
- misc:
- - name: 'Survival '
- bonus: 25
- misc:
- perception: 23
- ability_mods:
- str_mod: 3
- dex_mod: 5
- con_mod: 4
- int_mod: 4
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 25
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 200
- hp_misc:
- immunities:
- - emotion
- resistances:
- - amount: 18
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 60 feet, DC 29. __Animals__ take a -2 circumstance penalty to the Will save.
- raw_description: >-
- **Frightful Presence** 60 feet, DC 29. __Animals__ take a -2 circumstance penalty to the Will save. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Horrid Visage
- action_cost: None
- traits:
- - visual
- description: Creatures that see the bugul noz must succeed at a DC 31 Fortitude saving throw. On a failure, creatures are __doomed 1__ (or doomed 2 on a critical failure).
- raw_description: '**Horrid Visage** (__visual__) Creatures that see the bugul noz must succeed at a DC 31 Fortitude saving throw. On a failure, creatures are __doomed 1__ (or doomed 2 on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mirror Vulnerability
- action_cost: None
- traits:
- description: Upon seeing its own reflection in a mirror or other reflective surface, the bugul noz must succeed at a DC 34 Will save or become __confused__ and __immobilized__ for 1d4 - 1 rounds (minimum 1 round). While confused and immobilized, the bugul noz cries and wallows in misery, making it immune to __visual__ and __auditory__ effects for the duration.
- raw_description: '**Mirror Vulnerability** Upon seeing its own reflection in a mirror or other reflective surface, the bugul noz must succeed at a DC 34 Will save or become __confused__ and __immobilized__ for 1d4 - 1 rounds (minimum 1 round). While confused and immobilized, the bugul noz cries and wallows in misery, making it immune to __visual__ and __auditory__ effects for the duration.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount:
- type: forest jaunt
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - magical
- damage:
- formula: 3d8+6
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 25
- traits:
- - range increment 30 feet
- damage:
- formula: 2d8+6
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: blindness
- frequency: x3
- requirement:
- - name: wanderer's guide
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: pass without trace
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Flail
- action_cost: One Action
- traits:
- description: The bugul noz swings its limbs about wildly. It makes up to three claw Strikes, each against a different creature and each with a -2 circumstance penalty. Its multiple attack penalty doesn't increase until after it makes all the attacks.
- raw_description: "**Flail** The bugul noz swings its limbs about wildly. It makes up to three claw Strikes, each against a different creature and each with a -2 circumstance penalty. Its multiple attack penalty doesn't increase until after it makes all the attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Forest Jaunt
- action_cost: None
- traits:
- description: The bugul noz ignores difficult terrain in forests.
- raw_description: '**Forest Jaunt** The bugul noz ignores difficult terrain in forests.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Haunting Wail
- action_cost: Two Actions
- traits:
- - illusion
- - vocal
- description: >+
- The bugul noz lets out a hair-raising keen. Other creatures within 30 feet must attempt a DC 31 Fortitude save. The bugul noz can't use this ability again for 1d4 rounds.
-
- raw_description: >-
- **Haunting Wail** [Two Actions] (__illusion__, __vocal__) The bugul noz lets out a hair-raising keen. Other creatures within 30 feet must attempt a DC 31 Fortitude save. The bugul noz can't use this ability again for 1d4 rounds.
-
-
- **Critical Success** The target is unaffected.
-
-
- **Success** The target takes 2d10 sonic damage.
-
-
- **Failure** The target takes 4d10 sonic damage and gains sonic weakness 10 for 1 minute.
-
-
- **Critical Failure** As failure, and the target becomes __fleeing__ for 1 round.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success: The target takes 2d10 sonic damage.
- failure: The target takes 4d10 sonic damage and gains sonic weakness 10 for 1 minute.
- critical_failure: As failure, and the target becomes fleeing for 1 round.
- full_description:
-- name: Bulette
- source:
- - abbr: Bestiary
- page_start: 48
- page_stop:
- description: >-
- Bulettes are fearsome predators that roam just beneath the surface 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."
-
-
-
-
- A typical bulette claims a territory of approximately 500 square miles. When it finds an area rich in food, such as a farming village, it adds that area to its regular patrol route. Over the course of a few months, it can wipe entire settlements off the map. Bulettes are fiercely competitive creatures that battle relentlessly with other predators in their territory. They actively avoid contact or conflict with other members of their kind unless seeking a mate. Bulette pairs share territory and mate for life—a mated pair of bulettes being the only known exception to the creature's penchant for solitude. They rear their young for a short period of time. The mated pair instruct the young bulette how to hunt, teaching their spawn which creatures are easiest to kill and which creatures to avoid. The mated pair drive off their young after its first successful hunt.
-
-
-
-
- The first bulettes were magically created guardians, intended to serve as frightening pets for a power-hungry and sadistic wizard. The technique for their creation, as well as their original purpose, has since been lost to history, and multiple conflicting accounts of ancient texts exist with dozens of wizards claiming to have been the first inventor of the notorious beast. Some sages postulate that the original inventor may have been an elf—a theory born out of little more than the curious fact that bulettes, for all their ravenous nature, seem to find elf flesh unpalatable. Unfortunately for elves who stumble into a bulette's path, bulettes are no less likely to kill them than any other intruder, simply leaving the bodies unconsumed where they fall.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +16
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 21
- misc:
- perception: 16
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 6
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 16
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 30
- type: burrow
- - amount:
- type: powerful jumper
- melee:
- - action_cost: One Action
- name: Jaws
- to_hit: 21
- traits:
- damage:
- formula: 2d10+10
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: Claw
- to_hit: 21
- traits:
- - agile
- damage:
- formula: 2d8+10
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Favored Prey
- action_cost: None
- traits:
- 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 are never a favored prey for bulettes.
- raw_description: "**Favored Prey** 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 are never a favored prey for bulettes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Leaping Charge
- action_cost: Two Actions
- traits:
- description: The bulette attempts a __High Jump__ or __Long Jump__ . 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 that are part of its Leaping Charge.
- raw_description: "**Leaping Charge** [Two Actions] The bulette attempts a __High Jump__ or __Long Jump__ . 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 that are part of its Leaping Charge."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Powerful Jumper
- action_cost: None
- traits:
- description: A bulette jumps 10 feet up on a successful __High Jump__, or 20 feet up on a critical success.
- raw_description: '**Powerful Jumper** A bulette jumps 10 feet up on a successful __High Jump__, or 20 feet up on a critical success.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bunyip
- source:
- - abbr: Bestiary
- page_start: 49
- page_stop:
- description: >-
- Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk.
-
-
-
-
- Despite their outlandish appearance and tendency to defend their territory with loud, bellowing roars that echo for great distances, bunyips are very rarely sighted by humanoids, leaving many to question their existence. For hundreds of years, bunyips were widely regarded as nothing more than folk tales, and even now that their existence as a species has been proven, the existence of any particular bunyip in a local area is often met with heavy skepticism. While their limited shapechanging abilities are no doubt a significant part of the reason for this air of mystery, another major factor is that the aquatic creatures rarely hunt humanoids, preferring to eat smaller animals. Most bunyips avoid human contact, except when one wanders too close to their den or favorite hunting spot, at which point the territorial bunyip attacks with swift and terrible ferocity. Many scholars agree that a large number of unexplained disappearances near coastal areas are the result of unreported bunyip aggression.
-
-
-
-
- In some ports, bunyips have learned that delicious prizes can be had from the chum and garbage discarded by fishing boats and merchant vessels. They lurk close to the shore and carefully choose their victims, plucking them off docks and small boats. These bunyips are particularly careful to keep their true forms hidden, but this does little to dull rumors of monster-infested waters.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- - Aquatic
- senses:
- - Perception +10
- - blood scent
- - darkvision
- - scent (imprecise) 100 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 4
- int_mod: -4
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- - name: Blood Scent
- action_cost: None
- traits:
- description: The bunyip can smell blood in the water from up to 1 mile away.
- raw_description: '**Blood Scent** The bunyip can smell blood in the water from up to 1 mile away.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 12
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Aquatic Opportunity
- action_cost: Reaction
- traits:
- description: As Attack of Opportunity, but both the bunyip and the triggering creature must be in water.
- raw_description: '**Aquatic Opportunity** [Reaction] As Attack of Opportunity, but both the bunyip and the triggering creature must be in water.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: Jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d10+4
- type: piercing
- plus_damage:
- - formula: 1d6
- type: persistent bleed damage
- - action_cost: One Action
- name: Tail
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d8+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Frenzy
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Blood Frenzy** [Reaction] **Requirements** The bunyip is not __fatigued__ or already in a frenzy. **Trigger** The bunyip deals __bleed damage__ to a living creature. **Effect** The bunyip flies into a frenzy that lasts 1 minute. While frenzied, the bunyip gains a +4 status bonus to damage rolls with its jaws, gains 8 __temporary HP__ that go away at the end of the frenzy, and takes a -2 penalty to AC.'
- generic_description:
- frequency:
- trigger: The bunyip is not __fatigued__ or already in a frenzy.
- effect: The bunyip deals __bleed damage__ to a living creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Roar
- action_cost: One Action
- traits:
- - auditory
- - concentrate
- - emotion
- - enchantment
- - fear
- - mental
- - primal
- description: The bunyip lets out a loud and horrifying roar. Other creatures within 100 feet must succeed at a DC 21 Will save or become __frightened 2__ (__frightened 3__ on a critical failure, __frightened 1__ on a success, or unaffected on a critical success). No matter the result, the creature is temporarily immune to the effect for 1 minute.
- raw_description: '**Roar** (__auditory__, __concentrate__, __emotion__, __enchantment__, __fear__, __mental__, __primal__) The bunyip lets out a loud and horrifying roar. Other creatures within 100 feet must succeed at a DC 21 Will save or become __frightened 2__ (__frightened 3__ on a critical failure, __frightened 1__ on a success, or unaffected on a critical success). No matter the result, the creature is temporarily immune to the effect for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shift Form
- action_cost: One Action
- traits:
- - morph
- - primal
- - transmutation
- 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 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 bunyip can return to normal or switch between a long tail or crocodile legs.
- raw_description: "**Shift Form** (__morph__, __primal__, __transmutation__) 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 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 bunyip can return to normal or switch between a long tail or crocodile legs."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Bythos
- source:
- - abbr: Bestiary 2
- page_start: 10
- page_stop:
- description: >-
- The bythos is a guardian of space and time, and at all times seeks out those who misuse planar and temporal magic. A bythos is a roughly humanoid creature with four arms and a body made of swirling clouds and mist. Despite its appearance, its body feels like dry stone. A bythos seeks out paradoxes caused by irresponsible planar or dimensional travelers and repairs breaches where the barriers between planes have become thin or damaged. If the mortals responsible remain in the area and cannot be convinced to cease their activities, the bythos has no qualms about removing them. Using its ability to manipulate time, a bythos might cause an opponent to quickly die of old age as time speeds up around them, or cause a target to disappear from time and space.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 37
- level: 16
- rarity: Uncommon
- type: Creature
- alignment: LN
- size: Large
- traits:
- - Uncommon
- - LN
- - Large
- - Aeon
- - Monitor
- senses:
- - Perception +30
- - darkvision
- languages:
- - envisioning
- skills:
- - name: 'Arcana '
- bonus: 29
- misc:
- - name: 'Athletics '
- bonus: 32
- misc:
- - name: 'Deception '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 25
- misc:
- - name: 'Nature '
- bonus: 30
- misc:
- - name: 'Occultism '
- bonus: 29
- misc:
- - name: 'Religion '
- bonus: 30
- misc:
- - name: 'Stealth '
- bonus: 26
- misc:
- perception: 30
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 5
- int_mod: 7
- wis_mod: 8
- cha_mod: 5
- sense_abilities:
- - name: Envisioning
- action_cost: None
- traits:
- description: When a bythos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A bythos can use this ability to communicate flawlessly with any other aeon on the same plane.
- raw_description: '**Envisioning** When a bythos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A bythos can use this ability to communicate flawlessly with any other aeon on the same plane.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 26
- ref_misc:
- will: 30
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 245
- hp_misc: regeneration 15 (deactivated by chaotic
- immunities:
- resistances:
- weaknesses:
- - amount: 15
- type: chaotic
- automatic_abilities:
- - name: Confusing Gaze
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - emotion
- - incapacitation
- - mental
- - visual
- description: 30 feet. A creature that ends its turn in the aura must attempt a DC 34 Will save. If it fails, it's __confused__ for 1 round (or 1d4 rounds on a critical failure).
- raw_description: "**Confusing Gaze** (__aura__, __divine__, __enchantment__, __emotion__, __incapacitation__, __mental__, __visual__) 30 feet. A creature that ends its turn in the aura must attempt a DC 34 Will save. If it fails, it's __confused__ for 1 round (or 1d4 rounds on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Temporal Reversion
- action_cost: Free Action
- traits:
- - fortune
- description:
- raw_description: '**Temporal Reversion** [Free Action] (__fortune__) **Trigger **The bythos fails or critically fails a check; **Frequency **once per day; **Effect **The bythos rerolls the triggering check and takes the better result.'
- generic_description:
- frequency: The bythos fails or critically fails a check
- trigger: once per day
- effect: The bythos rerolls the triggering check and takes the better result.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 32
- traits:
- - lawful
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+16
- type: bludgeoning
- plus_damage:
- - formula: 2d8
- type: cold and 2d8 lawful
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: augury
- frequency: at will
- requirement:
- - name: teleport
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: dimensional anchor
- frequency:
- requirement:
- - name: dimensional lock
- frequency:
- requirement:
- - name: haste
- frequency:
- requirement:
- - name: plane shift
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: slow
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimensional anchor
- frequency: at will
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: imprisonment
- frequency: temporal stasis only
- requirement:
- proactive_abilities:
- - name: Aging Strikes
- action_cost: Two Actions
- traits:
- - divine
- - necromancy
- description: >+
- The bythos make two fist Strikes against a single target. If both Strikes hit, the target attempts a DC 37 Fortitude save. Creatures that don't get weaker with age or don't age are immune (GM's discretion). If a creature becomes __clumsy 4__, __drained 4__, and __enfeebled 4__ due to Aging Strikes, it dies of old age.
-
-
- **Success **The creature is unaffected.
-
-
- **Failure **The creature becomes clumsy 1, drained 1, and enfeebled 1, or increases each of these conditions by 1. This effect is cumulative with other aging strikes from bythoses, to a maximum of clumsy 4, drained 4, and enfeebled 4.
-
- raw_description: >-
- **Aging Strikes** [Two Actions] (__divine__, __necromancy__) The bythos make two fist Strikes against a single target. If both Strikes hit, the target attempts a DC 37 Fortitude save. Creatures that don't get weaker with age or don't age are immune (GM's discretion). If a creature becomes __clumsy 4__, __drained 4__, and __enfeebled 4__ due to Aging Strikes, it dies of old age.
-
-
- **Success **The creature is unaffected.
-
-
- **Failure **The creature becomes clumsy 1, drained 1, and enfeebled 1, or increases each of these conditions by 1. This effect is cumulative with other aging strikes from bythoses, to a maximum of clumsy 4, drained 4, and enfeebled 4.
-
-
- **Critical Failure** As failure, but the creature becomes clumsy 2, drained 2, and enfeebled 2, or increases these conditions by 2.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure: As failure, but the creature becomes clumsy 2, drained 2, and enfeebled 2, or increases these conditions by 2.
- full_description:
- - name: Focused Gaze
- action_cost: One Action
- traits:
- - concentrate
- description: The bythos focuses its gaze on a creature it can see within 30 feet. The target must attempt a save against the bythos's confusing gaze. A bythos can't use this ability against the same creature more than once per turn.
- raw_description: "**Focused Gaze** (__concentrate__) The bythos focuses its gaze on a creature it can see within 30 feet. The target must attempt a save against the bythos's confusing gaze. A bythos can't use this ability against the same creature more than once per turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Temporal Flurry
- action_cost: Two Actions
- traits:
- description: The bythos makes four fist Strikes. Its multiple attack penalty increases normally with each attack.
- raw_description: '**Temporal Flurry** [Two Actions] The bythos makes four fist Strikes. Its multiple attack penalty increases normally with each attack.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Temporal Strike
- action_cost: Two Actions
- traits:
- - divine
- - conjuration
- - incapacitation
- - teleportation
- description: >+
- The bythos touches a creature or object to displace it from time. The target attempts a DC 37 Fortitude save.
-
- raw_description: >-
- **Temporal Strike** [Two Actions] (__divine__, __conjuration__, __incapacitation__, __teleportation__) The bythos touches a creature or object to displace it from time. The target attempts a DC 37 Fortitude save.
-
-
- **Critical Success** The target is unaffected.
-
-
- **Success **Time flows around the target; the target is __slowed 1__ for 1 round.
-
-
- **Failure **The target disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had passed for it. If a creature or object occupies that space when the target returns, the target appears in the closest available space to its original location.
-
-
- **Critical Failure** As failure, but the target is slowed 1 for an extra 1d4 rounds after it returns.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success:
- failure:
- critical_failure: As failure, but the target is slowed 1 for an extra 1d4 rounds after it returns.
- full_description:
-- name: Cacodaemon
- source:
- - abbr: Bestiary
- page_start: 70
- page_stop:
- description: >-
- These embodiments of demented violence and spite are spawned from eddies 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 of demise.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: NE
- size: Tiny
- traits:
- - NE
- - Tiny
- - Daemon
- - Fiend
- senses:
- - Perception +6
- - darkvision
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 5
- misc:
- - name: 'Religion '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 2
- int_mod: -1
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 22
- hp_misc:
- immunities:
- - death effects
- resistances:
- - amount: 3
- type: good
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- - agile
- - disease
- - evil
- - finesse
- - magical
- damage:
- formula: 1d8
- type: piercing
- plus_damage:
- - formula: 1d4
- type: evil and cacodaemonia
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, good only
- requirement:
- - name: fear
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Cacodaemonia
- action_cost: None
- traits:
- - disease
- description: The cacodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; **Saving Throw** DC 17 Fortitude; **Stage 1** carrier (1 day); **Stage 2** __stupefied 1__ (1 day); **Stage 3** __stupefied 2__ (1 day)
- raw_description: '**Cacodaemonia** (__disease__) The cacodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; **Saving Throw** DC 17 Fortitude; **Stage 1** carrier (1 day); **Stage 2** __stupefied 1__ (1 day); **Stage 3** __stupefied 2__ (1 day)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: ''
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) \n\n * **Lizard **Speed 20 feet; **Melee **jaws +8 (__agile__, __finesse__), **Damage **1d8+1 piercing\n\n * **Octopus **size Small; Speed 20 feet, swim 30 feet; **Melee **tentacle +8 (__finesse__), **Damage **1d8+1 bludgeoning plus Grab; **Melee **beak +8 (__agile__, __finesse__), **Damage **1d6 piercing plus 2 poison\n\n * **Scorpion **size Small; Speed 30 feet; **Melee **pincer +8 (__agile__, __finesse__), **Damage **1d6+1 bludgeoning plus Grab; **Melee **stinger +8 (__agile__, __finesse__), **Damage **1d6+1 piercing plus 1d4 poison"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Lizard
- action_cost: None
- traits:
- description: Speed 20 feet; **Melee **jaws +8 (__agile__, __finesse__), **Damage **1d8+1 piercing
- raw_description: '**Lizard **Speed 20 feet; **Melee **jaws +8 (__agile__, __finesse__), **Damage **1d8+1 piercing'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Octopus
- action_cost: None
- traits:
- description: size Small; Speed 20 feet, swim 30 feet; **Melee **tentacle +8 (__finesse__), **Damage **1d8+1 bludgeoning plus Grab; **Melee **beak +8 (__agile__, __finesse__), **Damage **1d6 piercing plus 2 poison
- raw_description: '**Octopus **size Small; Speed 20 feet, swim 30 feet; **Melee **tentacle +8 (__finesse__), **Damage **1d8+1 bludgeoning plus Grab; **Melee **beak +8 (__agile__, __finesse__), **Damage **1d6 piercing plus 2 poison'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Scorpion
- action_cost: None
- traits:
- description: size Small; Speed 30 feet; **Melee **pincer +8 (__agile__, __finesse__), **Damage **1d6+1 bludgeoning plus Grab; **Melee **stinger +8 (__agile__, __finesse__), **Damage **1d6+1 piercing plus 1d4 poison
- raw_description: '**Scorpion **size Small; Speed 30 feet; **Melee **pincer +8 (__agile__, __finesse__), **Damage **1d6+1 bludgeoning plus Grab; **Melee **stinger +8 (__agile__, __finesse__), **Damage **1d6+1 piercing plus 1d4 poison'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Lock
- action_cost: Three Actions
- traits:
- - death
- - divine
- - necromancy
- description: >-
- Once per day, a cacodaemon can ingest the soul of a sentient creature within 30 feet that died within the last minute. When it does, the cacodaemon grows a fist-sized soul gem (Hardness 2, HP 8) in its gut and can regurgitate it at any time as an Interact action. Destroying the gem frees the soul within but does not return the deceased creature to life. The caster of a spell to 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 home plane. The fiend gains fast healing 5 for 1 minute.
- raw_description: >-
- **Soul Lock** [Three Actions] (__death__, __divine__, __necromancy__) Once per day, a cacodaemon can ingest the soul of a sentient creature within 30 feet that died within the last minute. When it does, the cacodaemon grows a fist-sized soul gem (Hardness 2, HP 8) in its gut and can regurgitate it at any time as an Interact action. Destroying the gem frees the soul within but does not return the deceased creature to life. The caster of a spell to 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 home plane. The fiend gains fast healing 5 for 1 minute.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cairn Linnorm
- source:
- - abbr: Bestiary 2
- page_start: 166
- page_stop:
- description: >-
- Cairn linnorms are disturbing, even by linnorm standards. They make their homes in necropolises, burial grounds, and the sites of immense and gory battles. Some point out that cairn linnorms feast on shambling undead and thus provide a service to the living, but these beasts are not choosy and will happily consume any creature, whether or not it draws breath.
-
-
-
-
- Some tales state that cairn linnorms will not—or cannot—enter a tomb without the permission of a descendant of the deceased (or the permission of the deceased itself, in the instance that it has risen from the dead). Likewise, once a cairn linnorm has entered a tomb, it won't leave until it has secured permission to do so. Whether such legends are true or not is anyone's guess; nevertheless, reports of a cairn linnorm in the vicinity are harrowing enough to dissuade even the most foolhardy grave robber from peeking into too many crypts or mausoleums.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 40
- level: 18
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Uncommon
- - CE
- - Gargantuan
- - Dragon
- senses:
- - Perception +30
- - darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Aklo
- - Draconic
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 32
- misc:
- - name: 'Athletics '
- bonus: 35
- misc:
- perception: 30
- ability_mods:
- str_mod: 9
- dex_mod: 6
- con_mod: 8
- int_mod: -2
- wis_mod: 6
- cha_mod: 7
- sense_abilities:
- items:
- ac: 43
- ac_special:
- saves:
- fort: 34
- fort_misc:
- ref: 30
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 360
- hp_misc: regeneration 15 (deactivated by cold iron
- immunities:
- - acid
- - curse
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Curse of the Crooked Cane
- action_cost: None
- traits:
- - curse
- - primal
- description: When a creature slays a cairn linnorm, it must succeed at a DC 44 Will save or become permanently __enfeebled 2__. In addition, the victim ages at an accelerated rate, aging 1 year every day, eventually causing it to die of old age if the curse is left untended.
- raw_description: '**Curse of the Crooked Cane** (__curse__, __primal__) When a creature slays a cairn linnorm, it must succeed at a DC 44 Will save or become permanently __enfeebled 2__. In addition, the victim ages at an accelerated rate, aging 1 year every day, eventually causing it to die of old age if the curse is left untended.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 40
- type: climb
- - amount: 100
- type: fly
- - amount: 40
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 35
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 3d12+17
- type: piercing
- plus_damage:
- - formula:
- type: cairn linnorm venom
- - action_cost: One Action
- name: claw
- to_hit: 35
- traits:
- - agile
- - magical
- - reach 25 feet
- damage:
- formula: 3d8+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 35
- traits:
- - agile
- - magical
- - reach 25 feet
- damage:
- formula: 3d10+17
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 40
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 8
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - level: -1
- heightened_level: 7
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - evocation
- - primal
- description: The cairn linnorm expels a 60-foot cone of negative energy-infused acid, dealing 19d6 acid damage to creatures in the area (DC 40 basic Reflex save). The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 40 Fortitude save or become __drained 1__ (drained 2 on a critical failure). The cairn linnorm can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__acid__, __evocation__, __primal__) The cairn linnorm expels a 60-foot cone of negative energy-infused acid, dealing 19d6 acid damage to creatures in the area (DC 40 basic Reflex save). The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 40 Fortitude save or become __drained 1__ (drained 2 on a critical failure). The cairn linnorm can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cairn Linnorm Venom
- action_cost: None
- traits:
- - acid
- - poison
- description: '**Saving Throw** DC 41 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 6d6 acid damage and __drained 1__ (1 round); **Stage 2** 8d6 acid damage and drained 2 (1 round)'
- raw_description: '**Cairn Linnorm Venom** (__acid__, __poison__) **Saving Throw** DC 41 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 6d6 acid damage and __drained 1__ (1 round); **Stage 2** 8d6 acid damage and drained 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cairn Wight
- source:
- - abbr: Bestiary 2
- page_start: 292
- page_stop:
- description: >-
- Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.
-
-
- Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.
-
-
- As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight's sword channels life from the victim into the wight.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 21
- level: 4
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - Uncommon
- - LE
- - Medium
- - Undead
- - Wight
- senses:
- - Perception +11
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Religion '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 4
- int_mod: 1
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- - longsword
- - studded leather armor
- ac: 20
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 10
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 67
- hp_misc:
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Final Spite
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Final Spite [Reaction]** **Trigger** The cairn wight is reduced to 0 Hit Points; **Effect** The cairn wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike."
- generic_description:
- frequency:
- trigger: The cairn wight is reduced to 0 Hit Points
- effect: The cairn wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: longsword
- to_hit: 14
- traits:
- - versatile P
- damage:
- formula: 1d8+7
- type: slashing
- plus_damage:
- - formula:
- type: drain life
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 1d6+7
- type: slashing
- plus_damage:
- - formula:
- type: drain life
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Cairn Wight Spawn
- action_cost: None
- traits:
- - divine
- - necromancy
- description: A living humanoid slain by a cairn wight's weapon or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn't have drain life or cairn wight spawn and is __clumsy 2__ for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy.
- raw_description: "**Cairn Wight Spawn** (__divine__, __necromancy__) A living humanoid slain by a cairn wight's weapon or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn't have drain life or cairn wight spawn and is __clumsy 2__ for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Life
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When the cairn wight damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, the cairn wight gains 5 temporary Hit Points and the creature must succeed at a DC 18 Fortitude save or become __drained 1__. Further damage dealt by the cairn wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4.
- raw_description: '**Drain Life** (__divine__, __necromancy__) When the cairn wight damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, the cairn wight gains 5 temporary Hit Points and the creature must succeed at a DC 18 Fortitude save or become __drained 1__. Further damage dealt by the cairn wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Funereal Dirge
- action_cost: Two Actions
- traits:
- - auditory
- - divine
- - emotion
- - fear
- - mental
- - necromancy
- description: "The cairn wight chants a low, haunting melody. Living creatures within 50 feet must attempt a DC 21 Will save. The cairn wight can't chant a new Funereal Dirge for 1d4 rounds. \n\n"
- raw_description: "**Funereal Dirge** [Two Actions] (__auditory__, __divine__, __emotion__, __fear__, __mental__, __necromancy__) The cairn wight chants a low, haunting melody. Living creatures within 50 feet must attempt a DC 21 Will save. The cairn wight can't chant a new Funereal Dirge for 1d4 rounds. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is __frightened 1__. \n\n**Failure** The creature is frightened 2. \n\n**Critical Failure** The creature is frightened 2 and takes a -2 status penalty to saving throws against drain life."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 2 and takes a -2 status penalty to saving throws against drain life.
- full_description:
-- name: Calathgar
- source:
- - abbr: Bestiary 2
- page_start: 45
- page_stop:
- description: >-
- Calathgars are mysterious predatory plants that grow in the depths of the densest frozen forests, realms where icicles rarely melt from snow-cloaked trees. A calathgar's blue flowers grow from 3 to 5 feet across (with specimens as wide as 10 feet reported), while the plant itself stands just under 4 feet in height and weighs up to 50 pounds when heavy with seeds.
-
-
-
-
- Calathgars' psyches are alien to most sapient creatures. They have little interest in emotion, culture, or ambition, yet they have nearly flawless memories and can share experiences with other calathgars by scent (perceptible to other creatures as a vinegary odor that may reveal their presence) as easily as humanoids can pass on information by speech. While calathgars themselves can't speak, they can typically be reasoned with—though like most protective parents, an incensed calathgar defending its young is rarely in a mood to listen.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Cold
- - Plant
- senses:
- - Perception +10
- - darkvision
- - scent 30 feet
- languages:
- - Sylvan
- - can't speak
- skills:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 10
- ability_mods:
- str_mod: 2
- dex_mod: 5
- con_mod: 2
- int_mod: -2
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 13
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- - cold
- resistances:
- - amount: 5
- type: fire
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- - name: Cold Healing
- action_cost: None
- traits:
- description: Calathgars are healed by cold. Anytime a calathgar would take cold damage, it instead regains 1d6 Hit Points (regardless of the amount of damage the cold effect would have caused). In __severe cold or colder environments__, calathgars gain __fast healing 1__.
- raw_description: '**Cold Healing** Calathgars are healed by cold. Anytime a calathgar would take cold damage, it instead regains 1d6 Hit Points (regardless of the amount of damage the cold effect would have caused). In __severe cold or colder environments__, calathgars gain __fast healing 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mold Mulch
- action_cost: None
- traits:
- description: When a calathgar is reduced to 0 Hit Points, it immediately decays and dies, transforming into a 5-foot patch of mold (or a 10-foot patch of mold if it was killed by fire damage). This patch of mold persists for 1 minute, during which time it deals 3d6 cold damage to any creature that begins its turn in this area, or 1d6 cold damage to any creature that begins its turn in an adjacent square. The mold patch decays away after an hour, but it can be destroyed before then (treat each 5-foot square as an object with Hardness 0, 10 Hit Points, BT 5, immunity to cold, piercing, and slashing damage; the mold deals half its regular cold damage once it's broken).
- raw_description: "**Mold Mulch** When a calathgar is reduced to 0 Hit Points, it immediately decays and dies, transforming into a 5-foot patch of mold (or a 10-foot patch of mold if it was killed by fire damage). This patch of mold persists for 1 minute, during which time it deals 3d6 cold damage to any creature that begins its turn in this area, or 1d6 cold damage to any creature that begins its turn in an adjacent square. The mold patch decays away after an hour, but it can be destroyed before then (treat each 5-foot square as an object with Hardness 0, 10 Hit Points, BT 5, immunity to cold, piercing, and slashing damage; the mold deals half its regular cold damage once it's broken)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: flower
- to_hit: 13
- traits:
- - finesse
- damage:
- formula: 2d6+4
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: cold
- - action_cost: One Action
- name: tendril
- to_hit: 13
- traits:
- - agile
- - finesse
- damage:
- formula: 2d4+4
- type: slashing
- plus_damage:
- - formula: 1d4
- type: cold
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Seed Spray
- action_cost: Two Actions
- traits:
- - cold
- - evocation
- - primal
- description: The calathgar expels thorny, frozen seeds in a 15-foot cone, dealing 1d6 piercing and 4d6 cold damage (DC 20 basic Reflex save). In __mild cold or colder environments__, these seeds cling to living creatures they strike, dealing 1d4 __persistent cold damage__. The calathgar can't use Seed Spray again for 1d4 rounds.
- raw_description: "**Seed Spray** [Two Actions] (__cold__, __evocation__, __primal__) The calathgar expels thorny, frozen seeds in a 15-foot cone, dealing 1d6 piercing and 4d6 cold damage (DC 20 basic Reflex save). In __mild cold or colder environments__, these seeds cling to living creatures they strike, dealing 1d4 __persistent cold damage__. The calathgar can't use Seed Spray again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Caligni Creeper
- source:
- - abbr: Bestiary
- page_start: 50
- page_stop:
- description: >-
- The most widespread of the caligni are the mischievous caligni creepers.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CN
- size: Small
- traits:
- - CN
- - Small
- - Caligni
- - Humanoid
- senses:
- - Perception +8
- - greater darkvision
- - light blindness
- languages:
- - Caligni
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- - name: 'Thievery '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 3
- int_mod: -1
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - black smear poison (3 doses)
- - dagger
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 30
- hp_misc: death flash
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Death Flash
- action_cost: None
- traits:
- - light
- description: When the caligni creeper dies, their body combusts in a flash of bright light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be blinded for 1d6 rounds. Creatures with light blindness who successfully save are still blinded for 1 round. The creeper's gear and treasure are left in a pile where they died. As this isn't a magical effect, the light has no effect within magical darkness.
- raw_description: "**Death Flash** (__light__) When the caligni creeper dies, their body combusts in a flash of bright light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be blinded for 1d6 rounds. Creatures with light blindness who successfully save are still blinded for 1 round. The creeper's gear and treasure are left in a pile where they died. As this isn't a magical effect, the light has no effect within magical darkness."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: Dagger
- to_hit: 10
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- - formula:
- type: black smear poison
- ranged:
- - action_cost: One Action
- name: Dagger
- to_hit: 10
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- - formula:
- type: black smear poison
- spell_lists:
- - name: Occult Innate Spells
- dc: 15
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The Caligni Creeper deals 1d6 extra __precision__ damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The Caligni Creeper deals 1d6 extra __precision__ damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Caligni Dancer
- source:
- - abbr: Bestiary
- page_start: 50
- page_stop:
- description: >-
- Caligni dancers serve as intermediaries between caligni clans.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CN
- size: Small
- traits:
- - CN
- - Small
- - Caligni
- - Humanoid
- senses:
- - Perception +6
- - greater darkvision
- - light blindness
- languages:
- - Caligni
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Performance '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Thievery '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 2
- int_mod: -1
- wis_mod: 1
- cha_mod: 3
- sense_abilities:
- items:
- - baton (light mace)
- - dagger
- ac: 17
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 9
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 18
- hp_misc: death flare
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Distracting Frolic
- action_cost: Reaction
- traits:
- - fortune
- - manipulate
- description:
- raw_description: '**Distracting Frolic** [Reaction] (__fortune__, __manipulate__) **Trigger** An ally within 10 feet of the dancer rolls a saving throw against a mental or illusion effect. **Effect** The target ally can roll the save twice and take the better result.'
- generic_description:
- frequency:
- trigger: An ally within 10 feet of the dancer rolls a saving throw against a mental or illusion effect.
- effect: The target ally can roll the save twice and take the better result.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Death Flare
- action_cost: None
- traits:
- - light
- description: When the dancer dies, their body combusts in a flare of white light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be dazzled for 1d4 rounds. Calignis that fail this save are also frightened 1. The dancer's gear and treasure are left in a pile where they died. As this isn't a magical effect, the light has no effect within magical darkness.
- raw_description: "**Death Flare** (__light__) When the dancer dies, their body combusts in a flare of white light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be dazzled for 1d4 rounds. Calignis that fail this save are also frightened 1. The dancer's gear and treasure are left in a pile where they died. As this isn't a magical effect, the light has no effect within magical darkness."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: Baton
- to_hit: 9
- traits:
- - agile
- - finesse
- - shove
- damage:
- formula: 1d4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: Dagger
- to_hit: 9
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: Dagger
- to_hit: 9
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 16
- to_hit:
- misc:
- spell_groups:
- - level: 0
- heightened_level: 1
- spells:
- - name: counter performance
- frequency: visual only
- requirement:
- - name: inspire courage
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Dancer's Curse
- action_cost: One Action
- traits:
- - curse
- - enchantment
- - occult
- - mental
- description: The caligni dancer touches a foe and curses it. If the target fails a DC 18 Will save, it gains __clumsy 1__ and __stupefied 1__. The target is then temporarily immune for 24 hours. These conditions persist until the curse is removed. The victim can attempt a new DC 18 Will save once per hour to end the curse.
- raw_description: "**Dancer's Curse** (__curse__, __enchantment__, __occult__, __mental__) The caligni dancer touches a foe and curses it. If the target fails a DC 18 Will save, it gains __clumsy 1__ and __stupefied 1__. The target is then temporarily immune for 24 hours. These conditions persist until the curse is removed. The victim can attempt a new DC 18 Will save once per hour to end the curse. "
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The caligni dancer deals 1d6 extra __precision__ damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The caligni dancer deals 1d6 extra __precision__ damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Caligni Slayer
- source:
- - abbr: Bestiary 2
- page_start: 46
- page_stop:
- description: >-
- Caligni slayers possess greater occult talents than others of their kind. In most other calignis, the power bartered from the long-lost demigods known as the Forsaken merely burns within. But in caligni slayers, this power is a deep and terrible hunger. Slayers embrace their evil impulses as a result, and they seek to feed on others with their soul harvest ability to keep this supernatural hunger sated. Slayers denied the opportunity to feed descend into paranoia and, eventually, murderous rage.
-
-
-
-
- Delayed feeding improves but never fully restores their composure and patience. Perhaps the greatest manifestation of a slayer's hunger appears at the moment of their death. Upon its last breath, a slayer collapses into itself in a violent, lightless implosion, rather than the blinding eruption of other calignis' deaths, consuming the body itself in a final attempt at satiation.
-
-
-
-
- Slayers view themselves as the cleverest and most gifted of the calignis. They seethe with ill-concealed envy at the position of power __caligni stalkers__ occupy, ever scheming to displace them and claim that power for their own. For their part, stalkers tolerate these machinations as an acceptable price for the talents slayers contribute to an enclave. If necessary, any slayer who grows too ambitious can become a brave sacrifice in battle, for the good of the enclave. In physical stature, slayers fall between the willowy __caligni dancers__ and the diminutive __creepers__. Stalkers tower above most slayers—yet another source of slayers' envy and resentment.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20
- level: 3
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Small
- traits:
- - Uncommon
- - CE
- - Small
- - Caligni
- - Humanoid
- senses:
- - Perception +8
- - greater darkvision
- languages:
- - Caligni
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Arcana '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Occultism '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 8
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 1
- int_mod: 2
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- - name: Light Blindness
- action_cost: None
- traits:
- description: >2+
-
-
- raw_description: "**__Light Blindness__** \n\n"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - black smear poison (2 doses, see below)
- - kukri
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 12
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 45
- hp_misc: death implosion
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Death Implosion
- action_cost: None
- traits:
- - sonic
- description: When the caligni slayer dies, their body implodes violently into nothingness, dealing 3d10 sonic damage to creatures in a 10-foot burst. Each creature in the area must attempt a DC 20 Fortitude save. The slayer's gear and treasure are unaffected by the implosion and are left in a pile where they died.
- raw_description: "**Death Implosion** (__sonic__) When the caligni slayer dies, their body implodes violently into nothingness, dealing 3d10 sonic damage to creatures in a 10-foot burst. Each creature in the area must attempt a DC 20 Fortitude save. The slayer's gear and treasure are unaffected by the implosion and are left in a pile where they died."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The creature is unaffected.
- raw_description: '**Critical Success **The creature is unaffected.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The creature takes half damage.
- raw_description: '**Success **The creature takes half damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The creature takes full damage and is __deafened__ for 1 minute.
- raw_description: '**Failure **The creature takes full damage and is __deafened__ for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: The creature takes double damage and is deafened for 24 hours.
- raw_description: '**Critical Failure **The creature takes double damage and is deafened for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: kukri
- to_hit: 11
- traits:
- - agile
- - finesse
- - trip
- damage:
- formula: 1d6+3
- type: slashing
- plus_damage:
- - formula:
- type: black smear poison
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 20
- to_hit: 12
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: death knell
- frequency:
- requirement:
- - name: phantom pain
- frequency:
- requirement:
- - name: spectral hand
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Black Smear Poison
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw **DC 16 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **As stage 1; **Stage 3 **1d6 poison damage and enfeebled 2 (1 round). See __here__ for full details on this alchemical poison.'
- raw_description: '**Black Smear Poison** (__poison__) **Saving Throw **DC 16 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **As stage 1; **Stage 3 **1d6 poison damage and enfeebled 2 (1 round). See __here__ for full details on this alchemical poison.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Call to Blood
- action_cost: Two Actions
- traits:
- - enchantment
- - mental
- - occult
- description: Each caligni within 30 feet gains a +2 status bonus to attack rolls against __flat-footed__ creatures. This bonus lasts for 1 minute.
- raw_description: '**Call to Blood** [Two Actions] (__enchantment__, __mental__, __occult__) Each caligni within 30 feet gains a +2 status bonus to attack rolls against __flat-footed__ creatures. This bonus lasts for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Harvest
- action_cost: None
- traits:
- - necromancy
- description: The caligni slayer deals an additional 2d6 negative damage to __flat-footed__ creatures.
- raw_description: '**Soul Harvest** (__necromancy__) The caligni slayer deals an additional 2d6 negative damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Caligni Stalker
- source:
- - abbr: Bestiary
- page_start: 51
- page_stop:
- description: >-
- Caligni stalkers are often leaders of caligni enclaves.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - CN
- - Medium
- - Caligni
- - Humanoid
- senses:
- - Perception +10
- - greater darkvision
- - light blindness
- languages:
- - Caligni
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Thievery '
- bonus: 11
- misc:
- perception: 10
- ability_mods:
- str_mod: 2
- dex_mod: 5
- con_mod: 2
- int_mod: -1
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - black smear poison (6 doses)
- - leather armor
- - shortsword (2)
- ac: 21
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 13
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 60
- hp_misc: death flame
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Death Flame
- action_cost: None
- traits:
- - light
- description: When the stalker dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 5d6 fire damage (DC 21 basic Reflex save). The stalker's gear and treasure are unaffected by the flames and are left in a pile where they died.
- raw_description: "**Death Flame** (__light__) When the stalker dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 5d6 fire damage (DC 21 basic Reflex save). The stalker's gear and treasure are unaffected by the flames and are left in a pile where they died."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: Shortsword
- to_hit: 13
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+7
- type: piercing
- plus_damage:
- - formula:
- type: black smear poison
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 19
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: obscuring mist
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Double Slice
- action_cost: Two Actions
- traits:
- description: The caligni stalker makes two Strikes against the same target, one with each of their shortswords. The stalker combines the damage of any attacks that hit and applies __precision damage__, __resistances__, and __weaknesses__ only once. Both attacks count toward the stalker's multiple attack penalty, but the penalty increases only after both attacks.
- raw_description: "**Double Slice** [Two Actions] The caligni stalker makes two Strikes against the same target, one with each of their shortswords. The stalker combines the damage of any attacks that hit and applies __precision damage__, __resistances__, and __weaknesses__ only once. Both attacks count toward the stalker's multiple attack penalty, but the penalty increases only after both attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Encircling Command
- action_cost: One Action
- traits:
- - auditory
- description: Each caligni creeper within 30 feet of the stalker can __Step__. Each creeper can benefit from Encircling Command only once per round.
- raw_description: '**Encircling Command** (__auditory__) Each caligni creeper within 30 feet of the stalker can __Step__. Each creeper can benefit from Encircling Command only once per round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The Caligni Stalker deals 1d6 extra __precision__ damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The Caligni Stalker deals 1d6 extra __precision__ damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Calikang
- source:
- - abbr: 'Pathfinder #149: Against the Scarlet Triad'
- page_start: 84
- page_stop:
- description: >-
- The calikangs are giant blue-skinned, six-armed guardians of ancient tombs and treasuries. Their unique physiologies enable them to absorb and manipulate electrical magic, as well as other energies. A calikang can live for 200 years—though it may further extend its life via suspended animation.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32
- level: 12
- rarity: Uncommon
- type: Creature
- alignment: LN
- size: Large
- traits:
- - Uncommon
- - LN
- - Large
- - Humanoid
- senses:
- - Perception +20
- - darkvision
- - true seeing
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 24
- misc:
- perception: 20
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 5
- int_mod: -2
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- - name: Suspended Animation
- action_cost: None
- traits:
- - concentrate
- description: >+
- By spending 5 minutes concentrating, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of its surroundings. While in this state, the calikang gains a +4 status bonus to all Fortitude saves, does not age, and is immune to disease, inhaled toxins, poison, starvation, and thirst. The calikang can exit suspended animation as a free action. If it exits this state to attack, the calikang gains a +4 circumstance bonus to its initiative roll.
-
- raw_description: >+
- **Suspended Animation** (__concentrate__) By spending 5 minutes concentrating, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of its surroundings. While in this state, the calikang gains a +4 status bonus to all Fortitude saves, does not age, and is immune to disease, inhaled toxins, poison, starvation, and thirst. The calikang can exit suspended animation as a free action. If it exits this state to attack, the calikang gains a +4 circumstance bonus to its initiative roll.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 striking longsword (2)
- ac: 35
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 22
- ref_misc:
- will: 20
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 235
- hp_misc:
- immunities:
- - electricity
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Defensive Stance
- action_cost: None
- traits:
- description: A calikang gains a circumstance bonus to its AC equal to the number of its hands that aren't wielding weapons, to a maximum of +4 (this bonus is already factored into this calikang's stats).
- raw_description: "**Defensive Stance** A calikang gains a circumstance bonus to its AC equal to the number of its hands that aren't wielding weapons, to a maximum of +4 (this bonus is already factored into this calikang's stats)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Energy Conversion
- action_cost: None
- traits:
- - abjuration
- - arcane
- description: Whenever the calikang is hit by an electricity spell or rolls a successful save against a spell that deals energy damage, it absorbs the energy. This heals the calikang for an amount of HP equal to quadruple the spell's level, and recharges its Breath Weapon. A calikang can't absorb its own spells this way.
- raw_description: "**Energy Conversion** (__abjuration__, __arcane__) Whenever the calikang is hit by an electricity spell or rolls a successful save against a spell that deals energy damage, it absorbs the energy. This heals the calikang for an amount of HP equal to quadruple the spell's level, and recharges its Breath Weapon. A calikang can't absorb its own spells this way."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: longsword
- to_hit: 28
- traits:
- - magical
- - reach 10 feet
- - versatile P
- damage:
- formula: 2d8+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 25
- traits:
- - agile
- - reach 10 feet
- - nonlethal
- damage:
- formula: 3d8+13
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: chain lightning
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: magic weapon
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - arcane
- - cold
- - electricity
- - evocation
- - fire
- - sonic
- description:
- raw_description: '**Breath Weapon** [Two Actions] (__acid__, __arcane__, __cold__, __electricity__, __evocation__, __fire__, __sonic__) **Frequency** once per day; **Effect** The calikang breathes a blast of energy that deals 13d6 energy damage to all creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang chooses electricity.'
- generic_description:
- frequency: once per day
- trigger:
- effect: 'The calikang breathes a blast of energy that deals 13d6 energy damage to all creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang chooses electricity.'
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sixfold Flurry
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Sixfold Flurry** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Carbuncle
- source:
- - abbr: Bestiary 2
- page_start: 47
- page_stop:
- description: >-
- Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. At first glance, carbuncles appear to be little more than ungainly reptiles. What sets them apart is their strange magical abilities and the gemstone-like horn protruding from between their goggling eyes. Although rumors suggest various uses for carbuncle horns, ranging from miracle cure-alls to potent magical components, the truth is much more mundane: a carbuncle's horn is merely a highly reflective growth, not unlike a fingernail.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20
- level: 1
- rarity: Rare
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - Rare
- - N
- - Tiny
- - Beast
- senses:
- - Perception +7
- - darkvision
- languages:
- - carbuncle empathy 30 feet
- skills:
- - name: 'Stealth '
- bonus: 3
- misc: +7 in grass or undergrowth
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 7
- ability_mods:
- str_mod: -3
- dex_mod: 0
- con_mod: 3
- int_mod: -2
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Carbuncle Empathy
- action_cost: None
- traits:
- description: The carbuncle can __telepathically__ send mild feelings and sensations to nearby creatures. It can't use this ability to communicate in language or hinder a target, but it might convey a feeling of dread or the scent of food cooking nearby.
- raw_description: "**Carbuncle Empathy** The carbuncle can __telepathically__ send mild feelings and sensations to nearby creatures. It can't use this ability to communicate in language or hinder a target, but it might convey a feeling of dread or the scent of food cooking nearby."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 3
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Easy to Influence
- action_cost: None
- traits:
- description: Any __mental__ spell can affect a carbuncle, regardless of creature type limitations. Against a __suggestion__ spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw.
- raw_description: '**Easy to Influence** Any __mental__ spell can affect a carbuncle, regardless of creature type limitations. Against a __suggestion__ spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fatal Faker
- action_cost: Reaction
- traits:
- - arcane
- - conjuration
- - teleportation
- description:
- raw_description: '**Fatal Faker [Reaction]** (__arcane__, __conjuration__, __teleportation__) **Trigger **The carbuncle takes damage; **Effect **The carbuncle feigns death by teleporting away and leaving a replica of its corpse behind, creating a colorful flash of light and a croaking sound. The real carbuncle transports to a clear space within 30 feet that it can see, and a hollow shell remains behind. The fake body appears solid until it is touched, at which point it crumbles to dust.'
- generic_description:
- frequency:
- trigger: The carbuncle takes damage
- effect: The carbuncle feigns death by teleporting away and leaving a replica of its corpse behind, creating a colorful flash of light and a croaking sound. The real carbuncle transports to a clear space within 30 feet that it can see, and a hollow shell remains behind. The fake body appears solid until it is touched, at which point it crumbles to dust.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 5
- traits:
- - finesse
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 18
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: levitate
- frequency: at will, self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: jump
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: daze
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Specious Suggestion
- action_cost: Two Actions
- traits:
- - enchantment
- - incapacitation
- - mental
- description:
- raw_description: "**Specious Suggestion** [Two Actions] (__enchantment__, __incapacitation__, __mental__) **Frequency **three times per day; **Effect **The carbuncle concentrates on a creature it can see and tries to manipulate that creature. The target must attempt a DC 18 Will save. The target then becomes temporarily immune for 24 hours. \n\n**Critical Success **The attempt backfires and bolsters the target's mind instead, granting it a +1 status bonus to Will saving throws for 1 hour. \n\n**Success **The target briefly experiences an unusual but harmless sensation like an unexpected flavor or scent, an urge to eat something strange, or an amusing half-forgotten memory. \n\n**Failure **The target is compelled to spend all of its actions on its next turn performing harmless, pointless, and usually embarrassing actions. \n\n**Critical Failure **As failure, but the compulsion persists for 1 minute. The target can attempt a new save at the end of its turn each round to end the effect."
- generic_description:
- frequency: three times per day
- trigger:
- effect: "The carbuncle concentrates on a creature it can see and tries to manipulate that creature. The target must attempt a DC 18 Will save. The target then becomes temporarily immune for 24 hours. \n\n"
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Carnivorous Blob
- source:
- - abbr: Bestiary 2
- page_start: 195
- page_stop:
- description: >-
- Carnivorous blobs are the ravenous spawn of shattered worlds far beyond the stars, born across the galaxy in inert form until they fall like meteorites onto unsuspecting worlds. These massive beings can lie dormant for years in desolate caverns or barren wastelands. When a carnivorous blob perceives living creatures nearby, it lurches to gelatinous life, seeking out and consuming every creature it can catch until it is destroyed or until it has been unable to locate food for 24 hours, at which point it returns to hibernation. Often, keeping food away from a carnivorous blob is the safest way to defeat it. The blob's ability to split into smaller oozes that might stay hidden after a fight means it can be hard to fully eradicate these mindless predators.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Mindless
- - Ooze
- senses:
- - Perception +23
- - motion sense 240 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 27
- misc:
- perception: 23
- ability_mods:
- str_mod: 8
- dex_mod: -3
- con_mod: 6
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A carnivorous blob can sense nearby creatures through vibration and air or water movement.
- raw_description: '**Motion Sense** A carnivorous blob can sense nearby creatures through vibration and air or water movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 14
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 300
- hp_misc:
- immunities:
- - acid
- - critical hits
- - mental
- - piercing
- - precision
- - slashing
- - sonic
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Split
- action_cost: None
- traits:
- description: When a carniverous blob that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push).
- raw_description: "**Split** When a carniverous blob that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reactive Strikes
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Reactive Strikes [Reaction]** **Trigger** The carnivorous blob takes damage from any source; **Effect** The blob makes a pseudopod Strike against an adjacent target. If an adjacent creature dealt the triggering damage, that creature is the target of this Reactive Strike.'
- generic_description:
- frequency:
- trigger: The carnivorous blob takes damage from any source
- effect: The blob makes a pseudopod Strike against an adjacent target. If an adjacent creature dealt the triggering damage, that creature is the target of this Reactive Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 26
- traits:
- - reach 30 feet
- damage:
- formula: 2d12+12
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: acid and Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Carnivorous Blob Acid
- action_cost: None
- traits:
- description: A carnivorous blob's acid damages only flesh—not bone, stone, wood, or other materials— but is nonetheless devastating. Whenever a creature takes damage from this acid, it must succeed at a DC 33 Fortitude save or become __drained 1__ (drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4.
- raw_description: "**Carnivorous Blob Acid** A carnivorous blob's acid damages only flesh—not bone, stone, wood, or other materials— but is nonetheless devastating. Whenever a creature takes damage from this acid, it must succeed at a DC 33 Fortitude save or become __drained 1__ (drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d12 bludgeoning plus 2d6 acid, DC 33
- raw_description: '**__Constrict__** 2d12 bludgeoning plus 2d6 acid, DC 33'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Engulf
- action_cost: Two Actions
- traits:
- description: DC 33, 4d10 acid, Escape DC 33, Rupture 20
- raw_description: '**__Engulf__** [Two Actions] DC 33, 4d10 acid, Escape DC 33, Rupture 20'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Carnivorous Crystal
- source:
- - abbr: 'Pathfinder #148: Fires of the Haunted City'
- page_start: 76
- page_stop:
- description: >-
- Carnivorous crystals are strange ooze creatures native to the Plane 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.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Earth
- - Mindless
- - Ooze
- senses:
- - Perception +15
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 24
- misc:
- perception: 15
- ability_mods:
- str_mod: 7
- dex_mod: -5
- con_mod: 5
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A carnivorous crystal can sense nearby motion through vibration and air movement.
- raw_description: '**Motion Sense** A carnivorous crystal can sense nearby motion through vibration and air movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 10
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 300
- hp_misc:
- immunities:
- - acid
- - critical hits (except bludgeoning or sonic)
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- - amount: 10
- type: piercing
- - amount: 10
- type: slashing
- weaknesses:
- - amount: 10
- type: sonic
- automatic_abilities:
- - name: Split
- action_cost: None
- traits:
- description: Whenever the carnivorous crystal takes a critical hit from an attack that deals bludgeoning or sonic damage, or it critically fails its saving throw against an effect that deals bludgeoning or sonic damage, it might split. If the carnivorous crystal has at least 15 HP remaining after taking the damage, it splits into two identical crystals, each with half the original's Hit Points. When the carnivorous crystal splits, one crystal remains in the same space and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, the crystal automatically pushes creatures out of the way to fill a space.
- raw_description: "**Split** Whenever the carnivorous crystal takes a critical hit from an attack that deals bludgeoning or sonic damage, or it critically fails its saving throw against an effect that deals bludgeoning or sonic damage, it might split. If the carnivorous crystal has at least 15 HP remaining after taking the damage, it splits into two identical crystals, each with half the original's Hit Points. When the carnivorous crystal splits, one crystal remains in the same space and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, the crystal automatically pushes creatures out of the way to fill a space."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Subsonic Hum
- action_cost: None
- traits:
- - auditory
- - aura
- - mental
- description: 60 feet. A creature that enters or starts its turn within the aura must succeed at a DC 28 Will save or become __stunned 1__.
- raw_description: '**Subsonic Hum** (__auditory__, __aura__, __mental__) 60 feet. A creature that enters or starts its turn within the aura must succeed at a DC 28 Will save or become __stunned 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 24
- traits:
- - versatile S
- damage:
- formula: 4d8+7
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Crystallize
- action_cost: One Action
- traits:
- - attack
- description:
- raw_description: '**Crystallize** (__attack__) **Requirement** The crystal has a creature engulfed. **Effect** The engulfed creature must succeed at a DC 28 Fortitude save or become slowed 1 until it is no longer engulfed. If the creature is already slowed, it becomes petrified as it is turned into crystal and expelled by the carnivorous crystal onto the ground. In 1d4 hours, the petrified victim shatters and a new carnivorous crystal emerges from the remains.'
- generic_description:
- frequency:
- trigger:
- effect: The crystal has a creature engulfed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Engulf
- action_cost: Two Actions
- traits:
- description: DC 28, 2d6 slashing, Escape DC 28, Rupture 25 (bludgeoning only).
- raw_description: '**Engulf** [Two Actions] DC 28, 2d6 slashing, Escape DC 28, Rupture 25 (bludgeoning only).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Freeze
- action_cost: Two Actions
- traits:
- - concentrate
- description: Until the next time it acts, the carnivorous crystal appears to be a mundane crystal formation. It has an automatic result of 40 on __Deception__ and __Stealth__ checks and DCs to pass as a crystal formation.
- raw_description: '**Freeze** [Two Actions] (__concentrate__) Until the next time it acts, the carnivorous crystal appears to be a mundane crystal formation. It has an automatic result of 40 on __Deception__ and __Stealth__ checks and DCs to pass as a crystal formation.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Razor Sharp
- action_cost: None
- traits:
- description: If a carnivorous crystal hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.
- raw_description: '**Razor Sharp** If a carnivorous crystal hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Carrion Golem
- source:
- - abbr: Bestiary 2
- page_start: 128
- page_stop:
- description: >-
- Carrion golems are foul-smelling and fly-swarmed amalgams of putrefied parts stitched together from many different creatures. Unlike most golems, carrion golems only rarely are given a humanoid form, instead appearing more twisted and bestial in frame. As a result, some students of golem crafting claim that the carrion golem isn't a "true golem," but regardless of those claims these foul constructs certainly share other golem-like traits, including their significant immunities. What is true is that most who craft carrion golems don't do so out of true interest in the technique of golem crafting, but for the golem's ability to spread disease. The crafters of carrion golems send their mindless minions to cause immediate destruction and leave wakes of illness and death behind them.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 21
- level: 4
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Uncommon
- - N
- - Medium
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +6
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: -2
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 8
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - electricity
- - fatigued
- - healing
- - magic (see Golem Antimagic below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 5
- type: physical (except adamantine or slashing)
- weaknesses:
- automatic_abilities:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by fire (4d6, 1d8 from areas or __persistent damage__); healed by electricity (area 1d6 HP); __slowed__ by cold
- raw_description: '**Golem Antimagic** harmed by fire (4d6, 1d8 from areas or __persistent damage__); healed by electricity (area 1d6 HP); __slowed__ by cold'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Gentle Repose
- action_cost: None
- traits:
- description: Casting a __gentle repose__ spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 Fortitude save. It's unaffected on a critical success, __slowed 1__ for 1d4 rounds on a success, and on a failure is __immobilized__ and slowed for 1d4 rounds.
- raw_description: "**Vulnerable to Gentle Repose** Casting a __gentle repose__ spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 Fortitude save. It's unaffected on a critical success, __slowed 1__ for 1d4 rounds on a success, and on a failure is __immobilized__ and slowed for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- - magical
- damage:
- formula: 2d10+4
- type: piercing
- plus_damage:
- - formula:
- type: filth fever
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- - magical
- damage:
- formula: 2d6+4
- type: slashing
- plus_damage:
- - formula:
- type: filth fever
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Filth Fever
- action_cost: None
- traits:
- - disease The sickened and unconscious conditions from filth fever can't end or be reduced until the disease is cured
- description: '**Saving Throw** DC 19 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); **Stage 4** unconscious (1 day); **Stage 5** dead'
- raw_description: "**Filth Fever** (__disease The __sickened__ and __unconscious__ conditions from filth fever can't end or be reduced until the disease is cured__) **Saving Throw** DC 19 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); **Stage 4** unconscious (1 day); **Stage 5** dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cassisian
- source:
- - abbr: Bestiary
- page_start: 16
- page_stop:
- description: >-
- The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their limited intellect, cassisians have a knack for precise recollection, particularly with scripture. Most cassisians are formed from the souls of trustworthy mortals, but some arise from fragments of greater angels destroyed in service to the celestial realms.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: NG
- size: Tiny
- traits:
- - NG
- - Tiny
- - Angel
- - Celestial
- senses:
- - Perception +6
- - darkvision
- languages:
- - Celestial
- - Common
- - Draconic
- - Infernal
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Diplomacy '
- bonus: 6
- misc:
- - name: 'Religion '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: -1
- dex_mod: 1
- con_mod: 2
- int_mod: -1
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 6
- ref_misc:
- will: 4
- will_misc:
- misc: +1 status to all saves vs. evil creatures
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount: 3
- type: cold
- - amount: 3
- type: fire
- weaknesses:
- - amount: 3
- type: evil
- automatic_abilities:
- - name: Transfer Protection
- action_cost: None
- traits:
- description: A non-evil creature can wear a willing cassisian as a helmet. While it does, the cassisian can take no actions, but the cassisian extends its +1 status bonus to AC and saves against evil creatures to its wearer. At any time, the cassisian can detach itself from its wearer as an action.
- raw_description: '**Transfer Protection** A non-evil creature can wear a willing cassisian as a helmet. While it does, the cassisian can take no actions, but the cassisian extends its +1 status bonus to AC and saves against evil creatures to its wearer. At any time, the cassisian can detach itself from its wearer as an action.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Fly
- melee:
- - action_cost: One Action
- name: headbutt
- to_hit: 6
- traits:
- - agile
- - finesse
- - good
- - magical
- damage:
- formula: 1d6-1
- type: bludgeoning
- plus_damage:
- - formula: 1d4
- type: good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 16
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, evil only
- requirement:
- - name: heal
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: know direction
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- 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 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.
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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 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. \n\n * **Dog** size Small; scent (imprecise) 30 feet, Speed 40 feet; **Melee** jaws +7, Damage 1d6+2 piercing plus __Knockdown__\n\n * **Fish** swim Speed 30 feet"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Dog
- action_cost: None
- traits:
- description: size Small; scent (imprecise) 30 feet, Speed 40 feet; **Melee** jaws +7, Damage 1d6+2 piercing plus __Knockdown__
- raw_description: '**Dog** size Small; scent (imprecise) 30 feet, Speed 40 feet; **Melee** jaws +7, Damage 1d6+2 piercing plus __Knockdown__'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fish
- action_cost: None
- traits:
- description: swim Speed 30 feet
- raw_description: '**Fish** swim Speed 30 feet'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Eye Beams
- action_cost: Two Actions
- traits:
- - concentrate
- - divine
- - evocation
- 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.
- raw_description: "**Eye Beams** [Two Actions] (__concentrate__, __divine__, __evocation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Repository of Lore
- action_cost: None
- traits:
- description: While the cassisian isn't particularly intelligent, it has perfect memory and can remember everything it sees 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 often prevents it from acting upon its knowledge, making it a better resource than agent in matters of information use.
- raw_description: "**Repository of Lore** While the cassisian isn't particularly intelligent, it has perfect memory and can remember everything it sees 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 often prevents it from acting upon its knowledge, making it a better resource than agent in matters of information use."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cat Sith
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 77
- page_stop:
- description: >-
- Cat siths can easily pass for common black house cats, noteworthy only for the white spots on their chests and their unusually bristly personalities. In actuality, they are cunning fey, fully capable of speech, trickery, and even walking upright on their hind legs and using their forepaws almost as skillfully as hands. Cat siths live around highland towns and cities, regularly venturing unnoticed into nearby communities by posing as domesticated felines or using magic to take humanoid form. While some cat siths gather information and undertake tasks for more powerful fey creatures, others serve only their own mysterious agendas.
-
-
-
-
- Cat siths are harbingers of misfortune and find amusement in the unluckiness that follows in their wake. Though they are rarely malicious, they are fascinated by death in all its forms, and may go so far as to steal the souls of the dying for some inscrutable purpose.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: CN
- size: Tiny
- traits:
- - Uncommon
- - CN
- - Tiny
- - Fey
- senses:
- - Perception +14
- - low-light vision
- languages:
- - Sylvan
- - speak with animals
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 14
- ability_mods:
- str_mod: 0
- dex_mod: 5
- con_mod: 2
- int_mod: 3
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 17
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 110
- hp_misc:
- immunities:
- - misfortune effects
- resistances:
- - amount: 5
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Ill Omen
- action_cost: None
- traits:
- - aura
- - curse
- - misfortune
- - occult
- description: 60 feet. Any creature within the area that can see the cat sith must succeed at a DC 21 Will save or become struck by an ill omen. On a failure, the creature becomes immune to __fortune__ effects as long as it remains in the aura and for 1 minute thereafter. On a critical failure, the creature takes a -1 penalty to attack rolls, skill checks, and saving throws while within the ill omen aura and becomes immune to fortune effects for 1 day.
- raw_description: '**Ill Omen** (__aura__, __curse__, __misfortune__, __occult__) 60 feet. Any creature within the area that can see the cat sith must succeed at a DC 21 Will save or become struck by an ill omen. On a failure, the creature becomes immune to __fortune__ effects as long as it remains in the aura and for 1 minute thereafter. On a critical failure, the creature takes a -1 penalty to attack rolls, skill checks, and saving throws while within the ill omen aura and becomes immune to fortune effects for 1 day.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 12
- traits:
- damage:
- formula: 2d12+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6+5
- type: slashing
- plus_damage:
- - formula:
- type: cat sith's mark
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: humanoid form
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: paranoia
- frequency: x2
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Cat Sith's Mark
- action_cost: None
- traits:
- - curse
- - misfortune
- description: A creature hit by a cat sith's claw must succeed at a DC 23 Will save or be cursed with misfortune. Whenever the cursed creature rolls a critical success on a skill check or saving throw, it gets a success instead. Each day, a cursed creature can attempt a DC 10 flat check to break the curse.
- raw_description: "**Cat Sith's Mark** (__curse__, __misfortune__) A creature hit by a cat sith's claw must succeed at a DC 23 Will save or be cursed with misfortune. Whenever the cursed creature rolls a critical success on a skill check or saving throw, it gets a success instead. Each day, a cursed creature can attempt a DC 10 flat check to break the curse."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Steal Soul
- action_cost: Two Actions
- traits:
- - necromancy
- - occult
- description: The cat sith touches a __dying__ creature or a creature that died within the past 3 days. If the target is a dying creature, it must attempt a DC 25 Fortitude save; on a failure, its dying value increases by 1 (or 2 on a critical failure). If the target is dead, it receives no save and its soul is imprisoned in the cat sith's body, becoming freed only if the cat sith is slain. While the soul is imprisoned, the creature can't be brought back to life by any means short of a __wish__ or __miracle__. The cat sith can hold only one soul at a time and can release a soul as a free action.
- raw_description: "**Steal Soul** [Two Actions] (__necromancy__, __occult__) The cat sith touches a __dying__ creature or a creature that died within the past 3 days. If the target is a dying creature, it must attempt a DC 25 Fortitude save; on a failure, its dying value increases by 1 (or 2 on a critical failure). If the target is dead, it receives no save and its soul is imprisoned in the cat sith's body, becoming freed only if the cat sith is slain. While the soul is imprisoned, the creature can't be brought back to life by any means short of a __wish__ or __miracle__. The cat sith can hold only one soul at a time and can release a soul as a free action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Catfolk Pouncer
- source:
- - abbr: Bestiary
- page_start: 54
- page_stop:
- description: >-
- Catfolk pouncers travel the world in search of new experiences.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - CG
- - Medium
- - Catfolk
- - Humanoid
- senses:
- - Perception +6
- - low-light vision
- languages:
- - Amurrun
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Nature '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 4
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 1
- int_mod: -1
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- - greataxe
- - leather armor
- - spear (3)
- ac: 17
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 19
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Cat's Luck
- action_cost: Reaction
- traits:
- - fortune
- description:
- raw_description: "**Cat's Luck** [Reaction] (__fortune__) **Trigger** The catfolk pouncer fails or critically fails a Reflex saving throw. **Frequency** Once per day. **Effect** Reroll that saving throw and take the better result."
- generic_description:
- frequency: The catfolk pouncer fails or critically fails a Reflex saving throw.
- trigger: Once per day.
- effect: Reroll that saving throw and take the better result.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: greataxe
- to_hit: 8
- traits:
- - sweep
- damage:
- formula: 1d12+3
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: dagger
- to_hit: 9
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 9
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sudden Charge
- action_cost: Two Actions
- traits:
- description: The catfolk pouncer Strides up to double their Speed. If the catfolk ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
- raw_description: '**Sudden Charge** [Two Actions] The catfolk pouncer Strides up to double their Speed. If the catfolk ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Catoblepas
- source:
- - abbr: Bestiary 2
- page_start: 48
- page_stop:
- description: >-
- The catoblepas is an aggressive beast at the best of times. Though it prefers swamps, the catoblepas has been know to forage in plains and forests for short periods, leaving behind hunting grounds tainted by its foul breath and noxious waste that other predators and prey alike avoid for days or even weeks thereafter. The catoblepas bullies those creatures it believes are a match for it, and eats everything weaker.
-
-
-
-
- A catoblepas is 15 feet long and weighs 2,200 pounds.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Beast
- senses:
- - Perception +22
- - darkvision
- languages:
- - Aklo
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 22
- misc: +24 in swamps
- - name: 'Survival '
- bonus: 20
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 6
- int_mod: -2
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 30 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 30 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 20
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 215
- hp_misc:
- immunities:
- - disease
- - poison
- - olfactory
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 25
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: antler
- to_hit: 25
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 3d12+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: hoof
- to_hit: 23
- traits:
- - magical
- damage:
- formula: 3d10+11
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - necromancy
- - poison
- - primal
- description: The catoblepas breathes a 60-foot cone of horrid fumes, dealing 13d6 poison damage (DC 32 basic Fortitude save). The area of this cone is reduced to 30 feet underwater. Targets that fail their saving throw also become __sickened 1__ (sickened 2 on a critical failure). The catoblepas can't use its Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__necromancy__, __poison__, __primal__) The catoblepas breathes a 60-foot cone of horrid fumes, dealing 13d6 poison damage (DC 32 basic Fortitude save). The area of this cone is reduced to 30 feet underwater. Targets that fail their saving throw also become __sickened 1__ (sickened 2 on a critical failure). The catoblepas can't use its Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, hoof, DC 32
- raw_description: '**Trample** [Three Actions] Medium or smaller, hoof, DC 32'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Catrina
- source:
- - abbr: Bestiary 2
- page_start: 209
- page_stop:
- description: >-
- Not all spirits who enter the __Boneyard__ realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to ease a spirit's passing. Catrinas are more likely to intervene when a mortal can't accept their death. They perform their task to keep the afterlife calm, rather than out of true compassion for a mortal's grief. Catrinas only rarely visit the Material Plane, typically to help an extremely important mortal pass on.
-
-
-
-
- Catrinas resemble skeletons dressed in bright flowers and colorful dresses, giving them a simultaneously festive and macabre appearance. Though most catrinas present as feminine, masculine catrinas still dress in bright colors and carry garlands of flowers.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Monitor
- - Psychopomp
- senses:
- - Perception +13
- - darkvision
- - lifesense 60 feet
- languages:
- - Abyssal
- - Celestial
- - Infernal
- - Requian
- - telepathy 120 feet
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Boneyard Lore '
- bonus: 11
- misc:
- - name: 'Diplomacy '
- bonus: 14
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Medicine '
- bonus: 12
- misc:
- - name: 'Occultism '
- bonus: 11
- misc:
- - name: 'Religion '
- bonus: 12
- misc:
- perception: 13
- ability_mods:
- str_mod: 0
- dex_mod: 5
- con_mod: 4
- int_mod: 2
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 12
- ref_misc:
- will: 13
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 75
- hp_misc:
- immunities:
- - death effects
- - disease
- resistances:
- - amount: 5
- type: negative
- - amount: 5
- type: poison
- weaknesses:
- automatic_abilities:
- - name: Calming Presence
- action_cost: None
- traits:
- - aura
- - divine
- - emotion
- - enchantment
- - incapacitation
- description: >-
- 30 feet. A
-
-
- creature that begins its turn within the area must attempt a DC 18 Will save.
- raw_description: >-
- **Calming Presence** (__aura__, __divine__, __emotion__, __enchantment__, __incapacitation__) 30 feet. A
-
-
- creature that begins its turn within the area must attempt a DC 18 Will save.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The creature is unaffected and is temporarily immune to calming presence for 24 hours.
- raw_description: '**Critical Success** The creature is unaffected and is temporarily immune to calming presence for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The creature's attack rolls take a -1 status penalty for 1 round.
- raw_description: "**Success** The creature's attack rolls take a -1 status penalty for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: Any __emotion__ effects that would affect the creature are suppressed and the creature can't use hostile actions. If the creature is subjected to hostility from any other creature, it ceases to be affected by calming presence and is temporarily immune to calming presence for 24 hours.
- raw_description: "**Failure** Any __emotion__ effects that would affect the creature are suppressed and the creature can't use hostile actions. If the creature is subjected to hostility from any other creature, it ceases to be affected by calming presence and is temporarily immune to calming presence for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: As failure, but hostility doesn't end the effect.
- raw_description: "**Critical Failure** As failure, but hostility doesn't end the effect."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 14
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+2
- type: bludgeoning
- plus_damage:
- - formula:
- type: spirit touch
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: talking corpse
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: illusory disguise
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Compel Condemned
- action_cost: One Action
- traits:
- - divine
- - enchantment
- - incapacitation
- - mental
- description: "The catrina telepathically compels a creature within 30 feet to approach and allow the catrina to kiss them, in preparation for using Kiss of Death. The target must attempt a DC 22 Will save. \n\n"
- raw_description: "**Compel Condemned** (__divine__, __enchantment__, __incapacitation__, __mental__) The catrina telepathically compels a creature within 30 feet to approach and allow the catrina to kiss them, in preparation for using Kiss of Death. The target must attempt a DC 22 Will save. \n\n**Success** The creature is unaffected and is temporarily immune to Compel Condemned for 24 hours. \n\n**Failure** The creature must spend each of its actions to move closer to the catrina as quickly as possible, while avoiding obvious dangers. If the compelled creature is adjacent to the catrina, it stays still and doesn't act. If the creature takes any damage, the effect ends and the creature is temporarily immune to Compel Condemned for 24 hours. This effect lasts for 1 round, but if the catrina uses this ability again on subsequent rounds, it extend the duration by 1 round for all affected creatures. \n\n**Critical Failure** As failure, but damage does not end the effect."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected and is temporarily immune to Compel Condemned for 24 hours.
- failure: The creature must spend each of its actions to move closer to the catrina as quickly as possible, while avoiding obvious dangers. If the compelled creature is adjacent to the catrina, it stays still and doesn't act. If the creature takes any damage, the effect ends and the creature is temporarily immune to Compel Condemned for 24 hours. This effect lasts for 1 round, but if the catrina uses this ability again on subsequent rounds, it extend the duration by 1 round for all affected creatures.
- critical_failure: As failure, but damage does not end the effect.
- full_description:
- - name: Kiss of Death
- action_cost: Two Actions
- traits:
- - death
- - divine
- - manipulate
- - necromancy
- description: The catrina gives a long, passionate kiss to an __unconscious__ or willing creature, dealing 3d6 negative damage. Any creature damaged by the same catrina's Kiss of Death for 3 consecutive rounds becomes unconscious and is __dying 1__.
- raw_description: "**Kiss of Death** [Two Actions] (__death__, __divine__, __manipulate__, __necromancy__) The catrina gives a long, passionate kiss to an __unconscious__ or willing creature, dealing 3d6 negative damage. Any creature damaged by the same catrina's Kiss of Death for 3 consecutive rounds becomes unconscious and is __dying 1__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spirit Touch
- action_cost: None
- traits:
- description: An catrina's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.
- raw_description: "**Spirit Touch** An catrina's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cauthooj
- source:
- - abbr: Bestiary
- page_start: 55
- page_stop:
- description: >-
- These large, flightless birds are deceptively agile, considering their long bodies and awkward, hopping gait. Solitary predators, they use their hypnotic warbling song to drive prey into a wild frenzy, manipulating them into attacking one another so that the cauthooj can then feast on the remains.
-
-
-
-
- Known to some scholars as the puppet master bird, and to others as the shrill shrike, cauthoojs are widely reviled by most intelligent humanoids, in part because the birds seem to prefer humanoids to other prey. Cauthooj sightings typically lead to the creation of hunting parties to track the creature down before it can kill again, with would-be hunters typically stuffing their ears full of wax in an effort to avoid being affected by its cry. Those who have survived the creature's song report that the experience is uniquely unnerving, and almost all accounts agree that there is no other sound as terrible.
-
-
-
-
- While one might assume the cauthooj is a dumb animal, these creatures are in fact quite a bit smarter than they look. Cauthoojs stalk the perimeter of remote settlements in hopes of finding a lone traveler they can feast upon. These patient creatures will wait in ambush as long as they must to sate their hunger. They can even understand a few rudimentary words in Sylvan, although they are incapable of clearly speaking themselves. This doesn't stop the cauthooj from attempting to mimic the sounds it hears, but when it does so, its eerie primal nature enhances the attempt, leading to the bird's signature ability to manipulate minds and encourage conflict, a trait the cauthooj is just barely smart enough to understand—and enjoy.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Beast
- senses:
- - Perception +22
- - thoughtsense (imprecise) 60 feet
- languages:
- - Sylvan
- - (can't speak any language)
- skills:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 25
- misc:
- perception: 22
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 7
- int_mod: -3
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Thoughtsense
- action_cost: None
- traits:
- - divination
- - mental
- - occult
- description: The cauthooj senses a creatures mental essence at the listed ranged.
- raw_description: '**Thoughtsense** (__divination__, __mental__, __occult__) The cauthooj senses a creatures mental essence at the listed ranged.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 20
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 215
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: sonic
- weaknesses:
- automatic_abilities:
- - name: Hop-Dodge
- action_cost: Reaction
- traits:
- - move
- description:
- raw_description: '**Hop-Dodge** [Reaction] (__move__) **Trigger** The cauthooj is the target of a melee Strike and is adjacent to another enemy that is also within the reach of the melee Strike. **Effect** The cauthooj nimbly hops aside, redirecting the triggering Strike against the adjacent enemy. The cauthooj Strides up to half its Speed, and this movement does not trigger reactions.'
- generic_description:
- frequency:
- trigger: The cauthooj is the target of a melee Strike and is adjacent to another enemy that is also within the reach of the melee Strike.
- effect: The cauthooj nimbly hops aside, redirecting the triggering Strike against the adjacent enemy. The cauthooj Strides up to half its Speed, and this movement does not trigger reactions.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 26
- traits:
- - agile
- - deadly 1d12
- - reach 10 feet
- damage:
- formula: 2d12+12
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Staccato Strike
- action_cost: One Action
- traits:
- - mental
- - primal
- - sonic
- description: With subtle alterations in the pitch and tone of its song, the cauthooj directs one creature confused by its Warbling Song to make a Strike. This works like other Strikes made by confused creatures, except that the cauthooj chooses the target. If no target is in reach or range, or the creature is unable to Strike for any other reason, this ability has no effect.
- raw_description: '**Staccato Strike** (__mental__, __primal__, __sonic__) With subtle alterations in the pitch and tone of its song, the cauthooj directs one creature confused by its Warbling Song to make a Strike. This works like other Strikes made by confused creatures, except that the cauthooj chooses the target. If no target is in reach or range, or the creature is unable to Strike for any other reason, this ability has no effect.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Warbling Song
- action_cost: Two Actions
- traits:
- - auditory
- - incapacitation
- - mental
- - primal
- description: The cauthooj gives a strange, ululating cry that causes nearby creatures to lash out violently and without control. Each creature within 120-foot emanation that can hear the cauthooj must attempt a DC 32 Will save to resist the effect.
- raw_description: "**Warbling Song** [Two Actions] (__auditory__, __incapacitation__, __mental__, __primal__) The cauthooj gives a strange, ululating cry that causes nearby creatures to lash out violently and without control. Each creature within 120-foot emanation that can hear the cauthooj must attempt a DC 32 Will save to resist the effect.**Critical Success** The target is unaffected and is temporarily immune for 1 minute.**Success** The target is unaffected.**Failure** The target is __confused__ for 1 round.**Critical Failure** The target is __confused__ for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected and is temporarily immune for 1 minute.Success The target is unaffected.Failure The target is confused for 1 round.Critical Failure The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion.
- success: The target is unaffected.Failure The target is confused for 1 round.Critical Failure The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion.
- failure: The target is confused for 1 round.Critical Failure The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion.
- critical_failure: The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion.
- full_description:
-- name: Cave Bear
- source:
- - abbr: Bestiary
- page_start: 40
- page_stop:
- description: >-
- Larger, stronger, and far more aggressive than its smaller cousins, the cave bear is a behemoth that avoids civilized lands, preferring to dwell in 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 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 bears as pets or guardians for their homes.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +13
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 6
- int_mod: -4
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 11
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 16
- traits:
- damage:
- formula: 2d10+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 16
- traits:
- - agile
- damage:
- formula: 2d8+6
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mauler
- action_cost: None
- traits:
- description: The bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed.
- raw_description: '**Mauler** The bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rush
- action_cost: Two Actions
- traits:
- description: The cave bear Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed.
- raw_description: '**Rush** [Two Actions] The cave bear Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cave Fisher
- source:
- - abbr: Bestiary 2
- page_start: 49
- page_stop:
- description: >-
- Cave fishers lurk in dark corners near the ceilings of caves and underground structures, lying in wait for prey to approach. When it does, the cave fisher excretes thin, tough, and very sticky filaments at its prey with lightning speed to capture it.
-
-
-
-
- A cave fisher eats just about any live prey smaller than itself, though anything smaller than a rat isn't much of a meal for it. When a cave fisher captures such a creature, it often leaves the hapless animal entangled, using it as bait to attract larger creatures. Because the adhesive on its filament doesn't last long, the fisher frequently needs to eat one filament and excrete a new one. The filaments are translucent and can be hard to see when they're still and in darkness.
-
-
-
-
- Cave fishers hatch with the ability to excrete filaments, but they molt many times before reaching their adult size of about 7 feet long and 400 pounds. They often leave shed shells in conspicuous locations as decoys.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 3
- int_mod: -5
- wis_mod: 1
- cha_mod: -3
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 15
- type: climb
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- damage:
- formula: 1d10+6
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: filament
- to_hit: 11
- traits:
- - range 60 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pull Filament
- action_cost: One Action
- traits:
- description: The cave fisher pulls a creature __grabbed__ by its filament toward itself, even suspending the target vertically if necessary. The cave fisher attempts an __Athletics__ check against the creature's Fortitude DC. On a success, the cave fisher pulls the creature 15 feet closer to it (30 feet closer on a critical success).
- raw_description: "**Pull Filament** The cave fisher pulls a creature __grabbed__ by its filament toward itself, even suspending the target vertically if necessary. The cave fisher attempts an __Athletics__ check against the creature's Fortitude DC. On a success, the cave fisher pulls the creature 15 feet closer to it (30 feet closer on a critical success)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sticky Filament
- action_cost: None
- traits:
- description: Any creature hit by the cave fisher's sticky filament is __grabbed__. The cave fisher can move while it has a creature grabbed with its filament, but it automatically releases the creature if the cave fisher moves beyond the filament's 60-foot length. The cave fisher can use only one filament at a time, and it can sever the filament and release any creature grabbed by it as a free action. The filament can be severed by a Strike that deals at least 10 slashing damage to it. This doesn't deal any damage to the cave fisher itself. The filament has AC 17, and its __Escape__ DC is 19.
- raw_description: "**Sticky Filament** Any creature hit by the cave fisher's sticky filament is __grabbed__. The cave fisher can move while it has a creature grabbed with its filament, but it automatically releases the creature if the cave fisher moves beyond the filament's 60-foot length. The cave fisher can use only one filament at a time, and it can sever the filament and release any creature grabbed by it as a free action. The filament can be severed by a Strike that deals at least 10 slashing damage to it. This doesn't deal any damage to the cave fisher itself. The filament has AC 17, and its __Escape__ DC is 19."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cave Scorpion
- source:
- - abbr: Bestiary 2
- page_start: 234
- page_stop:
- description: >-
- Cave scorpions prefer to reside in underground lairs. Most have lost nearly all of their pigmentation, making them appear ghostly when they lurk at the edge of the light. While they prefer to eat large insects, cave scorpions can and will attack humanoids. Some Darklands societies have developed techniques to herd or lure scorpions into pest-infested tunnels and warrens at the edge of their settlements, where the scorpions thrive in a dual role of exterminators and guardians.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 3
- int_mod: -5
- wis_mod: 2
- cha_mod: -4
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 15
- type: climb
- melee:
- - action_cost: One Action
- name: pincer
- to_hit: 9
- traits:
- - agile
- - finesse
- damage:
- formula: 1d8+2
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: stinger
- to_hit: 9
- traits:
- - finesse
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - formula:
- type: cave scorpion venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Cave Scorpion Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 3** 1d8 poison damage and enfeebled 2 (1 round)'
- raw_description: '**Cave Scorpion Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 3** 1d8 poison damage and enfeebled 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cavern Troll
- source:
- - abbr: Bestiary 2
- page_start: 265
- page_stop:
- description: >-
- Insatiable scavengers stalking the eternal gloom of the Darklands, cavern trolls consume all in their path—even rocks and minerals when more nourishing sustenance is scarce. These rocky goliaths can tunnel through stone with their iron-sharp claws.
-
-
- Cavern trolls rarely venture to the surface world, for they have a debilitating vulnerability to sunlight that petrifies them on sustained contact. Unlike common trolls, cavern trolls can regenerate wounds dealt by fire. The crystalline nature of their skin, however, permits sonic attacks to neutralize their signature regeneration.
-
-
- As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large, crystalline fangs. A typical cavern troll stands 14 feet in height and weighs about 2,000 pounds.
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Earth
- - Giant
- - Troll
- senses:
- - Perception +14
- - darkvision
- languages:
- - Jotun
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 6
- int_mod: -2
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 13
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 135
- hp_misc: regeneration 20 (deactivated by acid or sonic
- immunities:
- - bleed
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Sunlight Petrification
- action_cost: None
- traits:
- description: If exposed to direct sunlight, a cavern troll immediately becomes __slowed 1__ and can't use reactions or Trample. The slowed value increases by 1 each time the cavern troll ends its turn in sunlight. If the cavern troll's actions are reduced to 0 in this way, they become __petrified__ until they spends at least 1 minute in darkness. Spells like __sunburst__ that create magical sunlight cannot petrify a cavern troll, but the troll is slowed 1 for 1d4 rounds after being exposed to such an effect.
- raw_description: "**Sunlight Petrification** If exposed to direct sunlight, a cavern troll immediately becomes __slowed 1__ and can't use reactions or Trample. The slowed value increases by 1 each time the cavern troll ends its turn in sunlight. If the cavern troll's actions are reduced to 0 in this way, they become __petrified__ until they spends at least 1 minute in darkness. Spells like __sunburst__ that create magical sunlight cannot petrify a cavern troll, but the troll is slowed 1 for 1d4 rounds after being exposed to such an effect."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Catch Rock__ [Reaction]**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: burrow
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 16
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 16
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 16
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 1d12+8
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rock Tunneler
- action_cost: None
- traits:
- description: A cavern troll can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires.
- raw_description: '**Rock Tunneler** A cavern troll can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**__Throw Rock__** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Centaur
- source:
- - abbr: Bestiary
- page_start: 60
- page_stop:
- description: >-
- Centaurs are legendary hunters and trackers who resemble heavily muscled humans with the bodies of powerful horses from the waist down. They are typically reclusive but haughty, quick to assume that their handsome physiques and long history of cultural traditions make them superior to any two-legged folk they encounter. While stories of bloody clashes between centaurs and humanoid settlers are well known, centaurs are neither intrinsically bloodthirsty nor recklessly aggressive. Rather, they are proud and stubborn and do not take kindly to outsiders who encroach on their ancestral grounds, some of which have been ruled by centaurs for thousands of years. Against despoilers of nature who fail to heed their warnings, centaurs do not hesitate to use their finely honed hunting skills to inflict deadly wounds.
-
-
-
-
- Centaurs train with weapons as well as their heavy hooves, and the thunder of centaurs charging across the plains is often mistaken for a stampede or even an earthquake. Despite their insular nature, some centaurs form close alliances with elves, fey, gnomes, and isolated human communities. Such allies are often surprised to learn the depths of centaurs' honor, pragmatism, and wilderness lore. Rarely, a centaur leaves its tribe to travel the wider world. Such lone centaur wanderers more easily integrate into humanoid societies, but other centaurs are quick to assume that some dishonor led to their exile and thus give such vagabonds a wide berth.
-
-
-
-
- Centaurs have incredible variation in their individual size and coloration. Their upper bodies are fairly similar within a tribe and even region, but their lower bodies—like those of horses—can vary widely from parent to child. Most centaurs are at least 7 feet tall and weigh more than 2,000 pounds.
-
-
-
-
- Centaurs live in groups of dozens of members, usually led by an old, powerful seer or battle-hardened warrior who has carried out many noble deeds and earned a lifetime of respect from their comrades. The revered leader guides the habits of their entire group; a wise seer might encourage the tribe to roam far from civilization to preserve the ways of its ancestors, while an aggressive warrior might foster skirmishes with nearby humanoid settlements and even rival centaur groups.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Beast
- senses:
- - Perception +9
- - darkvision
- languages:
- - Common
- - Elven
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Diplomacy '
- bonus: 6
- misc:
- - name: 'Intimidation '
- bonus: 6
- misc:
- - name: 'Nature '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 7
- misc:
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 1
- int_mod: 0
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - breastplate
- - longsword
- - spear (3)
- - steel shield (Hardness 5, HP 20, BT 10)
- ac: 20
- ac_special:
- - descr: 22 with shield raised
- saves:
- fort: 8
- fort_misc:
- ref: 9
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: hoof
- to_hit: 9
- traits:
- - agile
- damage:
- formula: 1d10+4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: longsword
- to_hit: 11
- traits:
- - versatile P
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: spear
- to_hit: 11
- traits:
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spear
- to_hit: 9
- traits:
- - thrown 20 feet
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, hoof, DC 18
- raw_description: '**Trample** [Three Actions] Medium or smaller, hoof, DC 18'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Centipede Swarm
- source:
- - abbr: Bestiary
- page_start: 61
- page_stop:
- description: >-
- Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +9
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 9
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -4
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 5
- type: piercing
- - amount: 2
- type: slashing
- weaknesses:
- - amount: 5
- type: area damage
- - amount: 5
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Centipede Swarm Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d8 poison damage, clumsy 1, and flat-footed (1 round)'
- raw_description: '**Centipede Swarm Venom** (__poison__) **Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and flat-footed (1 round); **Stage 2** 1d8 poison damage, clumsy 1, and flat-footed (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarming Bites
- action_cost: One Action
- traits:
- description: Each enemy in the swarm's space takes 1d8 piercing damage (DC 20 basic Reflex save) plus centipede swarm venom.
- raw_description: "**Swarming Bites** Each enemy in the swarm's space takes 1d8 piercing damage (DC 20 basic Reflex save) plus centipede swarm venom."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ceustodaemon
- source:
- - abbr: Bestiary
- page_start: 71
- page_stop:
- description: >-
- Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them 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 to set them free into the world in hopes of currying favor with the powers of Abaddon.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Daemon
- - Fiend
- senses:
- - Perception +14
- - darkvision
- - see invisibility
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: 0
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 12
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 130
- hp_misc:
- immunities:
- - death effects
- resistances:
- - amount: 10
- type: good
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 16
- traits:
- - evil
- - reach 10 feet
- damage:
- formula: 2d10+5
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and vicious wounds
- - action_cost: One Action
- name: claw
- to_hit: 16
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+5
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil and vicious wounds
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: fly
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency: x2
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, good only
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - divine
- - evocation
- - fire
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__divine__, __evocation__, __fire__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drawn to Service
- action_cost: None
- traits:
- description: When bringing a ceustodaemon to another plane with effects like a __planar binding__ or __planar ally__ ritual, the primary and secondary skill DCs are reduced by 5, and the ceustodaemon demands only half the normal cost for its service.
- raw_description: '**Drawn to Service** When bringing a ceustodaemon to another plane with effects like a __planar binding__ or __planar ally__ ritual, the primary and secondary skill DCs are reduced by 5, and the ceustodaemon demands only half the normal cost for its service.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vicious Wounds
- action_cost: None
- traits:
- description: On a successful jaws or claw Strike, the ceustodaemon viciously tears into its victim as similar wounds appear on its own body. The target takes an extra 1d6 amount of damage, and the ceustodaemon takes the same extra damage. If this extra damage to the target is doubled, due to a critical hit, the ceustodaemon takes double damage as well.
- raw_description: '**Vicious Wounds** On a successful jaws or claw Strike, the ceustodaemon viciously tears into its victim as similar wounds appear on its own body. The target takes an extra 1d6 amount of damage, and the ceustodaemon takes the same extra damage. If this extra damage to the target is doubled, due to a critical hit, the ceustodaemon takes double damage as well.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Changeling Exile
- source:
- - abbr: Bestiary
- page_start: 62
- page_stop:
- description: >-
- This changeling exile is the child of a night hag or dreamthief hag.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - CN
- - Medium
- - Changeling
- - Human
- - Humanoid
- senses:
- - Perception +11
- - darkvision
- languages:
- - Common
- - Druidic
- skills:
- - name: 'Deception '
- bonus: 9
- misc:
- - name: 'Medicine '
- bonus: 9
- misc:
- - name: 'Nature '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 9
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 0
- int_mod: 0
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- - leather armor
- - staff
- ac: 19
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 8
- ref_misc:
- will: 11
- will_misc:
- misc: +2 circumstance to all saves vs. dream and sleep
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claws
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d4+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: staff
- to_hit: 11
- traits:
- - two-hand d8
- damage:
- formula: 1d4+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Prepared Spells
- dc: 21
- to_hit: 11
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: humanoid form
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: burning hands
- frequency:
- requirement:
- - name: shillelagh
- frequency:
- requirement:
- - name: ventriloquism
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: produce flame
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: tanglefoot
- frequency:
- requirement:
- - name: Druid Order Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: wild morph
- frequency:
- requirement:
- - name: wild shape
- frequency: 1 Focus Point
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Charau-ka Acolyte of Angazhan
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 85
- page_stop:
- description: >-
- Even with the Gorilla King's fall, some charau-kas still worship Angazhan.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Charau-ka
- - Humanoid
- senses:
- - Perception +9
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Abyssal
- - Draconic
- - Mwangi
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Nature '
- bonus: 9
- misc:
- - name: 'Religion '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 9
- ability_mods:
- str_mod: 2
- dex_mod: 2
- con_mod: 1
- int_mod: 0
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- - hide armor
- - spear
- ac: 19
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 7
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: spear
- to_hit: 11
- traits:
- - thrown 20 feet
- damage:
- formula: 1d6+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 11
- traits:
- - agile
- - nonlethal
- damage:
- formula: 1d4+5
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spear
- to_hit: 11
- traits:
- - deadly d6
- - thrown 20 feet
- damage:
- formula: 1d6+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: thrown debris
- to_hit: 11
- traits:
- - deadly d6
- - thrown 20 feet
- damage:
- formula: 1d6+5
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Divine Prepared Spells
- dc: 21
- to_hit: 11
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: entangle
- frequency:
- requirement:
- - name: sound burst
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: divine lance
- frequency:
- requirement:
- - name: guidance
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Shrieking Frenzy
- action_cost: Free Action
- traits:
- - primal
- - transmutation
- description:
- raw_description: "**Shrieking Frenzy** [Free Action] (__primal__, __transmutation__) **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 wailing."
- generic_description:
- frequency: The charau-ka's turn begins.
- trigger: 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 wailing.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thrown Weapon Mastery
- action_cost: None
- traits:
- description: Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack.
- raw_description: '**Thrown Weapon Mastery** Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Charau-ka Butcher
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 85
- page_stop:
- description: >-
- While charau-kas are well known for their brutality, some frighten even others of their kind with their obsession with violence.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Charau-ka
- - Humanoid
- senses:
- - Perception +11
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- - Mwangi
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Religion '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 11
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 3
- int_mod: 0
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- - +1 striking trident
- - hide armor
- ac: 23
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 11
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: trident
- to_hit: 20
- traits:
- - magical
- damage:
- formula: 2d8+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 19
- traits:
- - agile
- - nonlethal
- damage:
- formula: 1d4+8
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: trident
- to_hit: 18
- traits:
- - deadly d6
- - magical
- - thrown 20 feet
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: thrown debris
- to_hit: 17
- traits:
- - deadly d6
- - thrown 20 feet
- damage:
- formula: 2d6+8
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Fury
- action_cost: Reaction
- traits:
- - manipulate
- description:
- raw_description: '**Blood Fury** [Reaction] (__manipulate__) **Trigger** The charau-ka butcher deals bleed damage to a creature. **Effect** The charau-ka licks blood from its weapon, becoming furious. It regains 5 HP and gains a +1 status bonus to attack rolls until the end of its turn.'
- generic_description:
- frequency:
- trigger: The charau-ka butcher deals bleed damage to a creature.
- effect: The charau-ka licks blood from its weapon, becoming furious. It regains 5 HP and gains a +1 status bonus to attack rolls until the end of its turn.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mauler
- action_cost: None
- traits:
- description: While the charau-ka butcher is raging, its melee Strikes deal 1d4 persistent bleed damage.
- raw_description: '**Mauler** While the charau-ka butcher is raging, its melee Strikes deal 1d4 persistent bleed damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rage
- action_cost: One Action
- traits:
- description: As the __barbarian class ability__; AC 22, +9 HP, +2 melee damage.
- raw_description: '**Rage** As the __barbarian class ability__; AC 22, +9 HP, +2 melee damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shrieking Frenzy
- action_cost: Free Action
- traits:
- - primal
- - transmutation
- description:
- raw_description: "**Shrieking Frenzy** [Free Action] (__primal__, __transmutation__) **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 wailing."
- generic_description:
- frequency: The charau-ka's turn begins.
- trigger: 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 wailing.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thrown Weapon Mastery
- action_cost: None
- traits:
- description: Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack.
- raw_description: '**Thrown Weapon Mastery** Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Charau-ka Warrior
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 84
- page_stop:
- 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 when rocks plucked from the ground are just as deadly in their hands.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Charau-ka
- - Humanoid
- senses:
- - Perception +6
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- - Mwangi
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Religion '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 2
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - dagger
- - hatchet
- - hide armor
- ac: 18
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 8
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 18
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: hatchet
- to_hit: 8
- traits:
- - agile
- - sweep
- damage:
- formula: 1d6+3
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: dagger
- to_hit: 8
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 8
- traits:
- - agile
- - nonlethal
- damage:
- formula: 1d4+3
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: hatchet
- to_hit: 8
- traits:
- - agile
- - deadly d6
- - sweep
- - thrown 10 feet
- damage:
- formula: 1d6+3
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: dagger
- to_hit: 8
- traits:
- - agile
- - deadly d6
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: thrown debris
- to_hit: 8
- traits:
- - deadly d6
- - thrown 20 feet
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Shrieking Frenzy
- action_cost: Free Action
- traits:
- - primal
- - transmutation
- description:
- raw_description: "**Shrieking Frenzy** [Free Action] (__primal__, __transmutation__) **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 wailing."
- generic_description:
- frequency: The charau-ka's turn begins.
- trigger: 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 wailing.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thrown Weapon Mastery
- action_cost: None
- traits:
- description: Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack.
- raw_description: '**Thrown Weapon Mastery** Any weapon a charau-ka throws gains the __deadly d6__ weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the -2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the __nonlethal__ trait to make a lethal attack.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Chernobue
- source:
- - abbr: Bestiary 2
- page_start: 214
- page_stop:
- description: >-
- The chernobue infects all creatures it encounters with itself, spreading pain and calamity wherever it flops and writhes. It sheds ruin and sups on anguish, but a chernobue can sometimes be persuaded to pause for a few moments of conversation if its partner in discourse can keep its attention by providing enough atrocious details. Resembling a tumor-like growth of oily blackness, this vile monstrosity has numerous muscular tentacles, a single glaring baleful eye, and a drooling, toothy maw in the middle of its body.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32
- level: 12
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Fiend
- - Qlippoth
- senses:
- - Perception +25
- - greater darkvision
- - scent (imprecise) 30 feet
- languages:
- - Abyssal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 25
- misc:
- - name: 'Occultism '
- bonus: 22
- misc:
- perception: 25
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 5
- int_mod: 4
- wis_mod: 7
- cha_mod: 5
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 18
- ref_misc:
- will: 25
- will_misc:
- misc:
- hp: 220
- hp_misc:
- immunities:
- - controlled
- - fear
- resistances:
- - amount: 10
- type: mental
- - amount: 10
- type: physical (except cold iron)
- weaknesses:
- - amount: 10
- type: lawful
- automatic_abilities:
- - name: Aura of Order's Ruin
- action_cost: None
- traits:
- - aura
- - necromancy
- - occult
- description: 30 feet. A lawful or good creature that begins its turn in this aura's emanation must attempt a DC 29 Will save or become __sickened 1__ (lawful good creatures instead become sickened 2).
- raw_description: "**Aura of Order's Ruin** (__aura__, __necromancy__, __occult__) 30 feet. A lawful or good creature that begins its turn in this aura's emanation must attempt a DC 29 Will save or become __sickened 1__ (lawful good creatures instead become sickened 2)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Boiled by Light
- action_cost: None
- traits:
- description: A chernobue takes 2d10 points of fire damage each time it starts its turn in an area of bright light.
- raw_description: '**Boiled by Light** A chernobue takes 2d10 points of fire damage each time it starts its turn in an area of bright light.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Recall Venom
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Recall Venom [Reaction]** **Trigger** A creature within 30 feet suffers the effects from stage 2 of rupturing venom; **Effect** The chernobue calls out telepathically to the semi-alive toxin, causing it to burst out of the target's body and slither through the air to drain back into one of the chernobue's mouths. The poisoned creature takes 7d6 bludgeoning damage (DC 32 basic Fortitude save) as the venom exits its body, but is thereafter cured of rupturing venom, and the chernobue regains an equal number of Hit Points."
- generic_description:
- frequency:
- trigger: A creature within 30 feet suffers the effects from stage 2 of rupturing venom
- effect: The chernobue calls out telepathically to the semi-alive toxin, causing it to burst out of the target's body and slither through the air to drain back into one of the chernobue's mouths. The poisoned creature takes 7d6 bludgeoning damage (DC 32 basic Fortitude save) as the venom exits its body, but is thereafter cured of rupturing venom, and the chernobue regains an equal number of Hit Points.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 26
- traits:
- - chaotic
- - magical
- damage:
- formula: 3d10+13
- type: piercing
- plus_damage:
- - formula: 1d6
- type: chaotic and rupturing venom
- - action_cost: One Action
- name: tentacle mouth
- to_hit: 26
- traits:
- - agile
- - chaotic
- - magical
- - reach 15 feet
- damage:
- formula: 3d6+13
- type: piercing
- plus_damage:
- - formula: 1d6
- type: chaotic
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 32
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: self only
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: phantasmal calamity
- frequency:
- requirement:
- - name: phantom pain
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: subconscious suggestion
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: air walk
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Paralyzing Display
- action_cost: Two Actions
- traits:
- - concentrate
- - emotion
- - enchantment
- - fear
- - incapacitation
- - mental
- - occult
- - visual
- description: "The chernobue's eye pulses and its lid peels back to reveal mind-bending awfulness. Creatures in a 30-foot emanation must attempt a DC 32 Will save, after which they are temporarily immune to further Paralyzing Displays for 1 minute. \n\nCritical Success The creature is unaffected. \n\nSuccess The creature is __slowed 1__ for 1 round. \n\nFailure The creature is __paralyzed__ for 1d4 rounds. It can attempt a new save to end the effect at the end of each of its turns. \n\nCritical Failure As failure, but paralyzed for 1 minute."
- raw_description: "**Paralyzing Display** [Two Actions] (__concentrate__, __emotion__, __enchantment__, __fear__, __incapacitation__, __mental__, __occult__, __visual__) The chernobue's eye pulses and its lid peels back to reveal mind-bending awfulness. Creatures in a 30-foot emanation must attempt a DC 32 Will save, after which they are temporarily immune to further Paralyzing Displays for 1 minute. \n\nCritical Success The creature is unaffected. \n\nSuccess The creature is __slowed 1__ for 1 round. \n\nFailure The creature is __paralyzed__ for 1d4 rounds. It can attempt a new save to end the effect at the end of each of its turns. \n\nCritical Failure As failure, but paralyzed for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rupturing Venom
- action_cost: None
- traits:
- - poison
- description: The thick, orange venom injected by a chernobue is semi-alive, and as it seethes in a creature's body, it deals poison damage in addition to bludgeoning damage as it ruptures flesh; **Saving Throw** Fortitude DC 32; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and 2d6 bludgeoning (1 round); **Stage 2** 2d6 poison, 2d6 bludgeoning, and __enfeebled 2__ (1 round)
- raw_description: "**Rupturing Venom** (__poison__) The thick, orange venom injected by a chernobue is semi-alive, and as it seethes in a creature's body, it deals poison damage in addition to bludgeoning damage as it ruptures flesh; **Saving Throw** Fortitude DC 32; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and 2d6 bludgeoning (1 round); **Stage 2** 2d6 poison, 2d6 bludgeoning, and __enfeebled 2__ (1 round)"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Chimera
- source:
- - abbr: Bestiary
- page_start: 63
- page_stop:
- description: >-
- The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature it sees, but sometimes a strong-willed master is able to compel a chimera to serve as a guardian or even a mount.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Beast
- senses:
- - Perception +16
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: -3
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 16
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Three Headed
- action_cost: None
- traits:
- description: Any ability that would sever a chimera's head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon.
- raw_description: "**Three Headed** Any ability that would sever a chimera's head (such as a critical hit with a __vorpal__ weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Triple Opportunity
- action_cost: None
- traits:
- description: A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions.
- raw_description: "**Triple Opportunity** A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: dragon jaws
- to_hit: 20
- traits:
- damage:
- formula: 2d6+9
- type: piercing
- plus_damage:
- - formula: 2d6
- type: energy damage (see draconic bite)
- - action_cost: One Action
- name: lion jaws
- to_hit: 20
- traits:
- damage:
- formula: 2d10+9
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: goat horns
- to_hit: 20
- traits:
- damage:
- formula: 2d10+9
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d6+9
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- 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 Breath Weapon again for 1d4 rounds.
- raw_description: >-
- **Breath Weapon** [Two Actions] (__arcane__, __evocation__) 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 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** 30-foot cone of cold (Reflex)
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Black
- action_cost: None
- traits:
- description: 60-foot line of acid (Reflex)
- raw_description: '**Black** 60-foot line of acid (Reflex)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Blue
- action_cost: None
- traits:
- description: 60-foot line of electricity (Reflex)
- raw_description: '**Blue** 60-foot line of electricity (Reflex)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Green
- action_cost: None
- traits:
- description: 30-foot cone of poison (Fortitude)
- raw_description: '**Green** 30-foot cone of poison (Fortitude)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Red
- action_cost: None
- traits:
- description: 30-foot cone of fire (Reflex)
- raw_description: '**Red** 30-foot cone of fire (Reflex)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: White
- action_cost: None
- traits:
- description: 30-foot cone of cold (Reflex)
- raw_description: '**White** 30-foot cone of cold (Reflex)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Bite
- action_cost: None
- traits:
- description: A chimera's dragon head deals an extra 2d6 damage of a type matching the dragon's color (see Breath Weapon).
- raw_description: "**Draconic Bite** A chimera's dragon head deals an extra 2d6 damage of a type matching the dragon's color (see Breath Weapon)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Three-Headed Strike
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Three-Headed Strike** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Chimpanzee Visitant
- source:
- - abbr: 'Pathfinder #152: Legacy of the Lost God'
- page_start: 83
- page_stop:
- description: >-
- Common circus animals viewed as expendable by their caretakers are perhaps the most likely to rise as visitants. Animals that die en masse—such as in a tent fire or other disaster—can even form packs of roving undead.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: NE
- size: Small
- traits:
- - NE
- - Small
- - Animal
- - Undead
- senses:
- - Perception +9
- - darkvision
- - lifesense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 10
- misc:
- perception: 9
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 3
- int_mod: -4
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 55
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: positive
- - amount:
- type: whip vulnerability
- weaknesses:
- automatic_abilities:
- - name: Vengeful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - enchantment
- - mental
- description: 20 feet. A creature that starts its turn within the visitant's aura must succeed at a DC 16 Will save or be overcome with a thirst for vengeance. For 1d4 rounds (1 minute on a critical failure), if the affected creature was attacked within the last round (whether or not the attack hit), the creature must use at least 1 action per round to Strike or use a hostile action toward its last attacker as long as the attacker is still alive. Failure to do so deals the affected creature 1d6 mental damage, plus 1d6 for every 5 levels the visitant has.
- raw_description: "**Vengeful Presence** (__aura__, __emotion__, __enchantment__, __mental__) 20 feet. A creature that starts its turn within the visitant's aura must succeed at a DC 16 Will save or be overcome with a thirst for vengeance. For 1d4 rounds (1 minute on a critical failure), if the affected creature was attacked within the last round (whether or not the attack hit), the creature must use at least 1 action per round to Strike or use a hostile action toward its last attacker as long as the attacker is still alive. Failure to do so deals the affected creature 1d6 mental damage, plus 1d6 for every 5 levels the visitant has."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whip Vulnerability
- action_cost: None
- traits:
- description: A chimpanzee visitant takes 5 additional damage from whips.
- raw_description: '**Whip Vulnerability** A chimpanzee visitant takes 5 additional damage from whips.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 12
- traits:
- - agile
- damage:
- formula: 2d6+5
- type: piercing
- plus_damage:
- - formula:
- type: rabies
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - agile
- - finesse
- damage:
- formula: 2d4+3
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mauler
- action_cost: None
- traits:
- description: The visitant gains a +2 circumstance bonus to damage rolls against a creature it has grabbed.
- raw_description: '**Mauler** The visitant gains a +2 circumstance bonus to damage rolls against a creature it has grabbed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rabies
- action_cost: None
- traits:
- - disease
- description: Visitants can be carriers of diseases, even if they are immune to their effects. **Saving Throw** DC 16 Fortitude. **Stage 1** sickened 1 (1 day); **Stage 2** sickened 2 (1 day); **Stage 3** confusion (1 day); **Stage 4** dead
- raw_description: '**Rabies** (__disease__) Visitants can be carriers of diseases, even if they are immune to their effects. **Saving Throw** DC 16 Fortitude. **Stage 1** sickened 1 (1 day); **Stage 2** sickened 2 (1 day); **Stage 3** confusion (1 day); **Stage 4** dead'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Choker
- source:
- - abbr: Bestiary 2
- page_start: 51
- page_stop:
- description: >-
- With long, cartilaginous limbs and gray skin, chokers easily hide in stony alcoves, rocky fissures, and darkened staircases to ambush their prey. The strange little aberrations prefer to pick off weak and solitary creatures, especially those that wander off from their packs or communities. A choker's long, spongy arms are flexible but deceptively strong. The fingers can tighten rapidly and are ridged with spiky, tooth-like structures that provide an incredible grip. A choker typically strangles its prey to death, then drags the body off or dismembers it using crude tools if the body is too big to carry. If confronted or outnumbered, a choker tries to escape, often compressing into a tight passage to get away. Chokers that encounter humanoids exhibit intense curiosity about their culture, society, and the products of art and industry. This interest isn't very deep—it just results in chokers that like killing people and collecting any of their items that seem sophisticated, such as jewelry, nice clothing, or written texts.
-
-
-
-
- Chokers sometimes gather in settlements, usually sticking to slums or abandoned structures. These chokers stalk at night, flopping across rooftops, tapping at windows, and scuttling through sewers, gutters, and chimneys to get at prey. An urban choker that finds prey early on its hunt—a wandering pet, a person who is out alone—might spend the rest of the night indulging its curiosity about the products of society. A curious choker might abscond with all sorts of odd items, from tavern signs to library books to roof tiles. A choker usually pilfers only one item at a time, but as its collection grows, it might need to find a larger nest to accommodate its collection, then move its pieces one by one to the new home.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Aberration
- senses:
- - Perception +7
- - darkvision
- languages:
- - Aklo
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 9
- misc: +11 to Grapple
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 1
- int_mod: -3
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 28
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Yank
- action_cost: Reaction
- traits:
- - manipulate
- description:
- raw_description: >-
- **Yank [Reaction]** (__manipulate__) **Trigger **An enemy targets the choker with an attack; **Effect **The choker tries to pull a creature it has __grabbed__ or __restrained__ into the path of the attack. The choker attempts an __Athletics__ check, including its bonus to __Grapple__. If it succeeds against the grabbed or restrained creature's Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target's AC.
-
-
- The choker must move the creature into a space adjacent to itself. The creature must also be moved within the attacker's reach against a melee attack or into a space between itself and the attacker against a ranged attack. The choker can't use this ability to make the attacker target itself, even if it's grabbing or restraining the attacker.
- generic_description:
- frequency:
- trigger: An enemy targets the choker with an attack
- effect: >-
- The choker tries to pull a creature it has __grabbed__ or __restrained__ into the path of the attack. The choker attempts an __Athletics__ check, including its bonus to __Grapple__. If it succeeds against the grabbed or restrained creature's Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target's AC.
-
-
- The choker must move the creature into a space adjacent to itself. The creature must also be moved within the attacker's reach against a melee attack or into a space between itself and the attacker against a ranged attack. The choker can't use this ability to make the attacker target itself, even if it's grabbing or restraining the attacker.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 15
- type: climb
- melee:
- - action_cost: One Action
- name: arm
- to_hit: 11
- traits:
- - reach 10 feet
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- - formula:
- type: strangling fingers
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d6+3 bludgeoning, DC 19
- raw_description: '**__Constrict__** 1d6+3 bludgeoning, DC 19'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hidden Movement
- action_cost: None
- traits:
- description: If the choker starts its turn hidden from or undetected by a creature, that creature is __flat-footed__ against the choker's attacks until the end of the turn.
- raw_description: "**Hidden Movement** If the choker starts its turn hidden from or undetected by a creature, that creature is __flat-footed__ against the choker's attacks until the end of the turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Strangling Fingers
- action_cost: None
- traits:
- description: Any creature hit by a choker's arm Strike is automatically __grabbed__, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.
- raw_description: "**Strangling Fingers** Any creature hit by a choker's arm Strike is automatically __grabbed__, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Choral
- source:
- - abbr: Bestiary
- page_start: 17
- page_stop:
- description: "Choral angels are incredible singers who \x1Ffill the halls of Nirvana with pious chants and sacred hymns. They form from the souls of talented bards and other performers. While they shy away from conflict, they occasionally brave the mortal realm to deliver good omens and auspicious messages. Choral angels often serve the goddess Shelyn, but they can also serve other good deities and empyreal lords.\n\n\n\n**__Recall Knowledge - Celestial__ (__Religion__)**: DC 22"
- level: 6
- rarity: Common
- type: Creature
- alignment: NG
- size: Small
- traits:
- - NG
- - Small
- - Angel
- - Celestial
- senses:
- - Perception +14
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Diplomacy '
- bonus: 15
- misc:
- - name: 'Performance '
- bonus: 17
- misc:
- - name: 'Religion '
- bonus: 14
- misc:
- perception: 14
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 2
- int_mod: 3
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 14
- ref_misc:
- will: 16
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 100
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: sonic
- weaknesses:
- - amount: 5
- type: evil
- automatic_abilities:
- - name: Harmonizing Aura
- action_cost: None
- traits:
- - aura
- - divine
- - evocation
- - sonic
- description: 20 feet. Allies in the area gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against sonic and auditory effects. Enemies in the area take a -2 status penalty to sonic damage rolls and a -1 status penalty to AC and all saves against sonic and auditory effects.
- raw_description: '**Harmonizing Aura** (__aura__, __divine__, __evocation__, __sonic__) 20 feet. Allies in the area gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against sonic and auditory effects. Enemies in the area take a -2 status penalty to sonic damage rolls and a -1 status penalty to AC and all saves against sonic and auditory effects.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 14
- traits:
- - agile
- - finesse
- - good
- - magical
- damage:
- formula: 3d6+1
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: good
- ranged:
- - action_cost: One Action
- name: piercing hymn
- to_hit: 17
- traits:
- - good
- - magical
- - range 90 feet
- - sonic
- damage:
- formula: 4d6
- type: sonic damage
- plus_damage:
- - formula: 1d6
- type: good and deafening aria
- spell_lists:
- - name: Divine Innate Spells
- dc: 23
- to_hit: 13
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: heal
- frequency:
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - name: remove disease
- frequency:
- requirement:
- - name: remove fear
- frequency: at will
- requirement:
- - name: sound burst
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - name: sound burst
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: counter performance
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: ghost sound
- frequency:
- requirement:
- - name: inspire competence
- frequency:
- requirement:
- - name: inspire courage
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: angelic messenger
- frequency:
- requirement:
- proactive_abilities:
- - name: Deafening Aria
- action_cost: None
- traits:
- description: On a critical hit with piercing hymn, the target is __deafened__ for 1 minute.
- raw_description: '**Deafening Aria** On a critical hit with piercing hymn, the target is __deafened__ for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Harmonize
- action_cost: One Action
- traits:
- description: The choral angel adds its harmony to a choral angel ally within its harmonizing aura. The ally can cast __calm emotions__ or __heroism__ on its next turn in place of its 3rd-level __sound burst__ or heighten its 3rd-level __sound burst__ by 1 level. If five different choral angels use Harmonize on the same choral angel ally, it can instead cast __divine decree__ in place of its 3rd-level __sound burst__.
- raw_description: '**Harmonize** The choral angel adds its harmony to a choral angel ally within its harmonizing aura. The ally can cast __calm emotions__ or __heroism__ on its next turn in place of its 3rd-level __sound burst__ or heighten its 3rd-level __sound burst__ by 1 level. If five different choral angels use Harmonize on the same choral angel ally, it can instead cast __divine decree__ in place of its 3rd-level __sound burst__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Chupacabra
- source:
- - abbr: Bestiary 2
- page_start: 52
- page_stop:
- description: >-
- These notorious predators have an undeniable thirst for blood. Chupacabras prefer to prey upon the weak and slow, often hiding in wait and watching potential prey for long periods before attacking. Spry and stealthy, they most often make their homes in areas of high grass and protective rock, their slightly reflective scales allowing them to blend in well with such surroundings.
-
-
-
-
- Chupacabras prefer to eat lone travelers and farm animals (particularly goats), and leave little evidence of their presence apart from the grisly, blood-drained husks of their meals. Their tendency to stay out of sight combined with their naturally nocturnal activity often leads superstitious locals to conclude the worst, imagining that a particularly reckless vampire lives in the area.
-
-
-
-
- A typical chupacabra measures nearly 5-1/2 feet from its muzzle to the tip of its spiny tail, and it stands just under 4 feet tall. With their slight build and lightweight bones, most weigh close to 100 pounds. They mate rarely and only during the hottest months, with the females each producing a single egg that hatches into a tiny, dehydrated creature. The mother typically leaves helpless prey in her cave so the hatchling can immediately feed.
-
-
-
-
- Although chupacabras are typically solitary creatures, they have been known to form small gangs in bountiful areas. Members of these groups work well together, growing bold enough to attack larger animals, small herds, and otherwise more dangerous prey. Stories of chupacabras attacking travelers or laying siege to farmhouses typically stem from the hunting practices of such gangs. Regions where chupacabra activity like this is more common often have complex and colorful myths and tall tales about chupacabra capabilities or motive —- and a few of the claims, such as that some chupacabras can fly, are all too true.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Beast
- senses:
- - Perception +9
- - darkvision
- languages:
- - Aklo
- - can't speak any language
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc: +11 to Leap
- - name: 'Stealth '
- bonus: 9
- misc: +11 in undergrowth or rocky areas
- perception: 9
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: -3
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 11
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- - finesse
- damage:
- formula: 1d10+5
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+5
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Chupar
- action_cost: One Action
- traits:
- description:
- raw_description: "**Chupar** **Requirements **The chupacabra has a creature __grabbed__; **Effect **The chupacabra sucks blood from the grabbed creature. The chupacabra gains the __quickened__ condition for 1 minute and can use the extra action only for Strike and Stride actions. A chupacabra can't use Chupar again while it is quickened in this way. A creature that has its blood drained by a chupacabra is __drained 1__ until it receives healing (of any kind or amount)."
- generic_description:
- frequency:
- trigger:
- effect: The chupacabra has a creature __grabbed__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The chupacabra Strides and makes a Strike at the end of that movement. If the chupacabra began this action __hidden__, it remains hidden until after this ability's Strike.
- raw_description: "**Pounce** The chupacabra Strides and makes a Strike at the end of that movement. If the chupacabra began this action __hidden__, it remains hidden until after this ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Chuul
- source:
- - abbr: Bestiary
- page_start: 64
- page_stop:
- 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.
-
-
-
-
- Chuuls can live in fresh or saltwater, and indeed are found in aquatic environs the world over—even in the subterranean oceans and lakes of the Darklands. While chuuls are good swimmers, they prefer terrestrial prey. Their preferred method of hunting is by lunging out of the water, paralyzing their victims with their poison-coated tentacles, then gleefully dragging their twitching food into the water to drown if they cannot simply eat such morsels alive. Chuuls that dwell aboveground prefer to dine on lizardfolk, while those swimming the subterranean lakes of the Darklands readily eat anything but xulgaths, whose flavor and stink they find off-putting.
-
-
-
-
- Chuuls are capable of speech and reason, but these creatures rarely speak with those outside their species except to taunt their food. Before it begins consuming its prey, a chuul often speaks in a gurgling, nearly incomprehensible dialect about how it will enjoy feasting on the creature's esh. Perhaps chuuls believe that insults and degradation lead to more tender and tastier food, but the truth will likely never be known; almost all chuuls stubbornly refuse any meaningful conversation, even when imprisoned and compelled by treats or pain.
-
-
-
-
- It is unknown if a chuul society exists beyond their frenzied mating season. Chuuls' intellects seem devoted only toward eating, causing psychological pain to sentient creatures, decorating their lairs with mementos of their favorite meals and victories, and breeding.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Aberration
- - Amphibious
- senses:
- - Perception +15
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- - Aklo
- - Common
- - (or Undercommon
- - for Darklands variants)
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Nature '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- - name: 'Survival '
- bonus: 13
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: 0
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 15
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 100
- hp_misc:
- immunities:
- - poison
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: claws
- to_hit: 19
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+9
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+9 bludgeoning, DC 25 (grabbed by claws only)
- raw_description: '**Constrict** 1d8+9 bludgeoning, DC 25 (grabbed by claws only)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mandibles
- action_cost: One Action
- traits:
- description:
- raw_description: "**Mandibles** **Requirement** A creature is grabbed and paralyzed by the chuul's tentacles. **Effect** The creature takes 3d6 piercing damage."
- generic_description:
- frequency:
- trigger:
- effect: A creature is grabbed and paralyzed by the chuul's tentacles.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralytic Venom
- action_cost: None
- traits:
- - incapacitation
- - poison
- description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** paralyzed (1 round).'
- raw_description: '**Paralytic Venom** (__incapacitation__, __poison__) **Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** paralyzed (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tentacle Transfer
- action_cost: One Action
- traits:
- description:
- raw_description: "**Tentacle Transfer** **Requirement** The chuul has a creature grabbed. **Effect** 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 grabbed by the tentacles."
- generic_description:
- frequency:
- trigger:
- effect: The chuul has a creature grabbed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cinder Rat
- source:
- - abbr: Bestiary
- page_start: 148
- page_stop:
- description: >-
- These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Elemental
- - Fire
- senses:
- - Perception +9
- - darkvision
- - smoke vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 9
- misc:
- perception: 9
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: The cinder rat ignores the concealed condition from smoke.
- raw_description: '**Smoke Vision** The cinder rat ignores the concealed condition from smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 12
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Fetid Fumes
- action_cost: None
- traits:
- - aura
- - fire
- description: 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the cinder rat, is concealed by smoke.
- raw_description: '**Fetid Fumes** (__aura__, __fire__) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the cinder rat, is concealed by smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - finesse
- damage:
- formula: 1d8+4
- type: fire
- plus_damage:
- - formula: 1d4
- type: persistent fire
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Clay Golem
- source:
- - abbr: Bestiary
- page_start: 186
- page_stop:
- description: >-
- Traditionally, clay golems are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay golems have the power to lay curses upon their victims as punishment for intrusion, leading many to believe that these oft-ancient constructs have a touch of the divine to them. While this idea has little basis in reality, superstitious folk still tread lightly around statues that resemble clay golems even in the slightest.
-
-
-
-
- The animating force within a clay golem is unusually unstable, making the golem prone to entering a berserk frenzy when damaged. Entire treasuries have been totally ruined as a result of a rampaging clay golem, so crafters do well to make sure their golems are maintained and in good working order—or otherwise place them on the other side of the door from the treasures they wish to protect.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +16
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 24
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: -1
- con_mod: 6
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 16
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - acid
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - magic (see below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 10
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Berserk
- action_cost: None
- traits:
- description: A severely damaged clay golem has a chance of going berserk. If it has 50 or fewer Hit Points at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.
- raw_description: '**Berserk** A severely damaged clay golem has a chance of going berserk. If it has 50 or fewer Hit Points at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by cold and water (5d10, 2d6 from areas or persistent damage); healed by acid (area 2d6 HP); slowed by earth
- raw_description: '**Golem Antimagic** harmed by cold and water (5d10, 2d6 from areas or persistent damage); healed by acid (area 2d6 HP); slowed by earth'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Disintegrate
- action_cost: None
- traits:
- description: A __disintegrate__ spell affects the golem but deals half the normal amount of damage and causes the golem to become slowed 2 for 1 round.
- raw_description: '**Vulnerable to Disintegrate** A __disintegrate__ spell affects the golem but deals half the normal amount of damage and causes the golem to become slowed 2 for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quicken
- action_cost: Free Action
- traits:
- - divine
- - transmutation
- description:
- raw_description: "**Quicken** [Free Action] (__divine__, __transmutation__) **Frequency** Once per day. **Trigger** The clay golem's turn begins. It can't trigger this free action on the first turn of combat. **Effect** The clay golem becomes quickened for 1 minute."
- generic_description:
- frequency: Once per day.
- trigger: The clay golem's turn begins. It can't trigger this free action on the first turn of combat.
- effect: The clay golem becomes quickened for 1 minute.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 24
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+12
- type: bludgeoning
- plus_damage:
- - formula:
- type: cursed wound
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Berserk Slam
- action_cost: One Action
- traits:
- description:
- raw_description: '**Berserk Slam** **Requirement** The golem is berserk. **Effect** The clay golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals an additional 1d8 damage and knocks the target __prone__.'
- generic_description:
- frequency:
- trigger:
- effect: The golem is berserk.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cursed Wound
- action_cost: None
- traits:
- - divine
- - curse
- - necromancy
- 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 counteract level is equal to its creature level.
- raw_description: "**Cursed Wound** (__divine__, __curse__, __necromancy__) 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 counteract level is equal to its creature level."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cloaker
- source:
- - abbr: Bestiary
- page_start: 65
- page_stop:
- description: >-
- Weird and paranoid creatures that dwell in the Darklands, cloakers resemble hideous, flying manta rays. Crafty and careful hunters, their motivations, their patterns of attack, and even their societies and history are often an inscrutable jumble of contradicting reports, confused rumors, and terrifying accounts.
-
-
-
-
- Like many of the stranger creatures of Golarion, cloakers were originally created by the alghollthus, who bred them to spy on their Azlanti thralls. Upon the fall of the Azlanti empire, the alghollthus cast out their cloaker creations, who, in turn, fled to the lower reaches of the Darklands. Amid the vaults and twisted corridors of their new home, their attitudes—particularly regarding their apprehension toward their former masters—changed dramatically. Suspicion became paranoia, egotism, sadism, and much worse. Now, most cloakers lead solitary lives, stalking the Darklands for easy prey and delving deeper into internal horrors. Their paranoia is so great that they interact only rarely even with their own kind, encountering another cloaker only briefly to mate before flitting back to isolation.
-
-
-
-
- But there are exceptions. Every so often, a charismatic cloaker priest can call together a dark cabal of these creatures and other Darklands denizens to worship unspeakable ancient gods. These rare cloakers whip their acolytes and followers into a frenzy of dark rituals and heinous acts. While these cults are depraved and destructive, they rarely survive longer than their founder.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: CN
- size: Large
- traits:
- - CN
- - Large
- - Aberration
- senses:
- - Perception +12
- - darkvision
- languages:
- - Aklo
- - Undercommon
- skills:
- - name: 'Deception '
- bonus: 14
- misc: +16 to Impersonate a cloak, sheet, or ray
- - name: 'Religion '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 4
- int_mod: 2
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- - name: Shadow Shift
- action_cost: None
- traits:
- description: Cloakers are concealed in dim light even to creatures with low-light vision and darkvision.
- raw_description: '**Shadow Shift** Cloakers are concealed in dim light even to creatures with low-light vision and darkvision.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 12
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 1d10+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 14
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Envelop
- action_cost: One Action
- traits:
- - attack
- - incapacitation
- 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. 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 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 engulfed automatically. A cloaker can engulf only Large or smaller creatures, and no more than one creature at a time.
- raw_description: "**Envelop** (__attack__, __incapacitation__) 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. 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 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 engulfed automatically. A cloaker can engulf only Large or smaller creatures, and no more than one creature at a time."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infrasonic Moan
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - mental
- 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.
- raw_description: >-
- **Infrasonic Moan** [Two Actions] (__auditory__, __emotion__, __mental__) 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) 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** The cloaker targets a single creature within 30 feet. The creature becomes clumsy 1 and stupefied 1 for 1 minute.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Fear
- action_cost: None
- traits:
- - fear
- - incapacitation
- description: 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).
- raw_description: '**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).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Nausea
- action_cost: None
- traits:
- description: Each creature within a 30-foot emanation falls prone and become sickened 2.
- raw_description: '**Nausea** Each creature within a 30-foot emanation falls prone and become sickened 2.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stupor
- action_cost: None
- traits:
- description: The cloaker targets a single creature within 30 feet. The creature becomes clumsy 1 and stupefied 1 for 1 minute.
- raw_description: '**Stupor** The cloaker targets a single creature within 30 feet. The creature becomes clumsy 1 and stupefied 1 for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cloud Giant
- source:
- - abbr: Bestiary
- page_start: 173
- page_stop:
- description: >-
- The graceful and regal cloud giants have skin of milky white to powdery 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 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 and among the crags of lonely peaks, they raid for what they want and treat other creatures like inconsequential insects. These opposing philosophies can generate a great deal of strife among neighboring cloud giant communities, and the raiders often threaten the trade deals of their peaceful cousins.
-
-
-
-
- Legends persist of floating cities ruled by magically gifted cloud giant queens and kings. While most cloud giants plainly state that such claims are pure fantasy, others are mysteriously tight-lipped or evasive about the matter.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Air
- - Giant
- - Humanoid
- senses:
- - Perception +22
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 26
- misc:
- - name: 'Crafting '
- bonus: 21
- misc:
- - name: 'Diplomacy '
- bonus: 24
- misc:
- - name: 'Intimidation '
- bonus: 26
- misc:
- - name: 'Performance '
- bonus: 21
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 5
- int_mod: 1
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- - +1 striking ranseur
- - sack with 5 rocks
- ac: 30
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 18
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 220
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Catch Rock** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: ranseur
- to_hit: 25
- traits:
- - disarm
- - magical
- - reach 20 feet
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 24
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+13
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 24
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d10+13
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 30
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: solid fog
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: levitate
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wind Strike
- action_cost: Two Actions
- traits:
- - air
- - evocation
- - primal
- description: >+
- The cloud giant Strikes a creature with its ranseur, surrounded in a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning damage and is __deafened__ for 1 minute. Whether or not the Strike hits, each non-cloud giant within a 20-foot emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a DC 30 Fortitude saving throw.
-
- raw_description: >-
- **Wind Strike** [Two Actions] (__air__, __evocation__, __primal__) The cloud giant Strikes a creature with its ranseur, surrounded in a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning damage and is __deafened__ for 1 minute. Whether or not the Strike hits, each non-cloud giant within a 20-foot emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a DC 30 Fortitude saving throw.
-
-
- **Critical Success** The creature is unaffected.
-
-
- **Success** The creature takes 2d8 sonic damage.
-
-
- **Failure** The creature takes 4d8 sonic damage and is __deafened__ until the end of its next turn.
-
-
- **Critical Failure** As failure, but double damage and also knocked __prone__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature takes 2d8 sonic damage.
- failure: The creature takes 4d8 sonic damage and is deafened until the end of its next turn.
- critical_failure: As failure, but double damage and also knocked prone.
- full_description:
-- name: Cockatrice
- source:
- - abbr: Bestiary
- page_start: 66
- page_stop:
- description: >-
- Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside dumps in search of prey that it can turn to stone with its petrifying beak and subsequently consume piece by broken piece. Cockatrices resemble gaunt and sickly roosters with bat wings and serpentine tails, and they rarely grow more than 2 feet tall and twice as long. Their absentminded clucking gives smart prey ample warning of their presence, and when angered cockatrices let out a shrill crow like that of a rooster. Their peck releases a magical toxin that causes flesh to quickly calcify, and any creature pecked repeatedly by an irritable cockatrice eventually transforms into a stone statue of itself.
-
-
-
-
- The first cockatrice is rumored to have hatched from a rooster's egg incubated on a dung hill by a toad. Whether or not the rumor is true, the cockatrice's monstrous appearance certainly doesn't contradict its strange and filthy origin story, and these creatures are more than capable of propagating on their own. Cockatrices are remarkably fecund and gather in flocks of up to a dozen members. Each flock contains only a few females. The males—which differ in appearance from the females by having warty wattles and gnarled combs— often fight with each other, with lower-ranking males eventually driven away to find their own lairs or compete among other flocks. Most creatures who run afoul of a solitary cockatrice do so with one of these surly outcasts.
-
-
-
-
- Cockatrice lairs are often littered with fragments of statuary from past victims—although these are as likely to be remnants of frogs, lizards, and insects as people. Curiously, weasels and ferrets, who infiltrate cockatrice lairs to steal their eggs, are immune to the creatures' petrifying bites. For unknown reasons, cockatrices are both terrified of and enraged by conventional roosters, and they are equally likely to flee or attack when confronted by one.
-
-
-
-
- Particularly brave (or foolhardy) individuals sometimes keep cockatrices as pets or guard animals. In their natural habitat among plains, forests, and sewers near humanoid settlements, cockatrices are content to live off vermin or scraps of waste, but their greatest pleasure is consuming warm meals of freshly petrified flesh.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Beast
- senses:
- - Perception +8
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- perception: 8
- ability_mods:
- str_mod: -2
- dex_mod: 4
- con_mod: 1
- int_mod: -3
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- - calcification
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 13
- traits:
- - finesse
- - magical
- damage:
- formula: 1d8-2
- type: piercing
- plus_damage:
- - formula:
- type: calcification
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Calcification
- action_cost: None
- traits:
- - incapacitation
- - primal
- - transmutation
- 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, 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, but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves.
- raw_description: "**Calcification** (__incapacitation__, __primal__, __transmutation__) 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, 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, but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cockroach Swarm
- source:
- - abbr: Bestiary 2
- page_start: 53
- page_stop:
- description: >-
- While cockroaches tend to gather in cramped spaces, a disturbed colony is sometimes prone to swarming, where hundreds or even thousands of the insects scurry out of their hiding places in a raft of shiny brown and black carapaces on thousands of skittering legs. Given how disgusting many find cockroaches to be, encountering such a swarm can be alarming to even the most seasoned adventurers. The creatures are relentless when disturbed; in contrast to the insects' normally skittish and harmless nature, as swarms they pursue the creature or creatures that provoked them and harry them with thousands of stinging bites.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- - Swarm
- senses:
- - Perception +6
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -4
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 2
- type: bludgeoning
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- - amount: 5
- type: area damage
- - amount: 5
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- - amount: 15
- type: fly
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swarming Bites
- action_cost: One Action
- traits:
- description: Each enemy in the swarm's space takes 1d8 piercing damage (DC 18 basic Reflex save).
- raw_description: "**Swarming Bites** Each enemy in the swarm's space takes 1d8 piercing damage (DC 18 basic Reflex save)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Coil Spy
- source:
- - abbr: Bestiary 2
- page_start: 238
- page_stop:
- description: >-
- Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often identify as members of a sinister society known as the Coils of __Ydersius__, and the most devoted of their number seek out methods of reincarnating into new forms to even more efficiently infiltrate enemy societies. But before such agents take this extreme step, they must prove themselves as Coil spies. These serpentfolk train in methods of infiltrating other societies to such an extent that they might be capable of infiltrating a mammalian civilization for years. Though they're expected to work entirely toward the eventual triumph of their people, most Coil spies also find personal pursuits to keep them occupied in the shorter term. When Coil spies get caught, it's rarely due to a lack of pure skill, but rather to their arrogance or recklessness as they pursue their hedonistic desires.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 21
- level: 4
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Humanoid
- - Serpentfolk
- senses:
- - Perception +10
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Aklo
- - Common
- - Dwarven
- - Gnomish
- - Undercommon
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Deception '
- bonus: 13
- misc:
- - name: 'Diplomacy '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Occultism '
- bonus: 10
- misc:
- - name: 'Society '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- - name: 'Thievery '
- bonus: 12
- misc:
- perception: 10
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 1
- int_mod: 4
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- - hand crossbow (20 bolts)
- - hunting spider venom (2)
- - shortsword
- - thieves' tools
- ac: 22
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 12
- ref_misc:
- will: 10
- will_misc: +4 status vs. mental
- misc: +1 status to all saves vs. magic
- hp: 48
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: poison
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 14
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+5
- type: piercing
- plus_damage:
- - formula:
- type: serpentfolk venom
- - action_cost: One Action
- name: fangs
- to_hit: 14
- traits:
- - finesse
- damage:
- formula: 1d6+5
- type: piercing
- plus_damage:
- - formula:
- type: serpentfolk venom
- ranged:
- - action_cost: One Action
- name: hand crossbow
- to_hit: 10
- traits:
- - range increment 60 feet
- - reload 1
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - formula:
- type: serpentfolk venom or hunting spider venom
- spell_lists:
- - name: Occult Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: illusory disguise
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: mirror image
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ventriloquism
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Deceptive Reposition
- action_cost: One Action
- traits:
- description: The Coil spy Strides up to half their Speed and attempts a __Feint__, in either order.
- raw_description: '**Deceptive Reposition** The Coil spy Strides up to half their Speed and attempts a __Feint__, in either order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Maintain Disguise
- action_cost: None
- traits:
- description: A Coil spy can maintain an ongoing illusory disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled. Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall __unconscious__.
- raw_description: '**Maintain Disguise** A Coil spy can maintain an ongoing illusory disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled. Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall __unconscious__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Serpentfolk Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)'
- raw_description: '**Serpentfolk Venom** (__poison__) **Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The Coil spy's Strikes deal an extra 2d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** The Coil spy's Strikes deal an extra 2d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Compsognathus
- source:
- - abbr: Bestiary 2
- page_start: 80
- page_stop:
- description: >-
- The compsognathus is a small bipedal dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey, although it prefers to scavenge food or snatch up insects and other smaller creatures for its meals. The compsognathus is curious to a fault; most encounters that result in combat with these diminutive dinosaurs result not from the creatures' hunger but from frightened defensive reactions when the dinosaurs' inquisitive natures compel them to enter into situations (such as wagons or bedrolls) that inadvertently put them at odds with surprised adventurers.
-
-
-
-
- A compsognathus measures 3 feet long from its head to the tip of its tail and weighs 15 pounds. It is small enough to serve as a house pet or even as a familiar for a spellcaster. In cases where magical links aren't involved, however, those encountering or keeping the creatures would be well-advised to treat them with the same caution one might extend to a pet viper or other poisonous reptile, as they are at best partly tame.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Animal
- - Dinosaur
- senses:
- - Perception +5
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 5
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 8
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 15
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- - formula:
- type: compsognathus venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Compsognathus Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration **4 rounds; **Stage 1 **1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **1d8 poison damage and enfeebled 1 (1 round)'
- raw_description: '**Compsognathus Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration **4 rounds; **Stage 1 **1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **1d8 poison damage and enfeebled 1 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cornugon
- source:
- - abbr: Bestiary 2
- page_start: 76
- page_stop:
- description: >-
- __Hell's__ armies contain legions upon legions of different devils all suited precisely to their roles. But such an army needs able commanders, and it is this role that cornugons fill. Their mere presence inspires those under their command to improved performance— often through fear of the horrible torments that a cornugon can unleash as punishment for failure. Forged in the fires of Malebolge from the most renowned warriors among lesser devilkind, even the least cornugon is among the fiercest warriors of the multiverse. The greatest among them on occasion ascend further still, becoming those rare and feared legends of Hell called malebranche.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 35
- level: 16
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Devil
- - Fiend
- senses:
- - Perception +28
- - greater darkvision
- languages:
- - Celestial
- - Common
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 28
- misc:
- - name: 'Athletics '
- bonus: 32
- misc:
- - name: 'Intimidation '
- bonus: 30
- misc:
- - name: 'Religion '
- bonus: 28
- misc:
- - name: 'Stealth '
- bonus: 26
- misc:
- - name: 'Warfare Lore '
- bonus: 30
- misc:
- perception: 28
- ability_mods:
- str_mod: 8
- dex_mod: 6
- con_mod: 7
- int_mod: 4
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- items:
- - +2 greater striking unholy spiked chain
- ac: 38
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 26
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 300
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 15
- type: physical (except silver)
- - amount: 15
- type: poison
- weaknesses:
- - amount: 15
- type: good
- automatic_abilities:
- - name: Circle of Protection
- action_cost: None
- traits:
- - abjuration
- - aura
- - divine
- - evil
- description: 10 feet. A constant __circle of protection__ against good is centered on the cornugon.
- raw_description: '**Circle of Protection** (__abjuration__, __aura__, __divine__, __evil__) 10 feet. A constant __circle of protection__ against good is centered on the cornugon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Commander's Aura
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- description: 100 feet. Allied evil creatures in the aura of a level lower than the devil's gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
- raw_description: "**Commander's Aura** (__aura__, __divine__, __enchantment__) 100 feet. Allied evil creatures in the aura of a level lower than the devil's gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - divine
- - emotion
- - enchantment
- - fear
- - mental
- description: 10 feet, DC 34
- raw_description: >-
- **Frightful Presence** 10 feet, DC 34 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: spiked chain
- to_hit: 34
- traits:
- - disarm
- - evil
- - finesse
- - magical
- - reach 10 feet
- - trip
- damage:
- formula: 3d8+16
- type: slashing
- plus_damage:
- - formula: 2d6
- type: evil and stunning chain
- - action_cost: One Action
- name: claw
- to_hit: 32
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+14
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: tail
- to_hit: 32
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+14
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil and infernal wound
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: fireball
- frequency: ×2
- requirement:
- - name: lightning bolt
- frequency: ×2
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Chain of Malebolge
- action_cost: One Action
- traits:
- description:
- raw_description: "**Chain of Malebolge** **Requirements **The cornugon's last action was a success with a __spiked chain__ Strike; **Effect **The devil pulls the creature 5 feet closer and grabs it with the spiked chain (__Escape__ DC 42). The creature is automatically freed if the devil makes another spiked chain attack or moves away."
- generic_description:
- frequency:
- trigger:
- effect: The cornugon's last action was a success with a __spiked chain__ Strike
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infernal Wound
- action_cost: None
- traits:
- - divine
- - necromancy
- description: A cornugon's tail Strike deals 4d6 __persistent bleed damage__. The DC of the flat check to stop the bleeding starts at 20 and is reduced to 15 only if someone successfully assists. The DC to __Administer First Aid__ to a creature with an infernal wound increases by 10. A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature.
- raw_description: "**Infernal Wound** (__divine__, __necromancy__) A cornugon's tail Strike deals 4d6 __persistent bleed damage__. The DC of the flat check to stop the bleeding starts at 20 and is reduced to 15 only if someone successfully assists. The DC to __Administer First Aid__ to a creature with an infernal wound increases by 10. A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stunning Chain
- action_cost: None
- traits:
- - incapacitation
- description: If the cornugon critically hits with its __spiked chain__ Strike, the target must succeed at a DC 34 Fortitude save or be __stunned__ for 1 round (1d4 rounds on a critical failure).
- raw_description: '**Stunning Chain** (__incapacitation__) If the cornugon critically hits with its __spiked chain__ Strike, the target must succeed at a DC 34 Fortitude save or be __stunned__ for 1 round (1d4 rounds on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Counteflora
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 78
- page_stop:
- description: >-
- The counteflora resembles an oversized dandelion with black flowers and sinister patterns on its bracts, which it can contract for additional protection and to turn its flower head into a deadly bashing weapon. Unlike dandelions, countefloras do not have separate flowering and seeding stages, and can release their intoxicating seedpods as long as their bracts are open.
-
-
-
-
- Countefloras exhibit a strange intellect and communicate with one another by releasing invisible pheromones into the air. Alone, a desperate counteflora may ally with another creature if it is offered water or fertile soil. Contrary to popular belief, countefloras absorb sunlight for sustenance; they do not attack other creatures to feast upon them. Rather, the reason countefloras go to such lengths to kill their opponents is to fertilize the surrounding soil and create a nutrient-rich environment for their seedpods.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Plant
- senses:
- - Perception +18
- - tremorsense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 20
- misc: +24 in jungles and flower fields
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 6
- con_mod: 6
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 29
- ac_special:
- - descr: 31 with tightened bracts
- saves:
- fort: 22
- fort_misc:
- ref: 20
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 220
- hp_misc:
- immunities:
- - poison
- resistances:
- - amount: 10
- type: cold
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Frost Susceptibility
- action_cost: None
- traits:
- description: Whenever the counteflora takes cold damage, it takes a -10-foot circumstance penalty to Speed for 1 round.
- raw_description: '**Frost Susceptibility** Whenever the counteflora takes cold damage, it takes a -10-foot circumstance penalty to Speed for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tighten Bracts
- action_cost: Two Actions
- traits:
- description: The counteflora stiffens the specialized leaves around its flower head, protecting its sensitive seedpods. While its bracts are tightened, a counteflora gains a +2 circumstance bonus to AC and can use its head Strike and Furious Swing abilities, but it cannot use its Black Seed Cloud ability and it loses its sense of sight (so it must rely on its imprecise tremorsense when targeting other creatures). The counteflora can't use its head Strike of Furious Swing ability unless its bracts are tightened. The counteflora can loosen its bracts as a free action (this action has the __concentrate__ trait).
- raw_description: "**Tighten Bracts** [Two Actions] The counteflora stiffens the specialized leaves around its flower head, protecting its sensitive seedpods. While its bracts are tightened, a counteflora gains a +2 circumstance bonus to AC and can use its head Strike and Furious Swing abilities, but it cannot use its Black Seed Cloud ability and it loses its sense of sight (so it must rely on its imprecise tremorsense when targeting other creatures). The counteflora can't use its head Strike of Furious Swing ability unless its bracts are tightened. The counteflora can loosen its bracts as a free action (this action has the __concentrate__ trait)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: vines
- to_hit: 21
- traits:
- - agile
- damage:
- formula: 2d6+9
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: head
- to_hit: 23
- traits:
- - reach 10 feet
- - sweep
- damage:
- formula: 3d10+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Black Seed Cloud
- action_cost: Two Actions
- traits:
- description: >-
- The counteflora releases a cloud of black seedpods in a 15-foot-radius emanation. Non-counteflora creatures in the area must succeed at a Fortitude save or breathe in the toxic seeds. (Against plants and fungi, the seeds burrow into the creatures' flesh rather than infiltrate their lungs.)
-
-
- **Counteflora Toxin** (__contact__ [for plants and fungi] or __inhaled__, __poison__) **Saving Throw** DC 30 Fortitude (DC 32 for plants and fungi); **Maximum Duration** 6 rounds; **Stage 1** 4d6 poison damage and __enfeebled__ 1 (1 round); **Stage 2** 6d6 poison damage, enfeebled 1, and __fascinated__ (1 round)
- raw_description: >-
- **Black Seed Cloud** [Two Actions] The counteflora releases a cloud of black seedpods in a 15-foot-radius emanation. Non-counteflora creatures in the area must succeed at a Fortitude save or breathe in the toxic seeds. (Against plants and fungi, the seeds burrow into the creatures' flesh rather than infiltrate their lungs.)
-
-
- **Counteflora Toxin** (__contact__ [for plants and fungi] or __inhaled__, __poison__) **Saving Throw** DC 30 Fortitude (DC 32 for plants and fungi); **Maximum Duration** 6 rounds; **Stage 1** 4d6 poison damage and __enfeebled__ 1 (1 round); **Stage 2** 6d6 poison damage, enfeebled 1, and __fascinated__ (1 round)
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Furious Swing
- action_cost: Three Actions
- traits:
- - attack
- description:
- raw_description: "**Furious Swing** [Three Actions] (__attack__) **Requirements** The counteflora's bracts are tightened; **Effect** The counteflora makes up to four headbutt Strikes (see Flower Headbutt), each against a different creature within reach."
- generic_description:
- frequency:
- trigger:
- effect: The counteflora's bracts are tightened
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Crag Linnorm
- source:
- - abbr: Bestiary
- page_start: 224
- page_stop:
- description: >-
- Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking its foes with its magma breath.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 34
- level: 14
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Uncommon
- - CE
- - Gargantuan
- - Dragon
- - Fire
- senses:
- - Perception +26
- - darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Aklo
- - Draconic
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- perception: 26
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 6
- int_mod: -3
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 24
- ref_misc:
- will: 22
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 270
- hp_misc: regeneration 10 (deactivated by cold iron)
- immunities:
- - curse
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Curse of Fire
- action_cost: None
- traits:
- - curse
- - fire
- - primal
- description: When a creature slays a crag linnorm, it must succeed at a DC 35 Will save or permanently gain weakness to fire 15.
- raw_description: '**Curse of Fire** (__curse__, __fire__, __primal__) When a creature slays a crag linnorm, it must succeed at a DC 35 Will save or permanently gain weakness to fire 15.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 100
- type: fly
- - amount: 60
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 30
- traits:
- - reach 20 feet
- - magical
- damage:
- formula: 3d12+14
- type: piercing
- plus_damage:
- - formula:
- type: crag linnorm venom
- - action_cost: One Action
- name: claw
- to_hit: 30
- traits:
- - reach 20 feet
- - magical
- damage:
- formula: 3d8+14
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 30
- traits:
- - reach 20 feet
- - magical
- damage:
- formula: 3d6+14
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 6
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- 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 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 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.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d6+14 bludgeoning, DC 34
- raw_description: '**__Constrict__** 2d6+14 bludgeoning, DC 34'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Craig Linnorm Venom
- action_cost: None
- traits:
- - fire
- - injury
- - poison
- description: '**Saving Throw** DC 34 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 fire damage and __drained 1__; **Stage 2** 6d6 fire damage and __drained 2__.'
- raw_description: '**Craig Linnorm Venom** (__fire__, __injury__, __poison__) **Saving Throw** DC 34 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 fire damage and __drained 1__; **Stage 2** 6d6 fire damage and __drained 2__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Crawling Hand
- source:
- - abbr: Bestiary 2
- page_start: 56
- page_stop:
- description: >-
- A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: NE
- size: Tiny
- traits:
- - NE
- - Tiny
- - Undead
- senses:
- - Perception +5
- - lifesense 30 feet
- - tremorsense (imprecise) 30 feet
- languages:
- - Common
- - can't speak any language
- skills:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 2
- misc:
- perception: 5
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 0
- int_mod: -4
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- items:
- ac: 12
- ac_special:
- saves:
- fort: 2
- fort_misc:
- ref: 5
- ref_misc:
- will: 2
- will_misc:
- misc:
- hp: 8
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+1
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Grip Throat
- action_cost: None
- traits:
- description: A Medium or smaller creature that is __grabbed__ by the crawling hand has difficulty speaking and must spend an extra action to perform any action with the verbal trait.
- raw_description: '**Grip Throat** A Medium or smaller creature that is __grabbed__ by the crawling hand has difficulty speaking and must spend an extra action to perform any action with the verbal trait.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mark Quarry
- action_cost: None
- traits:
- description: A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it __Seeks__ its quarry, to __Survival__ checks when it __Tracks__ its quarry, and damage rolls when it Strikes its quarry.
- raw_description: "**Mark Quarry** A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it __Seeks__ its quarry, to __Survival__ checks when it __Tracks__ its quarry, and damage rolls when it Strikes its quarry."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Crimson Worm
- source:
- - abbr: Bestiary
- page_start: 59
- page_stop:
- description: >-
- Among the most dangerous cave worms are the fiery crimson worms. In addition to being even larger than azure or purple worms, the crimson worm has a penchant for burrowing through volcanic regions that, over the generations, have infused it with a supernatural link to the Elemental Plane of Fire. The molten heart of an active volcano is an attractive lair for a crimson worm, as are the 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 and prevented them from chewing their way through fortress foundations must have been significant.
-
-
-
-
- Crimson worms sometimes frequent areas on the surface where volcanism creates hot springs or other geothermal features, but even then they prefer to spend most of their time burrowing through the ground in their never-ending search for sustenance. Surface lands claimed by crimson worms are notable for the mound-shaped burrows these creatures leave behind as they dig.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 43
- level: 18
- rarity: Rare
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - Rare
- - N
- - Gargantuan
- - Beast
- - Fire
- senses:
- - Perception +25
- - darkvision
- - tremorsense (imprecise) 100 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 38
- misc:
- perception: 25
- ability_mods:
- str_mod: 10
- dex_mod: -1
- con_mod: 9
- int_mod: -3
- wis_mod: -1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 36
- fort_misc:
- ref: 25
- ref_misc:
- will: 27
- will_misc:
- misc:
- hp: 410
- hp_misc: fire healing
- immunities:
- - fire
- resistances:
- - amount: 15
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Fire Healing
- action_cost: None
- traits:
- description: As long as a crimson worm is in contact with a fire or body of magma at least as large as itself, it gains fast healing 20. When struck by a magical fire effect from anything other than itself, a crimson worm regains Hit Points equal to half the fire damage the effect would otherwise deal.
- raw_description: '**Fire Healing** As long as a crimson worm is in contact with a fire or body of magma at least as large as itself, it gains fast healing 20. When struck by a magical fire effect from anything other than itself, a crimson worm regains Hit Points equal to half the fire damage the effect would otherwise deal.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inexorable
- action_cost: None
- traits:
- description: The crimson worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.
- raw_description: "**Inexorable** The crimson worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shake It Off
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shake It Off** [Reaction] **Frequency** once per day; **Trigger** The crimson worm would be affected by a condition or adverse effect (such as __baleful polymorph__). **Effect** The crimson worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way."
- generic_description:
- frequency: once per day
- trigger: The crimson worm would be affected by a condition or adverse effect (such as __baleful polymorph__).
- effect: The crimson worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: burrow
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 36
- traits:
- - deadly 3d10
- - fire
- - reach 20 feet
- damage:
- formula: 3d10+18
- type: piercing
- plus_damage:
- - formula: 2d6
- type: fire and Improved Grab
- - action_cost: One Action
- name: stinger
- to_hit: 36
- traits:
- - agile
- - fire
- - poison
- - reach 20 feet
- damage:
- formula: 2d12+18
- type: piercing
- plus_damage:
- - formula: 2d6
- type: fire and crimson worm venom
- - action_cost: One Action
- name: body
- to_hit: 34
- traits:
- - fire
- - reach 15 feet
- damage:
- formula: 2d10+16
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: fire
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Crimson Worm Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 41 Fortitude, **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and drained 1 (1 round), **Stage 2** 2d6 poison damage and drained 1 (1 round); **Stage 3** 2d6 poison damage and drained 2 (1 round).'
- raw_description: '**Crimson Worm Venom** (__poison__) **Saving Throw** DC 41 Fortitude, **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and drained 1 (1 round), **Stage 2** 2d6 poison damage and drained 1 (1 round); **Stage 3** 2d6 poison damage and drained 2 (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fast Swallow
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Fast Swallow** [Reaction] **Trigger** The worm Grabs a creature. **Effect** The worm uses Swallow Whole.'
- generic_description:
- frequency:
- trigger: The worm Grabs a creature.
- effect: The worm uses Swallow Whole.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rock Tunneler
- action_cost: None
- traits:
- description: A crimson worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does.
- raw_description: '**Rock Tunneler** A crimson worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- description: Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36
- raw_description: '**Swallow Whole** Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thrash
- action_cost: Two Actions
- traits:
- 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 it makes all the attacks.
- raw_description: "**Thrash** [Two Actions] 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 it makes all the attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Crocodile
- source:
- - abbr: Bestiary
- page_start: 67
- page_stop:
- description: >-
- Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually are indistinguishable from logs when viewed from afar—at least until they attack. Alligators have similar statistics, but because they often live in more temperate climates, they endure cold temperatures better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable predators that are likely to devour careless adventurers who fail to watch where they step.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +7
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 7
- misc: +11 in water
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: -5
- wis_mod: 1
- cha_mod: -4
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- damage:
- formula: 1d10+4
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tail
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Aquatic Ambush
- action_cost: One Action
- traits:
- description: 35 feet
- raw_description: '**Aquatic Ambush** 35 feet'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Death Roll
- action_cost: One Action
- traits:
- - attack
- description:
- raw_description: '**Death Roll** (__attack__) **Requirement** The crocodile must have a creature grabbed. **Effect** The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature.'
- generic_description:
- frequency:
- trigger:
- effect: The crocodile must have a creature grabbed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deep Breath
- action_cost: None
- traits:
- description: The crocodile can hold its breath for about 2 hours.
- raw_description: '**Deep Breath** The crocodile can hold its breath for about 2 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Crucidaemon
- source:
- - abbr: 'Pathfinder #149: Against the Scarlet Triad'
- page_start: 85
- page_stop:
- 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 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.
-
-
-
-
- A crucidaemon's existence is dedicated to subjecting its prey to an eternity of pain and terror. Unlike other daemons, many of which are eager to feed on mortal souls as soon as they can, the crucidaemon takes much greater pleasure in prolonging the agony of its victims. Oftentimes, a crucidaemon will inflict such torment and pain upon its prey that when the end finally comes, the victim tearfully thanks the daemon for the mercy of oblivion. An encounter with a crucidaemon that does not end with its death is far from over—crucidaemons have unequaled patience for those who dare oppose them.
-
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Daemon
- - Fiend
- senses:
- - Perception +26
- - darkvision
- - detect alignment (good only)
- - lifesense 30 feet
- languages:
- - Abyssal
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 30
- misc:
- - name: 'Arcana '
- bonus: 26
- misc:
- - name: 'Crafting '
- bonus: 30
- misc:
- - name: 'Deception '
- bonus: 26
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Stealth '
- bonus: 30
- misc:
- - name: 'Thievery '
- bonus: 26
- misc:
- perception: 26
- ability_mods:
- str_mod: 4
- dex_mod: 7
- con_mod: 7
- int_mod: 3
- wis_mod: 7
- cha_mod: 5
- sense_abilities:
- items:
- ac: 38
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 30
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 225
- hp_misc:
- immunities:
- - death effects
- resistances:
- - amount: 10
- type: physical (except adamantine)
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- - name: Trap Dodger
- action_cost: None
- traits:
- description: Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled.
- raw_description: '**Trap Dodger** Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: chained dagger
- to_hit: 30
- traits:
- - agile
- - finesse
- - magical
- - reach 10 feet
- - versatile S
- damage:
- formula: 4d4+14
- type: piercing
- plus_damage:
- - formula: 2d6
- type: persistent bleed
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 32
- to_hit: 28
- misc: ''
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: glyph of warding
- frequency: x3
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: death knell
- frequency:
- requirement:
- - name: fear
- frequency:
- requirement:
- - name: invisibility
- frequency: at will
- requirement:
- - name: phantom pain
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: detect alignment
- frequency: good only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Daemonic Trap Making
- action_cost: None
- traits:
- - divine
- 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.
- raw_description: "**Daemonic Trap Making** (__divine__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flurry of Daggers
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Flurry of Daggers** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Manifest Dagger
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Manifest Dagger** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cu Sith
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 79
- page_stop:
- description: >-
- Cu siths are hound-like doorkeepers of remote portals to other planes, particularly portals to the untamed realm of the fey, the First World. They are highly territorial and roam the highland moors they call home, constantly on the hunt for any creatures that might intrude on their territory. Those that bargain for safe passage to or from a portal find cu siths to be vigilant escorts that keep travelers safe from extraplanar threats but also ensure their charges don't veer from the most direct path to their destination. Cu siths are highly proficient hunters, and to mortals they offer a single warning in the form of their terrifying bark. Creatures that refuse to flee upon hearing a cu sith's warning bark risk a quick and brutal death.
-
-
-
-
- Cu siths cut imposing figures; they are as large as bulls and covered in intertwining roots, plant matter, and shaggy green and white fur that terminates in a long, plaited tail. Their eyes glow with a fiery green light.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Fey
- senses:
- - Perception +16
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Sylvan
- - can't speak any language
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 4
- int_mod: -3
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 17
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 140
- hp_misc:
- immunities:
- - fear
- resistances:
- - amount: 5
- type: cold iron
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d10+9
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dooming Bark
- action_cost: Two Actions
- traits:
- - auditory
- - concentrate
- - fear
- - mental
- - necromancy
- - primal
- description: >+
- Any creature within 200 feet of the cu sith that hears its Dooming Bark must attempt a DC 24 Will save.
-
- raw_description: "**Dooming Bark** [Two Actions] (__auditory__, __concentrate__, __fear__, __mental__, __necromancy__, __primal__) Any creature within 200 feet of the cu sith that hears its Dooming Bark must attempt a DC 24 Will save.\n\n**Critical Success** The creature is unaffected and immune to Dooming Bark for 24 hours.\n\n**Success** The creature is __frightened__ 1.\n\n**Failure** The creature is frightened 2.\n\n**Critical Failure** The creature is frightened 3 and __fleeing__. \n\nIf a creature is already frightened when it fails a save against Dooming Bark, its frightened value increases by 1 and it becomes __doomed__ 1. A creature in an area that the cu sith can't easily reach—such as a hidden burrow or enclosed building—increases the degree of success of its saving throw against Dooming Bark by one step."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and immune to Dooming Bark for 24 hours.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 3 and fleeing.
- full_description:
- - name: Worry Prey
- action_cost: One Action
- traits:
- - attack
- description:
- raw_description: '**Worry Prey** (__attack__) **Requirements** The cu sith has a Large or smaller creature grabbed in its jaws; **Effect** The cu sith viciously shakes its prey. The cu sith makes a jaws Strike against the grabbed creature with a +2 circumstance bonus to the attack roll. If the cu sith hits, it deals jaws damage, maintains its Grab, and attempts an __Athletics__ check to __Disarm__ its target of anything it is holding. On a miss, the cu sith releases the creature.'
- generic_description:
- frequency:
- trigger:
- effect: The cu sith has a Large or smaller creature grabbed in its jaws
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Culdewen
- source:
- - abbr: Bestiary 2
- page_start: 57
- page_stop:
- description: >-
- Perpetually cursed to hunger and failure, a culdewen plies waterways in search of appealing fish to catch—the bigger the better. Of course, this diminutive, emaciated fey calls every living creature a "fish." Only other fey are exempt, and they tend to consider culdewens lost causes. A culdewen can never find satisfaction. Each time they catch a fish, a magical curse forces them to hunt for an appealing spot to dine—an island, cove, or abandoned dock or shack where they can eat in peace. By the time they arrive, their catch will be gone. Every time. Forever.
-
-
-
-
- A foul mood hovers over a culdewen, causing them to swear colorfully, smack things with their oar, and shake their tiny fists at the sky. Conversation with a culdewen is fruitless, as they talk in circles, speaking only of fishing and the weather. Capturing a "fish" gives a culdewen a rare moment of happiness; the culdewen capers and ululates, pleased with their catch, and rushes off to their boat.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Amphibious
- - Fey
- senses:
- - Perception +15
- - low-light vision
- languages:
- - Aquan
- - Common
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Deception '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Nature '
- bonus: 12
- misc:
- - name: 'Sailing Lore '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 15
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 1
- int_mod: -1
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- - name: Culdewen's Curse
- action_cost: None
- traits:
- - curse
- - enchantment
- - primal
- description: >+
- A culdewen that captures a creature is compelled to immediately retreat to a secluded place to eat, typically journeying by boat. The travel to the secluded place always takes at least 1 day. Their captive is cursed to vanish on the journey—typically being lost in the water or consumed by aquatic creatures—and can be recovered only by a __wish__ spell or similarly powerful magic.
-
- raw_description: >+
- **Culdewen's Curse** (__curse__, __enchantment__, __primal__) A culdewen that captures a creature is compelled to immediately retreat to a secluded place to eat, typically journeying by boat. The travel to the secluded place always takes at least 1 day. Their captive is cursed to vanish on the journey—typically being lost in the water or consumed by aquatic creatures—and can be recovered only by a __wish__ spell or similarly powerful magic.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - oar (functions as mace)
- - fish hook
- ac: 25
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 18
- ref_misc:
- will: 13
- will_misc:
- misc: -2 status to all saves vs. curses
- hp: 105
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: fish hook
- to_hit: 17
- traits:
- - trip
- damage:
- formula: 2d10+7
- type: piercing
- plus_damage:
- - formula:
- type: hooked
- - action_cost: One Action
- name: oar
- to_hit: 17
- traits:
- - shove
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: fish hook
- to_hit: 18
- traits:
- - thrown 30 feet
- damage:
- formula: 2d10+7
- type: piercing
- plus_damage:
- - formula:
- type: hooked
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Hooked
- action_cost: None
- traits:
- description: A creature struck by the culdewen's fish hook is skewered, taking 1d4 __persistent bleed damage__ as long as the hook remains stuck in it. The fish hook can be removed only if a creature spends an __Interact__ action and succeeds at a DC 25 __Athletics__ check to pull it free.
- raw_description: "**Hooked** A creature struck by the culdewen's fish hook is skewered, taking 1d4 __persistent bleed damage__ as long as the hook remains stuck in it. The fish hook can be removed only if a creature spends an __Interact__ action and succeeds at a DC 25 __Athletics__ check to pull it free."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Land the Fish
- action_cost: One Action
- traits:
- description:
- raw_description: "**Land the Fish** **Requirements **A creature is hooked by the culdewen's fish hook and adjacent to the culdewen; **Effect **The culdewen hoists the creature over their shoulder, as though it weighs no more than a fish. Unless the creature is unable to act, the culdewen must attempt an __Athletics__ check against the creature's Fortitude DC. On a success, the creature is __restrained__ by the culdewen. While hoisting a creature, the culdewen gains a +20-foot status bonus to their Speeds and is compelled to escape with it (see culdewen's curse above)."
- generic_description:
- frequency:
- trigger:
- effect: A creature is hooked by the culdewen's fish hook and adjacent to the culdewen
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reel In
- action_cost: One Action
- traits:
- - manipulate
- description: The culdewen pulls the rope attached to their hook. If they have no creature hooked, the fish hook returns to the culdewen's hand. If a creature is hooked, the culdewen attempts an __Athletics__ check against the creature's Fortitude DC, pulling it up to 30 feet closer on a success (60 feet on a critical success).
- raw_description: "**Reel In** (__manipulate__) The culdewen pulls the rope attached to their hook. If they have no creature hooked, the fish hook returns to the culdewen's hand. If a creature is hooked, the culdewen attempts an __Athletics__ check against the creature's Fortitude DC, pulling it up to 30 feet closer on a success (60 feet on a critical success)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swear
- action_cost: One Action
- traits:
- - auditory
- - curse
- - enchantment
- - primal
- description: The culdewen unleashes a string of invectives. Each creature that hears them must attempt a DC 25 Will save, with the effects of __mariner's curse__ and is then temporarily immune for 24 hours. Even on a failed save, the curse ends automatically after 1 day.
- raw_description: "**Swear** (__auditory__, __curse__, __enchantment__, __primal__) The culdewen unleashes a string of invectives. Each creature that hears them must attempt a DC 25 Will save, with the effects of __mariner's curse__ and is then temporarily immune for 24 hours. Even on a failed save, the curse ends automatically after 1 day."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cyclops
- source:
- - abbr: Bestiary
- page_start: 68
- page_stop:
- description: >-
- The kingdoms of the cyclopes date to an age before the rise of humanity, when dragons and giants and serpentfolk ruled the world. The cyclopes built enormous stone cities and prayed to ancient gods of brutality and wrath, but their power 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, but few now among them can read or interpret these relics of the past.
-
-
-
-
- In addition to their single eye, cyclopes are also famous for their never-ending hunger, an appetite so all-consuming that some scholars theorize it may in fact be some kind of curse. The ever-present hunger of the cyclopes seems to have some connection to the death of their civilization—though whether this voracity was the cause or a side-effect of their people's downfall is likely destined to remain a mystery.
-
-
-
-
- Although details of the cyclopes' gods have largely been lost to the annals of time, what little is known about these deities suggests they were vindictive and petty enough to curse their own people if they felt neglected or badly served.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 5
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Large
- traits:
- - Uncommon
- - LE
- - Large
- - Giant
- - Humanoid
- senses:
- - Perception +12
- - low-light vision
- languages:
- - Common
- - Cyclops
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Fortune-Telling Lore '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: -1
- con_mod: 2
- int_mod: 0
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- items:
- - greataxe
- - heavy crossbow (10 bolts)
- - hide armor
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 8
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flash of Insight
- action_cost: Free Action
- traits:
- - divination
- - occult
- - fortune
- description:
- raw_description: '**Flash of Insight** [Free Action] (__divination__, __occult__, __fortune__) **Frequency** once per day; **Trigger** The cyclops is about to roll a d20. **Effect** The cyclops peers into an occluded spectrum of possible futures. It gets a success (but not a critical success) on the roll instead of rolling.'
- generic_description:
- frequency: once per day
- trigger: The cyclops is about to roll a d20.
- effect: The cyclops peers into an occluded spectrum of possible futures. It gets a success (but not a critical success) on the roll instead of rolling.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: greataxe
- to_hit: 14
- traits:
- - reach 10 feet
- - sweep
- damage:
- formula: 1d12+9
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: heavy crossbow
- to_hit: 8
- traits:
- - range increment 120 feet
- - reload 2
- damage:
- formula: 1d10+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swipe
- action_cost: Two Actions
- traits:
- - flourish
- 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.
- raw_description: "**Swipe** [Two Actions] (__flourish__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Cythnigot
- source:
- - abbr: Bestiary 2
- page_start: 212
- page_stop:
- description: >-
- The cythnigot is a foul fungal parasite that grows and thrives in the corpses of small creatures. It wears these bodies like a suit, but also adjusts and tailors the fleshy covering to suit its needs, and the body ends up looking as alien as anything else spawned from the __Abyssal__ depths. The cythnigot's most identifying feature is the long stalk of fungal material that extends from creature's body, ending in a surprisingly strong set of fanged jaws.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 17
- level: 1
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Tiny
- traits:
- - Uncommon
- - CE
- - Tiny
- - Fiend
- - Qlippoth
- senses:
- - Perception +5
- - darkvision
- languages:
- - Abyssal
- - telepathy (touch only)
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Occultism '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 5
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 4
- int_mod: 2
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 6
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 14
- hp_misc:
- immunities:
- - controlled
- - fear
- resistances:
- - amount: 3
- type: mental
- - amount: 3
- type: physical (except cold iron)
- weaknesses:
- - amount: 3
- type: lawful
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 8
- traits:
- - agile
- - chaotic
- - finesse
- - magical
- damage:
- formula: 1d10+1
- type: piercing
- plus_damage:
- - formula: 1d4
- type: chaotic and tangle spores
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, lawful only
- requirement:
- - name: paranoia
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: phantom pain
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Sickening Display
- action_cost: One Action
- traits:
- - concentrate
- - emotion
- - enchantment
- - fear
- - mental
- - occult
- - visual
- description: "The cythnigot presents its awful appearance fully, and creatures in a 10-foot emanation must attempt a DC 17 Will save. Once a creature attempts this save, it's temporarily immune to further Sickening Displays for 1 minute. \n\n"
- raw_description: "**Sickening Display** (__concentrate__, __emotion__, __enchantment__, __fear__, __mental__, __occult__, __visual__) The cythnigot presents its awful appearance fully, and creatures in a 10-foot emanation must attempt a DC 17 Will save. Once a creature attempts this save, it's temporarily immune to further Sickening Displays for 1 minute. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is __flat-footed__ until its next turn. \n\n**Failure** The creature is __sickened 1__, and is flat-footed for as long as it's sickened. \n\n**Critical Failure** The creature is sickened 2 and is flat-footed for as long as it's sickened."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is flat-footed until its next turn.
- failure: The creature is sickened 1, and is flat-footed for as long as it's sickened.
- critical_failure: The creature is sickened 2 and is flat-footed for as long as it's sickened.
- full_description:
- - name: Tangle Spores
- action_cost: None
- traits:
- - disease
- description: A creature bitten by a cythnigot becomes afflicted by fast-growing spores that swiftly grow into twitching spikes and hideous pallid growths of hairlike fibers. These growths erupt from the bite wound and writhe and wrap around the creature's limbs. __Plant__ creatures take a -2 circumstance penalty to save against tangle spores; **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ (1 round); **Stage 2** clumsy 1 and __flat-footed__ (1 round); **Stage 3** clumsy 2, flat-footed, and if you attempt a __manipulate__ action, you must succeed at a DC 5 flat check or it's lost; roll the check after spending the action, but before any effects are applied (1 round).
- raw_description: "**Tangle Spores** (__disease__) A creature bitten by a cythnigot becomes afflicted by fast-growing spores that swiftly grow into twitching spikes and hideous pallid growths of hairlike fibers. These growths erupt from the bite wound and writhe and wrap around the creature's limbs. __Plant__ creatures take a -2 circumstance penalty to save against tangle spores; **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ (1 round); **Stage 2** clumsy 1 and __flat-footed__ (1 round); **Stage 3** clumsy 2, flat-footed, and if you attempt a __manipulate__ action, you must succeed at a DC 5 flat check or it's lost; roll the check after spending the action, but before any effects are applied (1 round)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: D'ziriak
- source:
- - abbr: Bestiary 2
- page_start: 104
- page_stop:
- description: >-
- These strange creatures are native to the __Plane of Shadows__, where their colorful nature is in opposition to that realm's overwhelmingly monochromatic palette. Averaging 7 feet in height, D'ziriaks have four arms, two legs, and a termite-like abdomen. The larger pair of arms, used for most tasks, have five-fingered hands with sharp, insectile claws. The smaller pair of arms are reserved for fine manipulations and are not effective in combat.
-
-
-
-
- D'ziriaks' otherwise dull brown carapaces are decorated with numerous runes glowing in bright colors. These tattoo-like runes indicate an individual's role in D'ziriak society, and set them apart from their home plane's other native inhabitants. The runes glow with natural bioluminescence, and D'ziriaks can make them flare brightly for an instant, at the expense of overstressing the biochemical glands that create and maintain the runes for an extended time. The color and shape of the runes are partially natural, but can be shaped and customized carefully over time to fit the individual's station.
-
-
-
-
- The D'ziriak language is a mix of buzzes and chitters, and is spoken by few other creatures. D'ziriaks prefer to communicate with other species using telepathy rather than endure the sound of their language being "butchered by fleshy throats." D'ziriaks organize into hive cities led by a king and queen. These hive cities consist of impressive spires, yet these towers are only the foremost part of the settlement, with many more chambers reaching deep below for residences, workshops, and fungus farms. D'ziriak settlements are lit inside and out with alchemical and magical light sources, often in the shapes of runes. These dimly glowing towers provide travelers with landmarks, and perhaps promise safe havens, on the otherwise gloomy Shadow Plane.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Aberration
- - Shadow
- senses:
- - Perception +10
- - darkvision
- languages:
- - D'ziriak
- - Shadowtongue
- - telepathy 100 feet
- skills:
- - name: 'Arcana '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Occultism '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 10
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 1
- int_mod: 1
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 12
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Glow
- action_cost: None
- traits:
- - aura
- - light
- description: 20 feet. The colorful runes that decorate a d'ziriak's body create dim light. The natural bioluminescence is specially adapted to the Shadow Plane, able to overcome magical __darkness__ as if it were magical __light__ of the d'ziriak's level.
- raw_description: "**Glow** (__aura__, __light__) 20 feet. The colorful runes that decorate a d'ziriak's body create dim light. The natural bioluminescence is specially adapted to the Shadow Plane, able to overcome magical __darkness__ as if it were magical __light__ of the d'ziriak's level."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 12
- traits:
- - agile
- - finesse
- damage:
- formula: 1d10+4
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 19
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: self only, to Shadow Plane only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Dazzling Burst
- action_cost: Two Actions
- traits:
- - light
- - visual
- description: "The d'ziriak causes its body to flare with intense colorful light. Non-d'ziriaks in a 20-foot emanation must attempt a DC 20 Fortitude save. After using this ability, the d'ziriak loses its glow for 24 hours; during this time it can't use Dazzling Burst again. A creature that attempts this save is immune to all Dazzling Bursts for 1 minute. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __dazzled__ for 1 round. \n\n**Failure **The creature is dazzled for 1 minute. \n\n**Critical Failure **The creature is __blinded__ for 1 round and dazzled for 1 minute."
- raw_description: "**Dazzling Burst** [Two Actions] (__light__, __visual__) The d'ziriak causes its body to flare with intense colorful light. Non-d'ziriaks in a 20-foot emanation must attempt a DC 20 Fortitude save. After using this ability, the d'ziriak loses its glow for 24 hours; during this time it can't use Dazzling Burst again. A creature that attempts this save is immune to all Dazzling Bursts for 1 minute. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __dazzled__ for 1 round. \n\n**Failure **The creature is dazzled for 1 minute. \n\n**Critical Failure **The creature is __blinded__ for 1 round and dazzled for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Double Claw
- action_cost: One Action
- traits:
- description:
- raw_description: "**Double Claw** **Frequency **once per round; **Effect **The d'ziriak makes two claw Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. This counts as two attacks for the d'ziriak's multiple attack penalty, and the penalty doesn't increase until after both attacks."
- generic_description:
- frequency: once per round
- trigger:
- effect: The d'ziriak makes two claw Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. This counts as two attacks for the d'ziriak's multiple attack penalty, and the penalty doesn't increase until after both attacks.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Daeodon
- source:
- - abbr: Bestiary
- page_start: 43
- page_stop:
- 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 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 mounted on daeodons is a fearsome force indeed.
-
-
-
-
- A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +12
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 12
- ability_mods:
- str_mod: 6
- dex_mod: 0
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 9
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: Tusk
- to_hit: 14
- traits:
- damage:
- formula: 2d8+6
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Daeodon Charge
- action_cost: Two Actions
- traits:
- description: The daeodon __Strides__ twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack must succeed at a DC 19 Reflex save or be knocked __prone__ by the force of the blow.
- raw_description: '**Daeodon Charge** [Two Actions] The daeodon __Strides__ twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack must succeed at a DC 19 Reflex save or be knocked __prone__ by the force of the blow.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dalos
- source:
- - abbr: 'Pathfinder #148: Fires of the Haunted City'
- page_start: 77
- page_stop:
- 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 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.
-
-
-
-
- A dalos stands 25 feet tall and weighs in excess of 20,000 pounds.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 33
- level: 13
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Uncommon
- - CE
- - Huge
- - Earth
- - Fey
- - Fire
- senses:
- - Perception +23
- - low-light vision
- languages:
- - Ignan
- - Sylvan
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 29
- misc:
- - name: 'Nature '
- bonus: 23
- misc:
- - name: 'Survival '
- bonus: 23
- misc:
- perception: 23
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 6
- int_mod: 2
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 19
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 240
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 15
- type: physical (except bludgeoning)
- weaknesses:
- - amount: 10
- type: cold
- - amount: 10
- type: cold iron
- automatic_abilities:
- - name: Volcanic Heat
- action_cost: None
- traits:
- - aura
- - fire
- description: 10 feet, 3d6 fire damage (DC 29 basic Reflex save)
- raw_description: '**Volcanic Heat** (__aura__, __fire__) 10 feet, 3d6 fire damage (DC 29 basic Reflex save)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Magma Splash
- action_cost: None
- traits:
- - fire
- description: Whenever the dalos takes damage from a melee Strike, magma splashes from its open wound and sticks to nearby creatures. Each creature in a 10-foot emanation must attempt a DC 31 Reflex save. On a failure, the creature takes 3d6 persistent fire damage as the superheated rock sticks to them and cools. The DC to end this persistent damage decreases by 5 each turn after the first as the magma cools.
- raw_description: '**Magma Splash** (__fire__) Whenever the dalos takes damage from a melee Strike, magma splashes from its open wound and sticks to nearby creatures. Each creature in a 10-foot emanation must attempt a DC 31 Reflex save. On a failure, the creature takes 3d6 persistent fire damage as the superheated rock sticks to them and cools. The DC to end this persistent damage decreases by 5 each turn after the first as the magma cools.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 20
- type: burrow
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 27
- traits:
- - reach 15 feet
- damage:
- formula: 3d8+11
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: fire
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 25
- traits:
- - range increment 150 feet
- damage:
- formula: 2d10+11
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: earthbind
- frequency: x3
- requirement:
- - name: slow
- frequency:
- requirement:
- - name: stinking cloud
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Belch Smoke
- action_cost: Three Actions
- traits:
- description: The dalos blasts smoke from its head, creating a 20-foot-radius cloud of smoke that drifts to a location within 120 feet. This has the effects of __obscuring mist__.
- raw_description: '**Belch Smoke** [Three Actions] The dalos blasts smoke from its head, creating a 20-foot-radius cloud of smoke that drifts to a location within 120 feet. This has the effects of __obscuring mist__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Heat Rock
- action_cost: One Action
- traits:
- - fire
- 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 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.
- raw_description: "**Heat Rock** (__fire__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lava Bomb
- action_cost: Two Actions
- traits:
- - earth
- - fire
- 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 rounds.
- raw_description: "**Lava Bomb** [Two Actions] (__earth__, __fire__) 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 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dandasuka
- source:
- - abbr: Bestiary
- page_start: 274
- page_stop:
- 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 of blood. They often dress in extravagant clothes dyed with ostentatious colors and wear numerous elaborate accessories, whether in their true form or in disguise as human children, halfling merchants, or anything else that helps them blend into their targeted society.
-
-
-
-
- A dandasuka rakshasa is constantly haunted by a monstrous hunger that gnaws at its hyperactive body, forcing it to feed often. In combat, a dandasuka might pause to lick a bloody blade or lap at a pool of spilled blood on the floor. These creatures settle for other meat when they must, but much prefer the taste of mortal humanoid flesh. Regular offers of such victuals can keep a dandasuka loyal to anyone willing to provide frequent meals, but care must be taken in keeping a dandasuka, for many stories tell of them being overly eager to serve an adored benefactor, taking off-hand remarks too literally, and performing services of violence that were never intended.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: LE
- size: Small
- traits:
- - LE
- - Small
- - Fiend
- - Rakshasa
- senses:
- - Perception +12
- - darkvision
- languages:
- - Common
- - Infernal
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Deception '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Thievery '
- bonus: 13
- misc:
- perception: 12
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 3
- int_mod: 1
- wis_mod: 1
- cha_mod: 3
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 13
- ref_misc:
- will: 10
- will_misc:
- misc: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: physical (except piercing)
- weaknesses:
- - amount: 5
- type: good
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 15
- traits:
- - finesse
- - magical
- damage:
- formula: 2d6+4
- type: piercing
- plus_damage:
- - formula: 1d6
- type: persistent bleed
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d4+4
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Spontaneous Spells
- dc: 22
- to_hit: 15
- misc: ''
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: ventriloquism
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: sigil
- frequency:
- requirement:
- - name: Occult Innate Spells
- dc: 19
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: clairvoyance
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: clairaudience
- frequency:
- requirement:
- - name: mind reading
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- 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 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.
- raw_description: "**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The dandasuka deals an extra 1d6 precision damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The dandasuka deals an extra 1d6 precision damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dark Naga
- source:
- - abbr: Bestiary
- page_start: 242
- page_stop:
- description: >-
- Dark nagas are wicked, jealous creatures that crave power and wealth. Indeed, the dark naga sees such ideals as spiritual expressions of an essential truth: if one can take something, that something is theirs to have. The dark naga sees other creatures as lessers worthy only of subjugation or as rivals who must be eliminated.
-
-
-
-
- Dark nagas dwell in remote places other creatures have forsaken, searching abandoned ruins for wealth and potent magic items. Those unlucky trespassers into a dark naga's lair typically find themselves as the naga's slaves or playthings, put to sleep with the monster's poison or incinerated by its deadly magic. Some dark nagas are more disposed toward socializing than others; in these cases, they may become wicked despots who rule over enclaves of captive or unsuspecting subjects. Subtler dark nagas, especially those who crave finer luxuries, dwell in or under the wealthy settlements and use their wiles to garner a decadent following, forming something akin to a cult with the naga as the jewelry-bedecked object of worship.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Large
- traits:
- - Uncommon
- - LE
- - Large
- - Aberration
- senses:
- - Perception +15
- - mind reading 30 feet
- - darkvision
- languages:
- - Aklo
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Arcana '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Deception '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 15
- ability_mods:
- str_mod: 2
- dex_mod: 6
- con_mod: 4
- int_mod: 3
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 17
- ref_misc:
- will: 15
- will_misc:
- misc: guarded thoughts
- hp: 115
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Guarded Thoughts
- action_cost: None
- traits:
- - abjuration
- - occult
- description: Dark nagas are immune to any form of mind reading.
- raw_description: '**Guarded Thoughts** (__abjuration__, __occult__) Dark nagas are immune to any form of mind reading.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 19
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+5
- type: piercing
- plus_damage:
- - formula:
- type: dark naga venom
- ranged:
- spell_lists:
- - name: Arcane Spontaneous Spells
- dc: 26
- to_hit: 18
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: blink
- frequency:
- requirement:
- - name: wall of fire
- frequency: 3 slots
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: haste
- frequency:
- requirement:
- - name: lightning bolt
- frequency: 4 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: illusory creature
- frequency:
- requirement:
- - name: invisibility
- frequency:
- requirement:
- - name: magic missile
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: feather fall
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - name: longstrider
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- - name: Occult Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 3
- spells:
- - name: mind reading
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Dark Naga Venom
- action_cost: None
- traits:
- - incapacitation
- - poison
- description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 5 minutes; **Stage 1** __slowed 1__ (1 round); **Stage 2** __slowed 2__ (1 round); **Stage 3** unconscious with no Perception check to wake up (1d4+1 minutes)'
- raw_description: '**Dark Naga Venom** (__incapacitation__, __poison__) **Saving Throw** DC 25 Fortitude; **Maximum Duration** 5 minutes; **Stage 1** __slowed 1__ (1 round); **Stage 2** __slowed 2__ (1 round); **Stage 3** unconscious with no Perception check to wake up (1d4+1 minutes)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Deadly Mantis
- source:
- - abbr: Bestiary
- page_start: 233
- page_stop:
- description: >-
- These gigantic mantids make their homes within deep jungles and prehistoric forests where they hunt and devour equally massive prey.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +20
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Stealth '
- bonus: 22
- misc:
- perception: 20
- ability_mods:
- str_mod: 8
- dex_mod: 3
- con_mod: 5
- int_mod: -5
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 20
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 220
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- - amount: 50
- type: climb
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 25
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+14
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: leg
- to_hit: 24
- traits:
- - agile
- - reach 20 feet
- damage:
- formula: 2d10+14
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Fling
- action_cost: One Action
- traits:
- description: The deadly mantis flings a grabbed creature into the air, up to 30 feet overhead and up to 30 feet away from the mantis (the creature takes damage from the fall as normal). If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 31 basic Reflex save.
- raw_description: '**Fling** The deadly mantis flings a grabbed creature into the air, up to 30 feet overhead and up to 30 feet away from the mantis (the creature takes damage from the fall as normal). If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 31 basic Reflex save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Leaping Grab
- action_cost: Two Actions
- traits:
- description: The mantis Leaps up to 40 feet vertically and 20 feet horizontally. At any point during the jump, it can make a leg Strike. If it hits, it automatically Grabs the target, bringing the creature along until the end of the jump.
- raw_description: '**Leaping Grab** [Two Actions] The mantis Leaps up to 40 feet vertically and 20 feet horizontally. At any point during the jump, it can make a leg Strike. If it hits, it automatically Grabs the target, bringing the creature along until the end of the jump.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rending Mandibles
- action_cost: One Action
- traits:
- 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 broken.
- raw_description: "**Rending Mandibles** 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 broken."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sudden Strike
- action_cost: None
- traits:
- description: On the first round of combat, creatures that haven't acted are __flat-footed__ to the deadly mantis.
- raw_description: "**Sudden Strike** On the first round of combat, creatures that haven't acted are __flat-footed__ to the deadly mantis."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Deculi
- source:
- - abbr: 'Pathfinder #148: Fires of the Haunted City'
- page_start: 78
- page_stop:
- description: >-
- These batlike monstrosities inhabit the nooks and crevices of the Darklands, where they hang from stalactites and swoop down on unsuspecting prey. Though they are completely sightless, deculis possess rudimentary nerves in their skulls that allow them to detect the presence of infrared light—information they use to locate potential food and threats. They are deadly hunters, thanks largely to their magical ability to manipulate the ebb and flow of shadows. Deculis prefer to feed upon the warm blood of freshly killed prey, but they can subsist on carrion if they have to.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Beast
- senses:
- - Perception +23
- - infrared vision 60 feet
- - no vision
- languages:
- - Undercommon
- - can't speak any language
- skills:
- - name: 'Acrobatics '
- bonus: 24
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 26
- misc:
- perception: 23
- ability_mods:
- str_mod: 5
- dex_mod: 7
- con_mod: 4
- int_mod: -3
- wis_mod: 1
- cha_mod: 5
- sense_abilities:
- - name: Infrared Vision
- action_cost: None
- traits:
- description: A deculi can detect infrared radiation as a precise sense.
- raw_description: '** Infrared Vision** A deculi can detect infrared radiation as a precise sense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 26
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 215
- hp_misc:
- immunities:
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- - amount: 50
- type: fly
- - amount:
- type: walk in shadow
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 24
- traits:
- damage:
- formula: 3d12+11
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 26
- traits:
- - agile
- - finesse
- damage:
- formula: 3d8+11
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 32
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Create Shadow Sanctuary
- action_cost: Two Actions
- traits:
- - conjuration
- - darkness
- - extradimensional
- - occult
- description:
- raw_description: >-
- **Create Shadow Sanctuary** [Two Actions] (__conjuration__, __darkness__, __extradimensional__, __occult__) **Frequency** once per day; **Effect** The deculi creates an extradimensional 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 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 space.
-
-
- The deculi can Dismiss this effect to emerge from its shadow sanctuary, but the space it emerges into must be in darkness and must be unobstructed. If the area is obstructed, the deculi is shunted to the nearest available space and takes 1d6 bludgeoning damage per 5 feet shunted. If the area overlaying the shadow sanctuary becomes illuminated by magical light, the extradimensional space can no longer be accessed and the deculi is trapped within until the area is once again in darkness. The deculi can try to extinguish a magical light 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 area is illuminated, the corpse is not expelled until the sanctuary entrance is in darkness once again.
- generic_description:
- frequency: once per day
- trigger:
- effect: >-
- The deculi creates an extradimensional 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 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 space.
-
-
- The deculi can Dismiss this effect to emerge from its shadow sanctuary, but the space it emerges into must be in darkness and must be unobstructed. If the area is obstructed, the deculi is shunted to the nearest available space and takes 1d6 bludgeoning damage per 5 feet shunted. If the area overlaying the shadow sanctuary becomes illuminated by magical light, the extradimensional space can no longer be accessed and the deculi is trapped within until the area is once again in darkness. The deculi can try to extinguish a magical light 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 area is illuminated, the corpse is not expelled until the sanctuary entrance is in darkness once again.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadow Strike
- action_cost: Two Actions
- traits:
- description:
- raw_description: '**Shadow Strike** [Two Actions] **Requirements** The deculi is in its shadow sanctuary. **Effect** The deculi Dismisses its shadow sanctuary. It Strides, Climbs, or Flies up to its Speed, then makes a fangs Strike that deals an additional 4d6 precision damage.'
- generic_description:
- frequency:
- trigger:
- effect: The deculi is in its shadow sanctuary.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Walk in Shadow
- action_cost: None
- traits:
- description: When the deculi is Hiding in darkness and Sneaks, it can move up to its full Speed instead of half its Speed.
- raw_description: '**Walk in Shadow** When the deculi is Hiding in darkness and Sneaks, it can move up to its full Speed instead of half its Speed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Deep Gnome Rockwarden
- source:
- - abbr: Bestiary
- page_start: 75
- page_stop:
- description: >-
- Deep gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands. They know that not everything that lives below ground is sinister and evil, but they also understand that all primal spirits and entities must be respected.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Gnome
- - Humanoid
- senses:
- - Perception +14
- - darkvision
- languages:
- - Gnomish
- - Terran
- - Undercommon
- skills:
- - name: 'Crafting '
- bonus: 9
- misc:
- - name: 'Diplomacy '
- bonus: 11
- misc:
- - name: 'Nature '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 14
- ability_mods:
- str_mod: 1
- dex_mod: 2
- con_mod: 3
- int_mod: 0
- wis_mod: 5
- cha_mod: 2
- sense_abilities:
- items:
- - hide armor
- - pick
- - primal focus
- - scroll of nondetection
- - sling (10 bullets)
- ac: 22
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 9
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 63
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- melee:
- - action_cost: One Action
- name: pick
- to_hit: 10
- traits:
- - fatal d10
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: sling
- to_hit: 11
- traits:
- - propulsive
- - range increment 50 feet
- damage:
- formula: 1d6
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: illusory disguise
- frequency:
- requirement:
- - name: Primal Prepared Spells
- dc: 24
- to_hit: 14
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: blindness
- frequency:
- requirement:
- - name: meld into stone
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: acid arrow
- frequency:
- requirement:
- - name: deafness
- frequency:
- requirement:
- - name: spider climb
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ant haul
- frequency:
- requirement:
- - name: shocking grasp
- frequency:
- requirement:
- - name: ventriloquism
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: acid splash
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- - name: produce flame
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Deep Gnome Scout
- source:
- - abbr: Bestiary
- page_start: 74
- page_stop:
- description: >-
- Deep gnome scouts patrol the tunnels that lead into their settlements. Some scout alone to make the most of their stealth, but others form groups for the sake of safety.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Gnome
- - Humanoid
- senses:
- - Perception +7
- - darkvision
- languages:
- - Gnomish
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Nature '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc: +10 underground
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- - light pick
- - sling (20 bullets)
- ac: 17
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 18
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: light pick
- to_hit: 7
- traits:
- - agile
- - fatal d8
- damage:
- formula: 1d4+2
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: sling
- to_hit: 9
- traits:
- - propulsive
- - range increment 50 feet
- - reload 1
- damage:
- formula: 1d6+1
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 14
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: illusory disguise
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Hidden Movement
- action_cost: None
- traits:
- description: If the deep gnome scout starts its turn undetected or hidden to a creature, that creature is __flat-footed__ against the deep gnome scout's attacks until the end of the turn.
- raw_description: "**Hidden Movement** If the deep gnome scout starts its turn undetected or hidden to a creature, that creature is __flat-footed__ against the deep gnome scout's attacks until the end of the turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Deep Gnome Warrior
- source:
- - abbr: Bestiary
- page_start: 75
- page_stop:
- description: >-
- Deep gnome warriors are quick to charge into battle but focus on defending their kin and their homes over more aggressive tactics when a choice is available.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Gnome
- - Humanoid
- senses:
- - Perception +7
- - darkvision
- languages:
- - Gnomish
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 3
- int_mod: 0
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- - heavy crossbow (20 bolts)
- - spear
- - steel shield (Hardness 5, HP 20, BT 10)
- - studded leather armor
- ac: 18
- ac_special:
- - descr: 20 with shield raised
- saves:
- fort: 9
- fort_misc:
- ref: 8
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 34
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: spear
- to_hit: 10
- traits:
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: heavy crossbow
- to_hit: 8
- traits:
- - range increment 120 feet
- - reload 2
- damage:
- formula: 1d10
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 15
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: illusory disguise
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Deinonychus
- source:
- - abbr: Bestiary
- page_start: 97
- page_stop:
- 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 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.
-
-
-
-
- However, larger deinonychuses exist. These creatures—which stand taller than a human—are called megaraptors.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- - Dinosaur
- senses:
- - Perception +7
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 9
- misc: +12 jumping
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 4
- int_mod: -4
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- damage:
- formula: 2d6+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: talon
- to_hit: 9
- traits:
- - agile
- damage:
- formula: 1d6+3
- type: slashing
- plus_damage:
- - formula: 1d4
- type: bleed
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Darting Attack
- action_cost: One Action
- traits:
- description: The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet.
- raw_description: '**Darting Attack** The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Predator's Advantage
- action_cost: None
- traits:
- description: Bleeding creatures are flat-footed to the deinonychus.
- raw_description: "**Predator's Advantage** Bleeding creatures are flat-footed to the deinonychus."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Deinosuchus
- source:
- - abbr: Bestiary
- page_start: 67
- page_stop:
- description: >-
- The deinosuchus is a primeval relative of the crocodile, and is an enormous predator capable of catching and eating dinosaurs that wander too close to its domain!
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +17
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 16
- misc: +20 in water
- perception: 17
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 5
- int_mod: -5
- wis_mod: 2
- cha_mod: -4
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 16
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 22
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tail
- to_hit: 20
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 1d10+11
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Aquatic Ambush
- action_cost: One Action
- traits:
- description: 50 feet
- raw_description: '**Aquatic Ambush** 50 feet'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deep Breath
- action_cost: None
- traits:
- description: A deinosuchus can hold its breath for about 2 hours.
- raw_description: '**Deep Breath** A deinosuchus can hold its breath for about 2 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 2d8+7 bludgeoning, Rupture 18
- raw_description: '**Swallow Whole** (__attack__) Large, 2d8+7 bludgeoning, Rupture 18'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Demilich
- source:
- - abbr: Bestiary
- page_start: 222
- page_stop:
- 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 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 subsume into its new form. Negative energy concentrates around the skull, causing some of its bones and teeth to petrify with power and turn into blight crystals. The resulting lich skull, embedded with arcane gemstones and suffused with palpably powerful magic, forms a creature called a demilich.
-
-
-
-
- Despite its near-constant state of inactivity, a demilich grows restless from time to time, especially when living creatures draw near. Only then does the demilich's hunger for life stir once more, causing it to lash out with terrifying bursts of power in attempts to consume vital energy. Unlike an ordinary lich, should the demilich's skull be destroyed, its bond to the world is permanently severed, although some theorize that even then it is not truly slain. Rather, some think that once the demilich is destroyed, its foul and tormented mind is finally free to wander the planes and find new ways to enact its will. For the short-lived common folk of the Material Plane, this is good enough, though eons later a demilich may reappear in the region it once inhabited with a new—and even more insidious—agenda.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 39
- level: 15
- rarity: Rare
- type: Creature
- alignment: NE
- size: Tiny
- traits:
- - Rare
- - NE
- - Tiny
- - Undead
- senses:
- - Perception +19
- - darkvision
- - true seeing
- languages:
- - Abyssal
- - Aklo
- - Common
- - Draconic
- - Elven
- - Infernal
- - Necril
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Arcana '
- bonus: 32
- misc:
- - name: 'Deception '
- bonus: 26
- misc:
- - name: 'Occultism '
- bonus: 30
- misc:
- - name: 'Religion '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 25
- misc:
- perception: 19
- ability_mods:
- str_mod: -3
- dex_mod: 4
- con_mod: 0
- int_mod: 7
- wis_mod: -2
- cha_mod: 5
- sense_abilities:
- - name: Torpor
- action_cost: None
- traits:
- description: >+
- Typically, a demilich is inert when encountered and doesn't take actions until its __contingency__ reaction has been triggered (see below).
-
- raw_description: >+
- **Torpor** Typically, a demilich is inert when encountered and doesn't take actions until its __contingency__ reaction has been triggered (see below).
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - demilich eye gem (2)
- ac: 38
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 27
- ref_misc:
- will: 23
- will_misc:
- misc: +1 status to all saves vs. positive
- hp: 220
- hp_misc: negative healing
- immunities:
- - disease
- - paralyzed
- - poison
- - polymorph
- - unconscious
- resistances:
- - amount: 5
- type: cold
- - amount: 5
- type: electricity
- - amount: 5
- type: fire
- - amount: 5
- type: physical (except bludgeoning)
- weaknesses:
- automatic_abilities:
- - name: Telekinetic Whirlwind
- action_cost: None
- traits:
- - arcane
- - aura
- - evocation
- description: 20 feet. Telekinetic whirlwind activates when the demilich ends torpor. Loose debris in the area whip up into a whirling storm. This obscures vision, making any creature in the area concealed, and causes creatures in its area (except the demilich) to treat all creatures as concealed. Any creature other than the demilich that enters or begins its turn in the aura takes 2d12 bludgeoning damage.
- raw_description: '**Telekinetic Whirlwind** (__arcane__, __aura__, __evocation__) 20 feet. Telekinetic whirlwind activates when the demilich ends torpor. Loose debris in the area whip up into a whirling storm. This obscures vision, making any creature in the area concealed, and causes creatures in its area (except the demilich) to treat all creatures as concealed. Any creature other than the demilich that enters or begins its turn in the aura takes 2d12 bludgeoning damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Contingency
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Contingency** [Reaction] A demilich has one permanent 8th-level __contingency__ spell in effect with one of its arcane innate spells of 5th level or lower as the companion spell— typically __dimension door__. **Trigger** While the lich is in torpor, a creature disturbs the demilich's remains, touches its treasure, or casts a spell that would affect the demilich. **Effect** The demilich ends torpor, rolls initiative, and gains the effect of its __contingency's__ companion spell. The __contingency__ resets after 24 hours."
- generic_description:
- frequency:
- trigger: While the lich is in torpor, a creature disturbs the demilich's remains, touches its treasure, or casts a spell that would affect the demilich.
- effect: The demilich ends torpor, rolls initiative, and gains the effect of its __contingency's__ companion spell. The __contingency__ resets after 24 hours.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Countermeasures
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Countermeasures** [Free Action] **Trigger** The demilich's turn begins. **Effect** The demilich casts __blink__, __fly__, __spell turning__, or __true seeing__ on itself. It usually chooses spell turning unless it already has that spell in effect."
- generic_description:
- frequency:
- trigger: The demilich's turn begins.
- effect: The demilich casts __blink__, __fly__, __spell turning__, or __true seeing__ on itself. It usually chooses spell turning unless it already has that spell in effect.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 27
- traits:
- - reach 0 feet
- - finesse
- - magical
- damage:
- formula: 1d4-3
- type: piercing
- plus_damage:
- - formula: 6d6
- type: negative
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 40
- to_hit: 30
- misc: ''
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: wail of the banshee
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: spell turning
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: blink
- frequency: at will
- requirement:
- - name: dimension door
- frequency: at will
- requirement:
- - name: telekinetic maneuver
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 8
- spells:
- - name: mage hand
- frequency:
- requirement:
- - name: telekinetic projectile
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Demilich Eye Gems
- action_cost: None
- traits:
- - arcane
- description: A demilich has gemstone eyes that glow when the demilich is active. Each eye contains an 8th-level spell that targets one creature (usually one 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 be harvested from a destroyed demilich as __magic items__.
- raw_description: "**Demilich Eye Gems** (__arcane__) A demilich has gemstone eyes that glow when the demilich is active. Each eye contains an 8th-level spell that targets one creature (usually one 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 be harvested from a destroyed demilich as __magic items__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Devour Soul
- action_cost: One Action
- traits:
- - arcane
- - necromancy
- - negative
- description:
- raw_description: "**Devour Soul** (__arcane__, __necromancy__, __negative__) **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."
- generic_description:
- frequency:
- trigger:
- effect: A soul has been trapped in one of the demilich's blight quartz gems (see Trap Soul) for 24 hours.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mental Magic
- action_cost: None
- traits:
- description: A demilich can replace all material and somatic components for casting spells with verbal components, and can replace all Interact components for activating magic items with envision components.
- raw_description: '**Mental Magic** A demilich can replace all material and somatic components for casting spells with verbal components, and can replace all Interact components for activating magic items with envision components.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Staff Gems
- action_cost: None
- traits:
- description: A demilich long ago absorbed the spells from a staff into gemstone nodules embedded in its skull, with larger nodules representing higher-level spells. It can cast any of the spells as though it were Activating the staff, and regains 1 charge per 4 hours spent in torpor, to a maximum of 8 charges. A typical demilich has the spells from a __greater staff of necromancy__, but it could have spells from another staff of 8th level or lower instead.
- raw_description: '**Staff Gems** A demilich long ago absorbed the spells from a staff into gemstone nodules embedded in its skull, with larger nodules representing higher-level spells. It can cast any of the spells as though it were Activating the staff, and regains 1 charge per 4 hours spent in torpor, to a maximum of 8 charges. A typical demilich has the spells from a __greater staff of necromancy__, but it could have spells from another staff of 8th level or lower instead.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trap Soul
- action_cost: One Action
- traits:
- description:
- raw_description: >-
- **Trap Soul** command **Frequency** once per day per gem; **Effect** Ten blight quartz gemstones on the demilich's skull can trap the souls of the living. The Activated gem casts __bind soul__. This __bind soul__ can target and affect a dying creature instead of a corpse. The dying creature can attempt a DC 38 Fortitude save; if it succeeds, it doesn't die and its soul is not trapped but it's enervated 2 (or is unaffected entirely on a critical success). 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.
- generic_description:
- frequency: once per day per gem
- trigger:
- effect: >-
- Ten blight quartz gemstones on the demilich's skull can trap the souls of the living. The Activated gem casts __bind soul__. This __bind soul__ can target and affect a dying creature instead of a corpse. The dying creature can attempt a DC 38 Fortitude save; if it succeeds, it doesn't die and its soul is not trapped but it's enervated 2 (or is unaffected entirely on a critical success). 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.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Denizen of Leng
- source:
- - abbr: Bestiary 2
- page_start: 70
- page_stop:
- description: >+
- Slavers and raiders from the cold, windswept dimension of Leng, these malevolent humanoids range across reality in ominous black ships capable of sailing beyond the borders of dimensions and planes. Although most denizens of Leng seek slaves and plunder like any pirate, others operate as self-styled ambassadors and merchants, sowing discord with far-ranging plots. While the inscrutable denizens dress themselves in flowing robes, veils, and broad turbans to appear human, their aberrant physiology, when glimpsed, is evident from their crown of stubby horns and tentacled jaws to their furry, goat-like legs.
-
-
-
-
- Above the fierce captains who command the infamous black ships are an even higher caste of denizens of Leng. These cultists and musicians serve as high priests, laboring to appease the frightening gods who look down upon the Nightmare Realm with cold malice.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 24
-
- level: 8
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Aberration
- - Dream
- senses:
- - Perception +17
- - darkvision
- languages:
- - Aklo
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 19
- misc:
- - name: 'Occultism '
- bonus: 18
- misc:
- - name: 'Sailing Lore '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- - name: 'Thievery '
- bonus: 17
- misc:
- perception: 17
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 4
- int_mod: 6
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- - +1 striking kukri
- - Leng ruby worth 30 gp
- ac: 27
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 19
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 100
- hp_misc: planar fast healing 5
- immunities:
- - cold
- resistances:
- - amount: 10
- type: critical hits
- - amount: 10
- type: precision
- weaknesses:
- automatic_abilities:
- - name: No Breath
- action_cost: None
- traits:
- description: Denizens of Leng don't need to breathe.
- raw_description: "**No Breath** Denizens of Leng don't need to breathe."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Planar Fast Healing
- action_cost: None
- traits:
- description: A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, they have __fast healing 5__. They lose this ability on Leng or in areas where planar connections do not function. If killed, their body dissolves into nothingness in 1d4 rounds, leaving behind their equipment. A slain denizen reforms in Leng; they can be permanently killed only when their planar fast healing doesn't function.
- raw_description: "**Planar Fast Healing** A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, they have __fast healing 5__. They lose this ability on Leng or in areas where planar connections do not function. If killed, their body dissolves into nothingness in 1d4 rounds, leaving behind their equipment. A slain denizen reforms in Leng; they can be permanently killed only when their planar fast healing doesn't function."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: kukri
- to_hit: 18
- traits:
- - agile
- - finesse
- - magical
- - trip
- damage:
- formula: 2d6+6
- type: slashing
- plus_damage:
- - formula: 1d6
- type: persistent bleed
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- - agile
- - finesse
- damage:
- formula: 2d10+6
- type: piercing
- plus_damage:
- - formula:
- type: debilitating bite
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 27
- to_hit: 19
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: outcast's curse
- frequency:
- requirement:
- - name: phantom pain
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: hypnotic pattern
- frequency:
- requirement:
- - name: levitate
- frequency:
- requirement:
- - name: locate
- frequency:
- requirement:
- - name: mind reading
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: mirror image
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Debilitating Bite
- action_cost: None
- traits:
- - curse
- - occult
- description: A creature that takes damage from a denizen's bite must succeed at a DC 27 Fortitude save or become __clumsy 1__. Each time a target fails an additional save against this ability, the condition value increases by 1 (to a maximum of clumsy 4). This condition value decreases by 1 every 24 hours.
- raw_description: "**Debilitating Bite** (__curse__, __occult__) A creature that takes damage from a denizen's bite must succeed at a DC 27 Fortitude save or become __clumsy 1__. Each time a target fails an additional save against this ability, the condition value increases by 1 (to a maximum of clumsy 4). This condition value decreases by 1 every 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Leng Ruby
- action_cost: None
- traits:
- - enchantment
- - occult
- description: Many denizens of Leng carry strange rubies mined from quarries in Leng. As long as a creature holds a Leng ruby that it willingly accepted as a gift or payment from a denizen of Leng, any denizen of Leng can target that creature with __outcast's curse__, __phantom pain__, or __mind reading__ at a range of 1 mile, and the bearer uses an outcome one degree of success worse than the result of its saving throw against outcast's curse.
- raw_description: "**Leng Ruby** (__enchantment__, __occult__) Many denizens of Leng carry strange rubies mined from quarries in Leng. As long as a creature holds a Leng ruby that it willingly accepted as a gift or payment from a denizen of Leng, any denizen of Leng can target that creature with __outcast's curse__, __phantom pain__, or __mind reading__ at a range of 1 mile, and the bearer uses an outcome one degree of success worse than the result of its saving throw against outcast's curse."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Derghodaemon
- source:
- - abbr: Bestiary 2
- page_start: 59
- page_stop:
- description: >-
- Derghodaemons represent death through unfathomable violence and being eaten alive. Whether in life a ravenous murderer hacked them to bits for stew, a werewolf tore them limb from limb, or they simply succumbed to the elements and became worm meat, derghodaemons seek to inflict the same twisted and bloody ends upon any they come across. Unlike some daemons, derghodaemons derive little pleasure from prolonged deaths—to these fiends, the quicker they can enact a gory demise, the sooner they can turn their attentions to their next victim and repeat the violent cycle.
-
-
-
-
- Derghodaemons look like walking masses of razor-sharp insect claws connected to equally menacing chitinous limbs, but few linger on their appearance for long— the gaze of a derghodaemon is enough to cause others in the vicinity to experience severe visual warping. The derghodaemon's appearance becomes more and more twisted as those who stare at it experience vicious hallucinations and ravenous urges to inflict harm on and devour others. Perhaps the most horrific attack derghodaemons can unleash upon their victims, though, is their swarming infestation—the daemons cough up a crawling, buzzing cloud of ravenous insects that cling to those targeted and chew them to death, provided the mind-numbing, half-whispered threats made by the rasp of the insects' bodies don't drive them to violent fury first!
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Daemon
- - Fiend
- senses:
- - Perception +24
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 24
- misc:
- perception: 24
- ability_mods:
- str_mod: 7
- dex_mod: 6
- con_mod: 5
- int_mod: 1
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 24
- ref_misc:
- will: 22
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 240
- hp_misc:
- immunities:
- - confusion
- - death effects
- - swarm attacks
- resistances:
- - amount: 10
- type: good
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 25
- traits:
- - deadly 1d12
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+10
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- - action_cost: One Action
- name: swarm spit
- to_hit: 25
- traits:
- - evil
- - magical
- - range 60 feet
- damage:
- formula: 2d6+13
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- spell_lists:
- - name: Divine Innate Spells
- dc: 32
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: blade barrier
- frequency:
- requirement:
- - name: feeblemind
- frequency: ×3
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: good only, at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Derghodaemon's Stare
- action_cost: One Action
- traits:
- - divine
- - emotion
- - enchantment
- - incapacitation
- - mental
- - visual
- description: A non-evil target must succeed at a DC 32 Will save or become __confused__ for 1 round, or 1 minute on a critical failure. It is temporarily immune for 10 minutes.
- raw_description: "**Derghodaemon's Stare** (__divine__, __emotion__, __enchantment__, __incapacitation__, __mental__, __visual__) A non-evil target must succeed at a DC 32 Will save or become __confused__ for 1 round, or 1 minute on a critical failure. It is temporarily immune for 10 minutes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Savage Assault
- action_cost: Two Actions
- traits:
- description: The derghodaemon makes up to five claw Strikes, each against a different target. These attacks count toward the derghodaemon's multiple attack penalty, but the penalty doesn't increase until after all the attacks.
- raw_description: "**Savage Assault** [Two Actions] The derghodaemon makes up to five claw Strikes, each against a different target. These attacks count toward the derghodaemon's multiple attack penalty, but the penalty doesn't increase until after all the attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarming Infestation
- action_cost: Two Actions
- traits:
- description: "The derghodaemon spews a large swarm, making a swarm spit Strike against up to two adjacent targets within range. Whether or not the targets are hit, each must attempt a DC 31 Reflex save (at a -2 circumstance penalty if it was actually hit by the swarm spit). __Persistent damage__ caused by the swarming infestation ends as soon as the creature takes any amount of damage from an area effect. The derghodaemon can't use this ability for 1d4 rounds. \n\n**Critical Success **The swarm disperses as soon as it deals its swarm spit Strike damage. \n\n**Success **The swarm clings to the target and infests it, dealing 1d6 persistent piercing damage. \n\n**Failure **The swarm clings to the target and infests it, dealing 2d6 persistent piercing damage. \n\n**Critical Failure **As failure, but the hissing sounds caused by the infestation also cause the target to become __confused__ for 1 round; this additional effect has the __auditory__, __emotion__, and __mental__ traits."
- raw_description: "**Swarming Infestation** [Two Actions] The derghodaemon spews a large swarm, making a swarm spit Strike against up to two adjacent targets within range. Whether or not the targets are hit, each must attempt a DC 31 Reflex save (at a -2 circumstance penalty if it was actually hit by the swarm spit). __Persistent damage__ caused by the swarming infestation ends as soon as the creature takes any amount of damage from an area effect. The derghodaemon can't use this ability for 1d4 rounds. \n\n**Critical Success **The swarm disperses as soon as it deals its swarm spit Strike damage. \n\n**Success **The swarm clings to the target and infests it, dealing 1d6 persistent piercing damage. \n\n**Failure **The swarm clings to the target and infests it, dealing 2d6 persistent piercing damage. \n\n**Critical Failure **As failure, but the hissing sounds caused by the infestation also cause the target to become __confused__ for 1 round; this additional effect has the __auditory__, __emotion__, and __mental__ traits."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dero Magister
- source:
- - abbr: Bestiary
- page_start: 85
- page_stop:
- description: >-
- Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 5
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Small
- traits:
- - Uncommon
- - CE
- - Small
- - Dero
- - Humanoid
- senses:
- - Perception +8
- - darkvision
- languages:
- - Aklo
- - Undercommon
- skills:
- - name: 'Crafting '
- bonus: 12
- misc:
- - name: 'Medicine '
- bonus: 8
- misc:
- - name: 'Occultism '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 8
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 2
- int_mod: 3
- wis_mod: -1
- cha_mod: 5
- sense_abilities:
- items:
- - aklys
- ac: 22
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 13
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 65
- hp_misc:
- immunities:
- - confusion
- resistances:
- - amount:
- type: vulnerable to sunlight
- weaknesses:
- automatic_abilities:
- - name: Vulnerable to Sunlight
- action_cost: None
- traits:
- description: A dero magister takes 10 damage for every hour they're exposed to sunlight.
- raw_description: "**Vulnerable to Sunlight** A dero magister takes 10 damage for every hour they're exposed to sunlight."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: aklys
- to_hit: 10
- traits:
- - trip
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: aklys
- to_hit: 13
- traits:
- - ranged trip
- - tethered
- - thrown 20 feet
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: modify memory
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: sound burst
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: daze
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: Occult Spontaneous Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: blindness
- frequency:
- requirement:
- - name: vampiric touch
- frequency: 3 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: hideous laughter
- frequency:
- requirement:
- - name: paranoia
- frequency:
- requirement:
- - name: spectral hand
- frequency:
- requirement:
- - name: touch of idiocy
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: grim tendrils
- frequency:
- requirement:
- - name: magic missile
- frequency:
- requirement:
- - name: phantom pain
- frequency:
- requirement:
- - name: soothe
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: dancing lights
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: forbidding ward
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Cytillesh Stare
- action_cost: One Action
- traits:
- - concentrate
- - incapacitation
- - mental
- - visual
- description:
- raw_description: '**Cytillesh Stare** (__concentrate__, __incapacitation__, __mental__, __visual__) **Frequency** once per round; **Effect** The magister focuses their gaze on a creature they can see within 30 feet. The target is __dazzled__ for 1 round and must succeed at a DC 24 Will saving throw or be __confused__ for 1 round.'
- generic_description:
- frequency: once per round
- trigger:
- effect: The magister focuses their gaze on a creature they can see within 30 feet. The target is __dazzled__ for 1 round and must succeed at a DC 24 Will saving throw or be __confused__ for 1 round.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dero Stalker
- source:
- - abbr: Bestiary
- page_start: 84
- page_stop:
- description: >-
- Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Dero
- - Humanoid
- senses:
- - Perception +5
- - darkvision
- languages:
- - Aklo
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Medicine '
- bonus: 3
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Thievery '
- bonus: 8
- misc:
- perception: 5
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 3
- int_mod: 0
- wis_mod: -1
- cha_mod: 1
- sense_abilities:
- items:
- - aklys
- - giant centipede venom (4 doses)
- - hand crossbow (20 bolts)
- ac: 19
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 10
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount:
- type: vulnerable to sunlight
- automatic_abilities:
- - name: Vulnerable to Sunlight
- action_cost: None
- traits:
- description: A dero stalker takes 4 damage for every hour they're exposed to sunlight.
- raw_description: "**Vulnerable to Sunlight** A dero stalker takes 4 damage for every hour they're exposed to sunlight."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Nimble Dodge
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Nimble Dodge** [Reaction] **Requirements** The dero stalker is not encumbered. **Trigger** A creature targets the dero with an attack and the dero can see the attacker. **Effect** The dero dodges out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.'
- generic_description:
- frequency:
- trigger: The dero stalker is not encumbered.
- effect: A creature targets the dero with an attack and the dero can see the attacker.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: aklys
- to_hit: 8
- traits:
- - trip
- damage:
- formula: 1d6+2
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: aklys
- to_hit: 10
- traits:
- - ranged trip
- - tethered
- - thrown 20 feet
- damage:
- formula: 1d6+2
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: hand crossbow
- to_hit: 10
- traits:
- - range increment 60 feet
- - reload 1
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- - formula:
- type: giant centipede venom
- spell_lists:
- - name: Occult Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 0
- heightened_level: 1
- spells:
- - name: daze
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: A dero stalker deals 1d6 extra precision damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** A dero stalker deals 1d6 extra precision damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dero Strangler
- source:
- - abbr: Bestiary
- page_start: 84
- page_stop:
- description: >-
- Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Dero
- - Humanoid
- senses:
- - Perception +6
- - darlvision
- languages:
- - Aklo
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Medicine '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 3
- int_mod: 0
- wis_mod: -1
- cha_mod: 2
- sense_abilities:
- items:
- - aklys
- - hand crossbow (10 bolts)
- - lethargy poison (5 doses)
- - rope (50 feet)
- ac: 19
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- - confusion
- resistances:
- - amount:
- type: vulnerable to sunlight
- weaknesses:
- automatic_abilities:
- - name: Vulnerable to Sunlight
- action_cost: None
- traits:
- description: A dero strangler takes 8 damage for every hour they're exposed to sunlight.
- raw_description: "**Vulnerable to Sunlight** A dero strangler takes 8 damage for every hour they're exposed to sunlight."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: aklys
- to_hit: 11
- traits:
- - trip
- damage:
- formula: 1d6+6
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: aklys
- to_hit: 10
- traits:
- - ranged trip
- - tethered
- - thrown 20 feet
- damage:
- formula: 1d6+6
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: hand crossbow
- to_hit: 10
- traits:
- - range increment 60 feet
- - reload 1
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - formula:
- type: lethargy poison
- spell_lists:
- - name: Occult Innate Spells
- dc: 19
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: sound burst
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: daze
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Strangle
- action_cost: One Action
- traits:
- - attack
- - nonlethal
- description:
- raw_description: '**Strangle** (__attack__, __nonlethal__) **Requirement** The dero must have two free hands, or be wielding an aklys and have one hand free. **Effect** The dero attempts an __Athletics__ check to Grab with a +2 circumstance bonus. On a success, the target takes 1d6+6 bludgeoning damage. Double the damage on a critical success.'
- generic_description:
- frequency:
- trigger:
- effect: The dero must have two free hands, or be wielding an aklys and have one hand free.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Desert Drake
- source:
- - abbr: Bestiary
- page_start: 135
- page_stop:
- 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 rust-brown to light tan and ocher shades, mimicking the colors of the dunes they call home.
-
-
-
-
- Desert drakes are among the lightest and most compact of the drakes, though this shouldn't be mistaken for frailty. Their swooped-back horns and feather-thin wings are adapted to make burrowing as easy as possible. Indeed, a desert drake's powerful neck makes wriggling through sand and other loose scree as easy as walking for it.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Dragon
- - Earth
- senses:
- - Perception +15
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 5
- int_mod: -1
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 15
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- - paralyzed
- - unconscious
- resistances:
- - amount: 16
- type: electricity
- weaknesses:
- automatic_abilities:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The desert drake is targeted with an attack. **Effect** The desert drake raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time it is attacked, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The desert drake is targeted with an attack.
- effect: The desert drake raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time it is attacked, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: burrow (sand only)
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: Fangs
- to_hit: 20
- traits:
- damage:
- formula: 2d12+8
- type: piercing
- plus_damage:
- - formula: 1d6
- type: electricity
- - action_cost: One Action
- name: Tail
- to_hit: 20
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+8
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 5 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The desert drake makes two Fangs Strikes and one Tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The desert drake makes two Fangs Strikes and one Tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sandstorm Breath
- action_cost: Two Actions
- traits:
- - arcane
- - electricity
- - evocation
- description: The desert drake spits a ball of electrically charged sand to a range 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.
- raw_description: "**Sandstorm Breath** [Two Actions] (__arcane__, __electricity__, __evocation__) The desert drake spits a ball of electrically charged sand to a range 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Speed Surge
- action_cost: One Action
- traits:
- - move
- description: The desert drake moves up to twice its Speed. It can do this three times per day.
- raw_description: '**Speed Surge** (__move__) The desert drake moves up to twice its Speed. It can do this three times per day.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Surprise Attacker
- action_cost: None
- traits:
- description: On the first round of combat, creatures that haven't acted yet are __flat-footed__ to the desert drake.
- raw_description: "**Surprise Attacker** On the first round of combat, creatures that haven't acted yet are __flat-footed__ to the desert drake."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Destrachan
- source:
- - abbr: Bestiary 2
- page_start: 71
- page_stop:
- description: >-
- This underground reptilian horror walks on two powerful hind legs. Its forelimbs are armed with sharp curving claws, and its toothy, eyeless, tubular head has three hypersensitive frilled ears that turn toward any sound made in its vicinity. This cruel monster's true weapon, however, is an amplified version of the sonic cry that it uses to navigate, communicate, and hunt. It communicates with others of its kind through a complex series of clicks, shrieks, and whistles, but it is intelligent enough to understand other languages. Most destrachans understand at least one other language—usually Undercommon—and can often be reasoned with.
-
-
-
-
- An obligate carnivore, the destrachan relishes fresh meat but won't hesitate to make a meal of carrion it finds in its path. When traveling in packs, the creatures take great delight in stalking travelers through miles of tunnels before attacking and subduing them, then devouring them alive.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Aberration
- senses:
- - Perception +20
- - echolocation 120 feet
- - no vision
- languages:
- - Destrachan
- - Undercommon
- - can speak only Destrachan
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- - name: 'Survival '
- bonus: 18
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: 3
- wis_mod: 6
- cha_mod: 3
- sense_abilities:
- - name: Echolocation
- action_cost: None
- traits:
- description: A destrachan can use its hearing as a __precise sense__ at the listed range.
- raw_description: '**Echolocation** A destrachan can use its hearing as a __precise sense__ at the listed range.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 13
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- - blinded
- - visual
- resistances:
- - amount: 15
- type: sonic
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- damage:
- formula: 2d8+10
- type: piercing
- plus_damage:
- - formula: 1d8
- type: sonic
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d8+10
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Destructive Harmonics
- action_cost: Two Actions
- traits:
- - auditory
- - evocation
- - occult
- - sonic
- description: The destrachan emits a harsh sonic cry that deals 9d6 sonic damage (DC 26 basic Reflex save) in either a 60-foot cone or a 30-foot burst. It can't use Destructive Harmonics again for 1d4 rounds.
- raw_description: "**Destructive Harmonics** [Two Actions] (__auditory__, __evocation__, __occult__, __sonic__) The destrachan emits a harsh sonic cry that deals 9d6 sonic damage (DC 26 basic Reflex save) in either a 60-foot cone or a 30-foot burst. It can't use Destructive Harmonics again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Painful Harmonics
- action_cost: Two Actions
- traits:
- - auditory
- - evocation
- - incapacitation
- - occult
- description: "The destrachan emits a sonic cry in either a 60-foot cone or a 30-foot burst. This discordant ululation resonates along the nerves and bones of living creatures in the area, manifesting as waves of incapacitating pain washing over the victims. Each living creature in the area must attempt a DC 26 Fortitude save. The destrachan can't use Painful Harmonics again for 1d4 rounds. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __sickened 1__ for 1 round. \n\n**Failure **The creature is __deafened__ for 3 rounds and __stunned 2__. \n\n**Critical Failure **The creature is deafened for 1 minute and stunned 3."
- raw_description: "**Painful Harmonics** [Two Actions] (__auditory__, __evocation__, __incapacitation__, __occult__) The destrachan emits a sonic cry in either a 60-foot cone or a 30-foot burst. This discordant ululation resonates along the nerves and bones of living creatures in the area, manifesting as waves of incapacitating pain washing over the victims. Each living creature in the area must attempt a DC 26 Fortitude save. The destrachan can't use Painful Harmonics again for 1d4 rounds. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __sickened 1__ for 1 round. \n\n**Failure **The creature is __deafened__ for 3 rounds and __stunned 2__. \n\n**Critical Failure **The creature is deafened for 1 minute and stunned 3."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shattering Harmonics
- action_cost: Two Actions
- traits:
- - evocation
- - occult
- - sonic
- description: The destrachan focuses its harmonics against a single item within 60 feet that is made of crystal, metal, stone, or wood. The target object takes 7d8 sonic damage. If the item is attended, its bearer can attempt a DC 26 basic Reflex save for the item. The destrachan can't use Shattering Harmonics again for 1d4 rounds.
- raw_description: "**Shattering Harmonics** [Two Actions] (__evocation__, __occult__, __sonic__) The destrachan focuses its harmonics against a single item within 60 feet that is made of crystal, metal, stone, or wood. The target object takes 7d8 sonic damage. If the item is attended, its bearer can attempt a DC 26 basic Reflex save for the item. The destrachan can't use Shattering Harmonics again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Devourer
- source:
- - abbr: Bestiary 2
- page_start: 78
- page_stop:
- description: >-
- When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. Their bodies are ruined and rebuilt, hollow and twisted, even as their minds undergo a spiritual transformation. They gain the ability to bind other souls to their own and drain their essence for magical power, yet can never be sated in their pursuit of it. Seething masses of distorted ghostly shapes surge within their hollow rib cages—manifestations of the devourers' most recently consumed souls.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 30
- level: 11
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Large
- traits:
- - Uncommon
- - NE
- - Large
- - Undead
- senses:
- - Perception +22
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Common
- - Infernal
- - Necril
- skills:
- - name: 'Arcana '
- bonus: 21
- misc:
- - name: 'Deception '
- bonus: 21
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- - name: 'Occultism '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 5
- int_mod: 5
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 18
- ref_misc:
- will: 24
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 175
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - spell deflection
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Spell Deflection
- action_cost: None
- traits:
- - abjuration
- - divine
- description: A spellcaster who targets a devourer with a __mental__ spell, __banishment__, __bind soul__, __divine decree__, __divine wrath__, __possession__, __spirit blast__, or __spirit song__ can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature. Devourers are otherwise immune to these spells.
- raw_description: "**Spell Deflection** (__abjuration__, __divine__) A spellcaster who targets a devourer with a __mental__ spell, __banishment__, __bind soul__, __divine decree__, __divine wrath__, __possession__, __spirit blast__, or __spirit song__ can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature. Devourers are otherwise immune to these spells."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 24
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d10+13
- type: slashing
- plus_damage:
- - formula:
- type: drain life
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: feeblemind
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: confusion
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: bind undead
- frequency:
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: death knell
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: harm
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: create undead
- frequency:
- requirement:
- proactive_abilities:
- - name: Devour Soul
- action_cost: Two Actions
- traits:
- - death
- - divine
- - necromancy
- description: The devourer touches a creature within reach, dealing 8d6 negative damage (DC 31 basic Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a __wish__ spell. Destroying the devourer or successfully counteracting Devour Soul (see Spell Deflection above) releases the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges per level of the originating creature (see Soul Spells below). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by powerful magic such as wish.
- raw_description: "**Devour Soul** [Two Actions] (__death__, __divine__, __necromancy__) The devourer touches a creature within reach, dealing 8d6 negative damage (DC 31 basic Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a __wish__ spell. Destroying the devourer or successfully counteracting Devour Soul (see Spell Deflection above) releases the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges per level of the originating creature (see Soul Spells below). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by powerful magic such as wish."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Life
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When the devourer damages a living creature with its claw Strike, the devourer gains 10 temporary Hit Points and the creature must succeed at a DC 24 Fortitude save or become __drained 1__. Further damage dealt by the devourer increases the condition value by 1 on a failed save, to a maximum of drained 4.
- raw_description: '**Drain Life** (__divine__, __necromancy__) When the devourer damages a living creature with its claw Strike, the devourer gains 10 temporary Hit Points and the creature must succeed at a DC 24 Fortitude save or become __drained 1__. Further damage dealt by the devourer increases the condition value by 1 on a failed save, to a maximum of drained 4.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Spells
- action_cost: None
- traits:
- description: A devourer casts occult innate spells, but to do so it must expend a number of soul charges equal to the spell's level (similar to casting a spell using charges from a staff). It can heighten any spell to a maximum of 6th level by expending more charges as it Casts the Spell. When encountered, a devourer typically has one trapped soul with 10 soul charges.
- raw_description: "**Soul Spells** A devourer casts occult innate spells, but to do so it must expend a number of soul charges equal to the spell's level (similar to casting a spell using charges from a staff). It can heighten any spell to a maximum of 6th level by expending more charges as it Casts the Spell. When encountered, a devourer typically has one trapped soul with 10 soul charges."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dezullon
- source:
- - abbr: Bestiary
- page_start: 94
- page_stop:
- description: >-
- Dezullons are dangerous carnivorous pitcher plants that dwell in forested 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 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 to escape from.
-
-
-
-
- A hungry dezullon keeps prey off-balance by spilling its putrid, psychoactive digestive juices from its central pitcher. In addition to being highly acidic, the enzymes in a dezullon's digestive tract, once expelled, inflict a victim with powerful hallucinations and amnesia. This secondary effect makes dezullons highly sought after in some circles, including avid drug users, experimental doctors, and criminals who deal in poisons.
-
-
-
-
- Many varieties of dezullon exist, including lumbering giants of incredible size, those that have tiny, cup-shaped pitchers that proliferate along lengths of creeping ivy like suckers on a squid's tentacles, and others with hundreds of blood-red, razor-sharp leaves that protrude from the inside of their pitchers like a leech's teeth. This latter variety is especially dangerous, since the leaves can all but eviscerate creatures that become ensconced inside their pitchers.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Plant
- senses:
- - Perception +18
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 21
- misc: +24 in forests or swamps
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 7
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 21
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 130
- hp_misc: regeneration 15 (deactivated by fire)
- immunities:
- resistances:
- - amount: 20
- type: acid
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature entering the emanation must attempt a DC 27 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure is also slowed 1. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at the save is temporarily immune to this effect for 1 minute.
- raw_description: '**Stench** (__aura__, __olfactory__) 30 feet. A creature entering the emanation must attempt a DC 27 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure is also slowed 1. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at the save is temporarily immune to this effect for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: vine
- to_hit: 21
- traits:
- - acid
- - agile
- damage:
- formula: 3d6+8
- type: bludgeoning
- plus_damage:
- - formula: 3d6
- type: acid and Grab
- ranged:
- - action_cost: One Action
- name: acid glob
- to_hit: 23
- traits:
- - acid
- - range 30 feet
- damage:
- formula: 4d8
- type: acid
- plus_damage:
- - formula:
- type: amnesia venom
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Amnesia Venom
- action_cost: None
- traits:
- - mental
- - poison
- description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __flat-footed__ (1 round); **Stage 2** __flat-footed__ and __clumsy 1__ (1 round); **Stage 3** __confused__, __flat-footed__, and __clumsy 2__ (1 round).'
- raw_description: '**Amnesia Venom** (__mental__, __poison__) **Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __flat-footed__ (1 round); **Stage 2** __flat-footed__ and __clumsy 1__ (1 round); **Stage 3** __confused__, __flat-footed__, and __clumsy 2__ (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d6+2 bludgeoning
- raw_description: '**__Constrict__** 2d6+2 bludgeoning'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Root
- action_cost: One Action
- traits:
- - concentrate
- description: Until the next time it acts, the dezullon appears to be a normal pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on __Deception__ checks and DCs to pass as a non-creature plant.
- raw_description: '**Root** (__concentrate__) Until the next time it acts, the dezullon appears to be a normal pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on __Deception__ checks and DCs to pass as a non-creature plant.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dhampir Wizard
- source:
- - abbr: Bestiary
- page_start: 95
- page_stop:
- description: >-
- This dhampir is a svetocher, the child of a moroi vampire.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Dhampir
- - Human
- - Humanoid
- senses:
- - Perception +4
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Arcana '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 5
- misc:
- - name: 'Intimidation '
- bonus: 5
- misc:
- - name: 'Society '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Vampire Lore '
- bonus: 8
- misc:
- perception: 4
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 0
- int_mod: 4
- wis_mod: 0
- cha_mod: 1
- sense_abilities:
- items:
- - dagger
- - spellbook containing their prepared spells
- - staff
- ac: 17
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 7
- ref_misc:
- will: 6
- will_misc:
- misc: +2 circumstance to all saves vs. disease
- hp: 22
- hp_misc: negative healing
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Blood of the Night
- action_cost: None
- traits:
- description: The dhampir's penalty and Hit Point reduction from the drained condition are reduced as though the condition value were 1 lower.
- raw_description: "**Blood of the Night** The dhampir's penalty and Hit Point reduction from the drained condition are reduced as though the condition value were 1 lower."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: dagger
- to_hit: 7
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4+2
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: staff
- to_hit: 6
- traits:
- - two-handed d8
- damage:
- formula: 1d6+2
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 7
- traits:
- - agile
- - finesse
- - nonlethal
- damage:
- formula: 1d4+2
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 7
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+2
- type: piercing
- plus_damage:
- spell_lists:
- - name: Arcane Prepared Spells
- dc: 18
- to_hit: 8
- misc: ''
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: command
- frequency:
- requirement:
- - name: grim tendrils
- frequency: x2
- requirement:
- - name: magic missile
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Dig-Widget
- source:
- - abbr: Bestiary 2
- page_start: 79
- page_stop:
- description: >-
- Thieves covet dig-widgets, specialized constructs built for infiltration. Each dig.widget contains numerous simple tools, including a set of mechanical devices that function as __thieves' tools__, two arms with drills, and two arms with corkscrews for attaching to and climbing surfaces. Once activated, these devices propel themselves forward. Though they have the full faculties typical of a construct, they usually follow a simple routine: avoid notice, pick any lock barring the path, dig past obstacles, and attack if caught. They're rarely left unattended, as a thief needs to be nearby to follow after-both to steal goods and to stop the dig-widget from engaging in further larceny once it's achieved its goal.
-
-
-
-
- The source of a dig-widget's power is as much mechanical as it is magical. The gears and springs that provide a dig-widget mobility are an improvement over more primitive true clockwork creations (whose functions require constant winding to remain mobile), but at the cost of security, for a dig-widget's moving parts can be dismantled quickly by thieves and others with the proper training.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Construct
- - Mindless
- senses:
- - Perception +9
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Athletics '
- bonus: 9
- misc: +12 to Leap or Climb
- - name: 'Stealth '
- bonus: 14
- misc:
- - name: 'Thievery '
- bonus: 15
- misc:
- perception: 9
- ability_mods:
- str_mod: 2
- dex_mod: 5
- con_mod: 1
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Infiltration Tools
- action_cost: None
- traits:
- description: A dig-widget's face consists of a set of __infiltrator thieves' tools__. They can be salvaged from a destroyed dig-widget with a successful DC 20 __Crafting__ check. On a failed check, the tools are destroyed.
- raw_description: "**Infiltration Tools** A dig-widget's face consists of a set of __infiltrator thieves' tools__. They can be salvaged from a destroyed dig-widget with a successful DC 20 __Crafting__ check. On a failed check, the tools are destroyed."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 14
- ref_misc:
- will: 7
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 65
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Mechanical Vulnerability
- action_cost: None
- traits:
- description: A creature with expert proficiency in __Thievery__ can attempt a check to __Disable a Device__ to damage a dig-widget. The DC is 22, and each success deals 20 damage.
- raw_description: '**Mechanical Vulnerability** A creature with expert proficiency in __Thievery__ can attempt a check to __Disable a Device__ to damage a dig-widget. The DC is 22, and each success deals 20 damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 15
- type: burrow
- melee:
- - action_cost: One Action
- name: drill
- to_hit: 14
- traits:
- - fatal d10
- - finesse
- damage:
- formula: 2d6+4
- type: piercing
- plus_damage:
- - formula: 1d6
- type: persistent bleed
- - action_cost: One Action
- name: corkscrew
- to_hit: 14
- traits:
- - finesse
- damage:
- formula: 2d8+4
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Fastening Leap
- action_cost: One Action
- traits:
- description: The dig-widget Leaps up 20 feet onto a creature or object and attempts a corkscrew Strike against it. If the Strike damages the target, the dig-widget attaches to the target (typically to the back of a creature). This is similar to __Grabbing__ the creature, but the dig-widget moves with that creature rather than holding it in place. While attached, the dig-widget can't use its corkscrew. The dig-widget can be __Shoved__ off, or it can detach itself with an Interact action.
- raw_description: "**Fastening Leap** The dig-widget Leaps up 20 feet onto a creature or object and attempts a corkscrew Strike against it. If the Strike damages the target, the dig-widget attaches to the target (typically to the back of a creature). This is similar to __Grabbing__ the creature, but the dig-widget moves with that creature rather than holding it in place. While attached, the dig-widget can't use its corkscrew. The dig-widget can be __Shoved__ off, or it can detach itself with an Interact action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: A dig-widget's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** A dig-widget's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dire Wolf
- source:
- - abbr: Bestiary
- page_start: 334
- page_stop:
- description: >-
- Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding their vicious tempers perfect for hunting and warfare.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +10
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 10
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 4
- int_mod: -4
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 8
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 20
- raw_description: '**Buck** [Reaction] DC 20'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 12
- traits:
- - reach 10 feet
- damage:
- formula: 1d10+5
- type: piercing
- plus_damage:
- - formula:
- type: Knockdown or Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The dire wolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf's allies.
- raw_description: "**Pack Attack** The dire wolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Worry
- action_cost: One Action
- traits:
- - attack
- description:
- raw_description: '**Worry** (__attack__) **Requirements** The dire wolf has a creature grabbed with its jaws. **Effect** The dire wolf fiercely shakes the grabbed creature with its teeth, dealing 1d10+2 damage (DC 20 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect: The dire wolf has a creature grabbed with its jaws.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Djinni
- source:
- - abbr: Bestiary
- page_start: 163
- page_stop:
- description: >-
- Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady wines. Of all geniekind, they are most likely to approach humans and other mortals, interacting with them on friendly terms. Still, djinn are proud of their genie heritage and have a tendency to be patronizing toward mortals, a habit that has earned them a reputation for arrogance.
-
-
- Djinn get along with jann and marids, but they find shaitans too stiff and harbor undying hatred for efreet. Although djinn are formidable combatants, they despise war and prefer to eschew violence in favor of dealing with their opponents using magic or subterfuge (making an exception, of course, when they encounter efreet).
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22
- level: 5
- rarity: Uncommon
- type: Creature
- alignment: CG
- size: Large
- traits:
- - Uncommon
- - CG
- - Large
- - Air
- - Elemental
- - Genie
- senses:
- - Perception +13
- - darkvision
- - detect magic
- languages:
- - Auran
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Arcana '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Crafting '
- bonus: 9
- misc:
- - name: 'Deception '
- bonus: 11
- misc:
- - name: 'Diplomacy '
- bonus: 13
- misc:
- - name: 'Society '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 2
- int_mod: 2
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- - scimitar
- ac: 22
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 14
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 71
- hp_misc:
- immunities:
- - acid
- resistances:
- - amount: 5
- type: mental
- - amount: 5
- type: sonic
- weaknesses:
- automatic_abilities:
- - name: Whirlwind
- action_cost: None
- traits:
- - air
- - arcane
- - aura
- - evocation
- description: 20 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune.
- raw_description: "**Whirlwind** (__air__, __arcane__, __aura__, __evocation__) 20 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 15
- traits:
- - forceful +1
- - reach 10 feet
- - sweep
- damage:
- formula: 1d6+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 16
- traits:
- - agile
- - finesse
- - magical
- - nonlethal
- - reach 10 feet
- damage:
- formula: 1d4+10
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: crashing wind
- to_hit: 15
- traits:
- - air
- - arcane
- - evocation
- - range increment 20 feet
- damage:
- formula: 1d8+6
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: at will, to Astral Plane, Elemental Planes, or Material Plane only
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: creation
- frequency:
- requirement:
- - name: gaseous form
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: illusory creature
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: enhance victuals
- frequency: at will
- requirement:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: -1
- heightened_level: 3
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Hurricane Blast
- action_cost: One Action
- traits:
- - air
- - arcane
- - evocation
- description:
- raw_description: '**Hurricane Blast** (__air__, __arcane__, __evocation__) **Frequency **Once per round. **Effect **The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude save. On a success, it avoids being moved, and on a critical failure it falls __prone__ in addition to being moved. Creatures with the __air__ trait are immune.'
- generic_description:
- frequency: Once per round.
- trigger:
- effect: The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude save. On a success, it avoids being moved, and on a critical failure it falls __prone__ in addition to being moved. Creatures with the __air__ trait are immune.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Doblagub
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 79
- page_stop:
- description: >-
- Elder brughadatches command groups of fellow brughadatches, who placate the doblagub with fresh meals and trophies of the group's grisly catches.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Amphibious
- - Fey
- senses:
- - Perception +26
- - darkvision
- - true seeing
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Deception '
- bonus: 28
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Nature '
- bonus: 26
- misc:
- - name: 'Survival '
- bonus: 24
- misc:
- perception: 26
- ability_mods:
- str_mod: 8
- dex_mod: 3
- con_mod: 6
- int_mod: 2
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- items:
- ac: 35
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 18
- ref_misc:
- will: 26
- will_misc:
- misc:
- hp: 250
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 15
- type: cold iron
- automatic_abilities:
- - name: Etheric Fibers
- action_cost: None
- traits:
- - aura
- - enchantment
- - mental
- description:
- raw_description: '**Etheric Fibers** (__aura__, __enchantment__, __mental__) 40 feet. **Requirements** A doblagub has bonded with their current location by being called there via a ritual or by remaining in one place for 10 years; **Effect** The doblagub grows etheric fibers that they can use to psychically keep prey close. Any time a creature tries to move within this aura, it must succeed at a DC 30 Will save or the movement fails and the action is wasted.'
- generic_description:
- frequency:
- trigger:
- effect: A doblagub has bonded with their current location by being called there via a ritual or by remaining in one place for 10 years
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 10
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 27
- traits:
- - reach 10 feet
- damage:
- formula: 4d8+14
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tongue
- to_hit: 27
- traits:
- - reach 15 feet
- damage:
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 33
- to_hit: 27
- misc: ''
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: crushing despair
- frequency:
- requirement:
- - name: dominate
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: confusion
- frequency:
- requirement:
- - name: enthrall
- frequency: x2
- requirement:
- - name: illusory scene
- frequency: at will
- requirement:
- - name: wall of stone
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- - name: lightning bolt
- frequency: x2
- requirement:
- - name: paralyze
- frequency: x3
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: faerie fire
- frequency: x2
- requirement:
- - name: fear
- frequency: at will
- requirement:
- - name: hideous laughter
- frequency:
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: produce flame
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Etheric Tug
- action_cost: One Action
- traits:
- description:
- raw_description: "**Etheric Tug** **Requirements** The doblagub's etheric fibers aura is active; **Frequency** once per round; **Effect** All non-brughadatch creatures within the aura must succeed at a DC 30 Fortitude save or be pulled 10 feet toward the doblagub."
- generic_description:
- frequency: The doblagub's etheric fibers aura is active
- trigger:
- effect: once per round
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Magical Tongue
- action_cost: None
- traits:
- description: A doblagub can use their tongue to make spell attacks with spells that have a range of touch.
- raw_description: '**Magical Tongue** A doblagub can use their tongue to make spell attacks with spells that have a range of touch.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Medium, 4d10+8 bludgeoning, Rupture 24
- raw_description: '**Swallow Whole** (__attack__) Medium, 4d10+8 bludgeoning, Rupture 24'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Doorwarden
- source:
- - abbr: 'Pathfinder #145: Hellknight Hill'
- page_start: 86
- page_stop:
- 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.
-
-
-
-
- Perceptive travelers can sometimes spot a door warden before its magic becomes obvious. The door often bears a round disk or similar embossment that resembles a shield boss designed for bashing, and the bar that can be lowered to block entry resembles an arm clasping a longsword by the hilt. The original doorwardens crafted by the elves included a motif of elven armor and a metal mask in the style of Alseta's own, though other cultures embellish their own doorwardens with their own themes and sometimes even their own ancestral weapons, such as axes for dwarven doorwardens.
-
-
-
-
- Doorwardens sometimes know about the chambers they guard, and they have been known to speak to trespassers, especially elves. But a doorwarden cannot be persuaded to stand aside; it is bound to the portal where it has been placed and will defend it until destroyed.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 22
- level: 5
- rarity: Uncommon
- type: Creature
- alignment: LN
- size: Large
- traits:
- - Uncommon
- - LN
- - Large
- - Construct
- senses:
- - Perception +13
- - low-light vision
- - see invisibility
- languages:
- - Common
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 0
- con_mod: 3
- int_mod: -1
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- - longsword
- - steel shield (Hardness 5, HP 20, BT 10) with shield boss
- ac: 22
- ac_special:
- - descr: 24 with shield raised
- saves:
- fort: 12
- fort_misc:
- ref: 7
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 5
- type: physical (except bludgeoning)
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reactive Shield
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Reactive Shield** [Reaction] **Trigger** An enemy hits the doorwarden with a melee Strike. **Effect** The doorwarden can Raise its Shield and gain its shield's benefit to AC against the triggering attack."
- generic_description:
- frequency:
- trigger: An enemy hits the doorwarden with a melee Strike.
- effect: The doorwarden can Raise its Shield and gain its shield's benefit to AC against the triggering attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description: When the doorwarden uses Shield Block against a melee attack from a creature within 5 feet, it can also push the creature 5 feet.
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: longsword
- to_hit: 15
- traits:
- - reach 10 feet
- - versatile P
- damage:
- formula: 1d8+9
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: shield boss
- to_hit: 15
- traits:
- damage:
- formula: 1d6+9
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: door
- to_hit: 13
- traits:
- damage:
- formula: 1d4+8
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 19
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Imitate Door
- action_cost: One Action
- traits:
- - concentrate
- description: Until the next time it acts, the doorwarden appears to be a door. It has an automatic result of 31 on __Deception__ checks and DCs to pass as a door.
- raw_description: '**Imitate Door** (__concentrate__) Until the next time it acts, the doorwarden appears to be a door. It has an automatic result of 31 on __Deception__ checks and DCs to pass as a door.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slam Doors
- action_cost: Two Actions
- traits:
- - concentrate
- 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 both attacks.
- raw_description: "**Slam Doors** [Two Actions] (__concentrate__) 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 both attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Doppelganger
- source:
- - abbr: Bestiary
- page_start: 103
- page_stop:
- description: >-
- In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. As masters of mimicry, they use their abilities to impersonate others in devious ways, often infiltrating settlements and residing within them for years without being detected.
-
-
-
-
- Doppelgangers are incredibly secretive, with some nearing outright paranoia. They choose their targets carefully and go to great lengths not to reveal their intentions before their plans come to fruition. Doppelgangers usually infiltrate communities in order to gain some manner of wealth or power, and assume the guises of other (usually influential) persons to allow the creatures they're impersonating to take the fall for any negative consequences that may result from their actions.
-
-
-
-
- Though most are not evil, doppelgangers are manipulative and self-serving. As they don't have their own society and aren't monolithic in their motivations, an individual doppelganger has its own unique interests and impulses, though many are over-indulgent. Some doppelgangers enjoy the thrill of subtlety, while others favor grander schemes, such as manipulating a nation's political infrastructure. Others seek to exploit merchant guilds to gain immense wealth, while others use their shape-changing ability to destroy relationships between close friends or families.
-
-
-
-
- Doppelgangers are careful and patient creatures. They are willing to slowly construct elaborate schemes that may require extended periods of time—even decades—to yield results.
-
-
-
-
- Doppelgangers often work alone, as they don't trust potential cohorts not to ruin their plans. There are rare times when doppelgangers might reveal secrets to high-ranking individuals to ensure a successful infiltration. When they do work with others, it's because they've taken the shape of a target group's leader, unbeknownst to the organization's members.
-
-
-
-
- Doppelgangers can grow in power by learning skills and abilities, and often make excellent rogues, spellcasters, or fighters. A doppelganger that has class abilities can often effectively infiltrate and plague an adventuring group as a powerful antagonist—but using a doppelganger like this in your game should be handled with care (see the Infiltrating a Party sidebar above for more information).
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20
- level: 3
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Uncommon
- - N
- - Medium
- - Humanoid
- senses:
- - Perception +7
- - darkvision
- languages:
- - Common
- - two other languages
- skills:
- - name: 'Deception '
- bonus: 11
- misc:
- - name: 'Diplomacy '
- bonus: 11
- misc:
- - name: 'Society '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 0
- int_mod: 1
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 10
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: End the Charade
- action_cost: Reaction
- traits:
- - attack
- description:
- raw_description: '**End the Charade** [Reaction] (__attack__); **Trigger** The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it. **Effect** The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, that creature is flat-footed against this attack.'
- generic_description:
- frequency:
- trigger: The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it.
- effect: The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, that creature is flat-footed against this attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: Claw
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 2d6+5
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - polymorph
- - transmutation
- 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 but might change the damage type its Strikes deal (typically to bludgeoning).
- raw_description: "**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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 but might change the damage type its Strikes deal (typically to bludgeoning)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Doprillu
- source:
- - abbr: Bestiary 2
- page_start: 85
- page_stop:
- description: >-
- The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and fighting spirit. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongest-looking opponent, but when a doprillu's home turf is invaded, no rules apply to the confrontation. As befits the superheated blood that fuels them, doprillus make their homes in warm locations: hot jungles, sunny deserts, and underground caverns near sulfur vents.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Aberration
- senses:
- - Perception +22
- - darkvision
- - see invisibility
- languages:
- - Aklo
- - Common
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 26
- misc:
- - name: 'Athletics '
- bonus: 30
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 24
- misc:
- perception: 22
- ability_mods:
- str_mod: 8
- dex_mod: 6
- con_mod: 7
- int_mod: 1
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 28
- ref_misc:
- will: 24
- will_misc:
- misc: +2 status to all saves vs. fear
- hp: 260
- hp_misc: regeneration 20 (deactivated by cold
- immunities:
- - enfeebled (while wearing its mask)
- - slowed (while wearing its mask)
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Mask of Power
- action_cost: None
- traits:
- description: A doprillu's unique wooden mask is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to __enfeebled__ and __slowed__, and it immediately becomes enfeebled 1. The enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the enfeebled condition. A creature can pull off the mask with a successful DC 34 __Athletics__ check to __Force Open__.
- raw_description: "**Mask of Power** A doprillu's unique wooden mask is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to __enfeebled__ and __slowed__, and it immediately becomes enfeebled 1. The enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the enfeebled condition. A creature can pull off the mask with a successful DC 34 __Athletics__ check to __Force Open__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Volcanic Veins
- action_cost: None
- traits:
- - fire
- description: Fiery magma runs through the doprillu's veins. A creature that starts its turn __grabbed__ by the doprillu takes 7d6 fire damage.
- raw_description: "**Volcanic Veins** (__fire__) Fiery magma runs through the doprillu's veins. A creature that starts its turn __grabbed__ by the doprillu takes 7d6 fire damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deflect Arrow
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Deflect Arrow [Reaction]** **Trigger **The doprillu is the target of a physical ranged attack; **Requirements **The doprillu is aware of the attack, isn't __flat-footed__ against it, and has a hand free; **Effect **The doprillu gains a +4 circumstance bonus to its AC against the triggering attack."
- generic_description:
- frequency:
- trigger: The doprillu is the target of a physical ranged attack
- effect: The doprillu is aware of the attack, isn't __flat-footed__ against it, and has a hand free
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: climb
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 30
- traits:
- - agile
- - magical
- damage:
- formula: 3d8+16
- type:
- plus_damage:
- - formula: 2d6
- type: fire and Improved Grab
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 6
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Body Strike
- action_cost: One Action
- traits:
- description:
- raw_description: '**Body Strike** **Requirements **The doprillu has a creature __grabbed__; **Effect **The doprillu swings the grabbed creature as a weapon. This Strike has a +30 attack modifier and deals 3d8+16 bludgeoning damage. The Strike is magical and has a reach of 10 feet. On a hit, the grabbed creature takes half the damage dealt to the target.'
- generic_description:
- frequency:
- trigger:
- effect: The doprillu has a creature __grabbed__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whirlwind Throw
- action_cost: Two Actions
- traits:
- description:
- raw_description: '**Whirlwind Throw** [Two Actions] **Requirements **The doprillu has a creature __grabbed__; **Effect **The doprillu whirls the grabbed creature about, making a Body Strike against each creature in reach. After that Strike, the doprillu can hurl the grabbed creature up to 50 feet as a ranged Strike. This Strike has the same attack modifier and damage as Body Strike, but has the __thrown 20 feet__ weapon trait.'
- generic_description:
- frequency:
- trigger:
- effect: The doprillu has a creature __grabbed__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dracolisk
- source:
- - abbr: Bestiary 2
- page_start: 35
- page_stop:
- description: >-
- Dracolisks are rare magical crossbreeds of chromatic dragons and __basilisks__. None now know how they first came to be, but they have proven viable and can breed with one another as well as with basilisks. While a dracolisk appears much like a young true dragon of its parent type, its eight legs are an immediate indication that it is something more. Its coloration varies, depending on the nature of its draconic ancestry, though it's lighter on its underside and darker near its wing tips. A typical dracolisk is 15 feet long and weighs 3,000 pounds.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 28
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Beast
- - Dragon
- senses:
- - Perception +18
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- - name: 'Survival '
- bonus: 20
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 5
- int_mod: -3
- wis_mod: 5
- cha_mod: 1
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 17
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 155
- hp_misc:
- immunities:
- - paralyzed
- - petrified
- - sleep
- resistances:
- - amount: 10
- type: draconic resistance
- weaknesses:
- automatic_abilities:
- - name: Draconic Resistance
- action_cost: None
- traits:
- description: A dracolisk has resistance 10 to the type of damage it produces with its breath weapon (see below).
- raw_description: '**Draconic Resistance** A dracolisk has resistance 10 to the type of damage it produces with its breath weapon (see below).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Petrifying Glance
- action_cost: Reaction
- traits:
- - arcane
- - aura
- - transmutation
- - visual
- description:
- raw_description: '**Petrifying Glance [Reaction]** (__arcane__, __aura__, __transmutation__, __visual__) **Trigger **A creature within 30 feet that the dracolisk can see starts its turn; **Effect **The target must attempt a DC 26 Fortitude save. If it fails, it becomes __slowed 1__ for 1 minute as its body stiffens.'
- generic_description:
- frequency:
- trigger: A creature within 30 feet that the dracolisk can see starts its turn
- effect: The target must attempt a DC 26 Fortitude save. If it fails, it becomes __slowed 1__ for 1 minute as its body stiffens.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- damage:
- formula: 2d12+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- damage:
- formula: 2d10+8
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- description: "The dracolisk breathes a gout of energy based on its draconic heritage, as noted below. This breath weapon deals 6d10 damage of the appropriate type, with a DC 28 basic save of a type indicated in parenthesis below. The dracolisk can't use Breath Weapon again for 1d4 rounds. \n\n**Black **(acid) 60-foot line of acid (Reflex) \n\n**Blue **(electricity) 60-foot line of electricity (Reflex) \n\n**Green **(poison) 30-foot cone of poison (Fortitude) \n\n**Red **(fire) 30-foot cone of fire (Reflex) \n\n**White **(cold) 30-foot cone of cold (Reflex)"
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__) The dracolisk breathes a gout of energy based on its draconic heritage, as noted below. This breath weapon deals 6d10 damage of the appropriate type, with a DC 28 basic save of a type indicated in parenthesis below. The dracolisk can't use Breath Weapon again for 1d4 rounds. \n\n**Black **(acid) 60-foot line of acid (Reflex) \n\n**Blue **(electricity) 60-foot line of electricity (Reflex) \n\n**Green **(poison) 30-foot cone of poison (Fortitude) \n\n**Red **(fire) 30-foot cone of fire (Reflex) \n\n**White **(cold) 30-foot cone of cold (Reflex)"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Petrifying Gaze
- action_cost: Two Actions
- traits:
- - arcane
- - concentrate
- - incapacitation
- - transmutation
- - visual
- description: >-
- The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes __slowed 1__. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be __petrified__ permanently.
-
-
-
-
- A creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner.
- raw_description: >-
- **Petrifying Gaze** [Two Actions] (__arcane__, __concentrate__, __incapacitation__, __transmutation__, __visual__) The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes __slowed 1__. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be __petrified__ permanently.
-
-
-
-
- A creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Savage Jaws
- action_cost: Two Actions
- traits:
- description: The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (__versatile S__) . This counts as two attacks for its multiple attack penalty.
- raw_description: '**Savage Jaws** [Two Actions] The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (__versatile S__) . This counts as two attacks for its multiple attack penalty.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dragon Turtle
- source:
- - abbr: Bestiary
- page_start: 128
- page_stop:
- description: >-
- When sailors warn others of the terrible threats of the open sea, they seldom forget to mention dragon turtles—immense aquatic dragons with rocky shells similar to those of tortoises and flippers powerful enough to overturn hardy vessels. These fearsome creatures enjoy being considered as dangerous as storms or natural disasters by seafaring folk. Dragon turtles delight in amassing treasure, although most prefer to receive tribute from passing sailors and often store their hoards in the shipwrecks of vessels once crewed by those unwilling to surrender their valuables. Dragon turtles are solitary creatures and hunt in regions encompassing a hundred square miles or more. Although they normally eat large fish, they are omnivorous and also eat seaweed or even foolhardy dragon hunters. Experienced sailors keep a keen eye out for dragon turtles, preparing to flee should one approach or offer it treasure in exchange for safe passage.
-
-
-
-
- Most dragon turtles are at least 20 feet wide and 50 feet long, although some can grow substantially larger. These massive, ancient dragon turtles are somnolent, and resemble rocky islands from a distance; their prodigious hoards can be a source of truly ancient sea lore. Legends persist of truly immense dragon turtles who spend centuries drifting on the surface of the ocean, far from established shipping lanes or charted waters, with shells that serve as islands capable of supporting entire ecosystems and even, some claim, small settlements whose inhabitants know nothing of land that doesn't drift across the sea.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Amphibious
- - Dragon
- senses:
- - Perception +18
- - darkvision
- languages:
- - Aquan
- - Common
- - Draconic
- skills:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Diplomacy '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 0
- con_mod: 4
- int_mod: 1
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 15
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 140
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Shell Block
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Shell Block **[Reaction] **Trigger** A creature adjacent to the dragon turtle targets it with a melee attack. **Effect** The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack.'
- generic_description:
- frequency:
- trigger: A creature adjacent to the dragon turtle targets it with a melee attack.
- effect: The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: Jaws
- to_hit: 21
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+9
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: Claw
- to_hit: 21
- traits:
- - agile
- damage:
- formula: 2d8+9
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - air
- - fire
- - primal
- 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 a critical hit (whichever comes first).
- raw_description: "**Breath Weapon** [Two Actions] (__air__, __fire__, __primal__) 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 a critical hit (whichever comes first)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Capsize
- action_cost: One Action
- traits:
- - attack
- - move
- 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.
- raw_description: "**Capsize** (__attack__, __move__) 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. "
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon turtle makes two Claw Strikes and one Jaws Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon turtle makes two Claw Strikes and one Jaws Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dragonscarred Dead
- source:
- - abbr: 'Pathfinder #148: Fires of the Haunted City'
- page_start: 82
- page_stop:
- description: >-
- Not all would-be dragonslayers who die a valiant death rest peacefully 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' breath.
-
-
-
-
- Dragonscarred dead are similar to skeletal champions or graveknights in that they are not merely reanimated servants who mindlessly follow orders, but are instead powerful wardens who maintain the same agency they bore in life. While a dragonscarred dead is often magically compelled to follow its reanimator's commands, some of these undead dragonslayers manage to escape their masters and pursue their own vile agendas—which may involve rallying allies to challenge their draconic creator once more and finish the dire mission they started in life.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 33
- level: 13
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Fire
- - Undead
- senses:
- - Perception +24
- - darkvision
- - guardian sense
- languages:
- - Common
- - Draconic
- - Necril
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Dragon Lore '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- perception: 24
- ability_mods:
- str_mod: 6
- dex_mod: 5
- con_mod: 4
- int_mod: 1
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- - name: Guardian Sense
- action_cost: None
- traits:
- - arcane
- - detection
- - divination
- description: >+
- The 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 or is destroyed.
-
- raw_description: >+
- **Guardian Sense** (__arcane__, __detection__, __divination__) The 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 or is destroyed.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - broken greatsword
- ac: 33
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 20
- ref_misc:
- will: 22
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 210
- hp_misc: regeneration 20 (deactivated by cold
- immunities:
- - death effects
- - disease
- - fire
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 10
- type: cold
- - amount: 10
- type: good
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 60 feet, DC 29
- raw_description: >-
- **Frightful Presence** 60 feet, DC 29 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: breath-seared greatsword
- to_hit: 27
- traits:
- - magical
- - versatile P
- damage:
- formula: 1d12+9
- type: slashing
- plus_damage:
- - formula: 2d6
- type: negative
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath-Seared Sword
- action_cost: None
- traits:
- 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.
- raw_description: "**Breath-Seared Sword** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Glare of Rage
- action_cost: Two Actions
- traits:
- - arcane
- - enchantment
- - mental
- - visual
- description: >+
- The dragonscarred dead focuses its boundless frustration in a gaze targeting one creature it can see within 30 feet. That creature must attempt a DC 30 Will save.
-
- raw_description: >-
- **Glare of Rage** [Two Actions] (__arcane__, __enchantment__, __mental__, __visual__) The dragonscarred dead focuses its boundless frustration in a gaze targeting one creature it can see within 30 feet. That creature must attempt a DC 30 Will save.
-
-
- **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 and is fatigued.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- 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 and is fatigued.
- full_description:
-- name: Dragonshard Guardian
- source:
- - abbr: 'Pathfinder #150: Broken Promises'
- page_start: 79
- page_stop:
- description: >-
- Created by Mengkare and powered by a shard of the Orb of Gold Dragonkind, this construct is made of sculpted crystal draped in a beautiful gold filigree frame.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 54
- level: 22
- rarity: Rare
- type: Creature
- alignment: N
- size: Large
- traits:
- - Rare
- - N
- - Large
- - Construct
- senses:
- - Perception +39
- - darkvision
- - true seeing
- languages:
- skills:
- - name: 'Arcana '
- bonus: 30
- misc:
- perception: 39
- ability_mods:
- str_mod: 10
- dex_mod: 8
- con_mod: 9
- int_mod: -5
- wis_mod: 7
- cha_mod: -5
- sense_abilities:
- items:
- ac: 48
- ac_special:
- saves:
- fort: 39
- fort_misc:
- ref: 36
- ref_misc:
- will: 33
- will_misc:
- misc:
- hp: 430
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 24
- type: fire
- - amount: 24
- type: physical (except bludgeoning adamantine)
- weaknesses:
- - amount: 24
- type: sonic
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 42
- raw_description: >-
- **Frightful Presence** 90 feet, DC 42 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Reverberating Revenge
- action_cost: Reaction
- traits:
- - arcane
- - fire
- description:
- raw_description: "**Reverberating Revenge** [Reaction] (__arcane__, __fire__) **Trigger** The dragonshard guardian takes cold, fire, electricity, or sonic damage from a non-dragonshard guardian source; **Effect** The dragonshard guardian's body absorbs the energy entirely, preventing the damage from harming the construct. Its body reverberates and transforms the absorbed energy before projecting it outward in a 60-foot burst. Each creature within the burst takes an amount of fire damage equal to the amount of energy damage absorbed by the triggering attack, including any damage resisted by the guardian's resistances and additional damage from its weakness (DC 45 basic Reflex save). This fire damage doesn't harm objects or constructs."
- generic_description:
- frequency:
- trigger: The dragonshard guardian takes cold, fire, electricity, or sonic damage from a non-dragonshard guardian source
- effect: The dragonshard guardian's body absorbs the energy entirely, preventing the damage from harming the construct. Its body reverberates and transforms the absorbed energy before projecting it outward in a 60-foot burst. Each creature within the burst takes an amount of fire damage equal to the amount of energy damage absorbed by the triggering attack, including any damage resisted by the guardian's resistances and additional damage from its weakness (DC 45 basic Reflex save). This fire damage doesn't harm objects or constructs.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 41
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 6d10+8
- type: piercing
- plus_damage:
- - formula: 2d10
- type: persistent bleed
- - action_cost: One Action
- name: claw
- to_hit: 41
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 9d6+8
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The construct breathes in one of two ways, then can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] The construct breathes in one of two ways, then can't use Breath Weapon again for 1d4 rounds. \n\n * **Flame** (__arcane__, __evocation__, __fire__) A blast of flame deals 15d10 fire damage to all creatures in a 60-foot cone (DC 45 basic Reflex save). This fire damage does not harm objects or constructs.\n\n * **Weakening Gas** (__arcane__, __necromancy__) A cloud of gold-flecked gas forces each creature in a 60-foot cone to attempt a DC 45 Fortitude save; the effect lasts 1 minute.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is __enfeebled 2__.\n\n**Failure** The creature is __enfeebled 5__.\n\n**Critical Failure** The creature is __enfeebled 8__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Flame
- action_cost: None
- traits:
- - arcane
- - evocation
- - fire
- description: A blast of flame deals 15d10 fire damage to all creatures in a 60-foot cone (DC 45 basic Reflex save). This fire damage does not harm objects or constructs.
- raw_description: '**Flame** (__arcane__, __evocation__, __fire__) A blast of flame deals 15d10 fire damage to all creatures in a 60-foot cone (DC 45 basic Reflex save). This fire damage does not harm objects or constructs.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Weakening Gas
- action_cost: None
- traits:
- - arcane
- - necromancy
- description: >+
- A cloud of gold-flecked gas forces each creature in a 60-foot cone to attempt a DC 45 Fortitude save; the effect lasts 1 minute.
-
- raw_description: >-
- **Weakening Gas** (__arcane__, __necromancy__) A cloud of gold-flecked gas forces each creature in a 60-foot cone to attempt a DC 45 Fortitude save; the effect lasts 1 minute.
-
-
- **Critical Success** The creature is unaffected.
-
-
- **Success** The creature is __enfeebled 2__.
-
-
- **Failure** The creature is __enfeebled 5__.
-
-
- **Critical Failure** The creature is __enfeebled 8__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is enfeebled 2.
- failure: The creature is enfeebled 5.
- critical_failure: The creature is enfeebled 8.
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Drainberry Bush
- source:
- - abbr: Bestiary 2
- page_start: 99
- page_stop:
- description: >-
- Drainberry bushes are floating bushes that originate from the __First World__, with long, thorny vines and dense clusters of bright-red berries. Their hollow thorns quickly siphon blood, which is how these carnivorous plants feed, and they rapidly turn consumed blood into fresh batches of delicious berries. Drainberry bushes exude a faint white glow that is a result of stored positive energy.
-
-
-
-
- Drainberry bushes exhibit unusually high intelligence and have an astute sense of value. They typically become insulted when creatures attempt to harvest their berries. Creatures that attempt to converse with drainberry bushes finds the plants telepathically convey only short and simple phrases: most commonly, "Money please," "Deal good," "Deal no good," "Want that," (with a gesture toward an item it covets), "Thank you, customer," and if necessary, "No refunds." Though a drainberry bush considers the market value of its berries to be 25 gp, it greatly prefers interesting art objects as payment—even ones of significantly lower value.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Plant
- senses:
- - Perception +16
- - lifesense 120 feet
- languages:
- - Aklo
- - Common
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Diplomacy '
- bonus: 13
- misc:
- - name: 'Nature '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 11
- misc: +15 to appear as a bush
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 6
- int_mod: -2
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- - name: Nature Empathy
- action_cost: None
- traits:
- description: The drainberry bush can use __Diplomacy__ to __Make an Impression__ on and make very simple __Requests__ of animals and plant creatures.
- raw_description: '**Nature Empathy** The drainberry bush can use __Diplomacy__ to __Make an Impression__ on and make very simple __Requests__ of animals and plant creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 13
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: negative
- weaknesses:
- - amount: 5
- type: fire
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: vine
- to_hit: 17
- traits:
- - reach 20 feet
- damage:
- formula: 2d8+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Berries
- action_cost: None
- traits:
- description: "The drainberry bush must drain blood from living creatures for sustenance. This causes clusters of bright red berries to grow among its branches. Each cluster of berries lasts for 1 day, and a drainberry bush typically has 1d6+3 clusters when encountered. When consumed, a cluster restores 2d8+10 Hit Points. This effect has the __healing__, __necromancy__, and __primal__ traits. \n\nA creature can pluck a cluster of berries with a successful unarmed Strike or Thievery check against the bush's AC."
- raw_description: "**Blood Berries** The drainberry bush must drain blood from living creatures for sustenance. This causes clusters of bright red berries to grow among its branches. Each cluster of berries lasts for 1 day, and a drainberry bush typically has 1d6+3 clusters when encountered. When consumed, a cluster restores 2d8+10 Hit Points. This effect has the __healing__, __necromancy__, and __primal__ traits. \n\nA creature can pluck a cluster of berries with a successful unarmed Strike or Thievery check against the bush's AC."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Consume Berries
- action_cost: One Action
- traits:
- - healing
- - necromancy
- - positive
- - primal
- description: The bush draws nourishment from one cluster of blood berries, regaining 2d8+10 HP. That berry cluster wrinkles and dies.
- raw_description: '**Consume Berries** (__healing__, __necromancy__, __positive__, __primal__) The bush draws nourishment from one cluster of blood berries, regaining 2d8+10 HP. That berry cluster wrinkles and dies.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Blood
- action_cost: One Action
- traits:
- description:
- raw_description: "**Drain Blood** **Requirements **The drainberry bush has at least one living creature __grabbed__ with one of its vines; **Effect **The bush's hollow thorns siphon blood from creatures it has grabbed. Each creature must succeed at a DC 25 Fortitude save or take 2d8+10 damage and become __drained 1__ (double damage and drained 2 on a critical failure). For every creature damaged this way, a cluster of blood berries (see above) immediately grows along the bush's branches."
- generic_description:
- frequency:
- trigger:
- effect: The drainberry bush has at least one living creature __grabbed__ with one of its vines
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Storm of Vines
- action_cost: Two Actions
- traits:
- description: The drainberry bush makes up to four vine Strikes, each against a different target. These attacks count toward the bush's multiple attack penalty, but the multiple attack penalty doesn't increase until after the bush makes all these attacks.
- raw_description: "**Storm of Vines** [Two Actions] The drainberry bush makes up to four vine Strikes, each against a different target. These attacks count toward the bush's multiple attack penalty, but the multiple attack penalty doesn't increase until after the bush makes all these attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Drakauthix
- source:
- - abbr: Bestiary
- page_start: 129
- page_stop:
- description: >-
- The drakauthix is a massive fungus that floats through the heights 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 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 that immediately scuttle up the cavern walls to cling to its ceiling and grow.
-
-
-
-
- The drakauthix behaves no more intelligently than most predatory animals, and often uses a sort of symbiotic scavenger method to secure prey by capitalizing on the hunting methods of oozes and vermin found in the large cave systems it frequents. When a relatively mindless creature kills a victim, the drakauthix drifts down, hooks the freshly slain carcass with its tendrils, and reels in its meal. The mindless ooze or other creature that just had its food stolen rarely holds a grudge and simply slithers off to find a new quarry, letting the drakauthix digest the corpse in peace. Of course, the drakauthix isn't above feasting on more active prey as well, and might attack an adventurer who neglects to look upward for danger when exploring a network of mysterious caves.
-
-
-
-
- Some Darklands-dwelling creatures, such as duergars, hunt drakauthixes for their flesh, which has a unique flavor with a peppery aftertaste. Subterranean races also make ink from drakauthixes by burning their carcasses, then grinding and pressing the ashes for a long time until a silvery substance congeals.
-
-
-
-
- **__Recall Knowledge - Fungus__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Fungus
- senses:
- - Perception +17
- - darkvision
- - sporesight (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 17
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 6
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Sporesight
- action_cost: None
- traits:
- description: The drakauthix exudes a cloud of spores that it uses to see. This is an imprecise sense that functions only in areas without strong wind currents. Sporesight does not function underwater.
- raw_description: '**Sporesight** The drakauthix exudes a cloud of spores that it uses to see. This is an imprecise sense that functions only in areas without strong wind currents. Sporesight does not function underwater.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 13
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 190
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: fire
- - amount: 10
- type: slashing
- automatic_abilities:
- - name: Obscuring Spores
- action_cost: None
- traits:
- description: Whenever the drakauthix takes at least 10 slashing damage, it releases a cloud of brown spores that has the effect of obscuring mist for 1 minute, centered around the drakauthix. This cloud of spores does not move with the drakauthix, nor is it displaced by its movement.
- raw_description: '**Obscuring Spores** Whenever the drakauthix takes at least 10 slashing damage, it releases a cloud of brown spores that has the effect of obscuring mist for 1 minute, centered around the drakauthix. This cloud of spores does not move with the drakauthix, nor is it displaced by its movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: fly
- melee:
- - action_cost: One Action
- name: Tentacle
- to_hit: 20
- traits:
- - reach 30 feet
- damage:
- formula: 3d8+9
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Reel In
- action_cost: One Action
- traits:
- description: The drakauthix pulls all creatures it has __grabbed__ 15 feet closer to itself.
- raw_description: '**Reel In** The drakauthix pulls all creatures it has __grabbed__ 15 feet closer to itself.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spore Tendrils
- action_cost: One Action
- traits:
- description: The tendrils that cover the drakauthix's body reach out and infest adjacent creatures, dealing 4d6 poison damage and 1d6 __persistent__ poison damage. A creature can attempt a basic DC 27 Reflex save to reduce this damage, but one __grabbed__ by the drakauthix takes a -4 circumstance penalty to this save.
- raw_description: "**Spore Tendrils** The tendrils that cover the drakauthix's body reach out and infest adjacent creatures, dealing 4d6 poison damage and 1d6 __persistent__ poison damage. A creature can attempt a basic DC 27 Reflex save to reduce this damage, but one __grabbed__ by the drakauthix takes a -4 circumstance penalty to this save."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whirlwind of Hooks
- action_cost: Two Actions
- traits:
- description: The drakauthix whirls, whipping creatures around it. The drakauthix makes a tentacle Strike against every creature within its reach.
- raw_description: '**Whirlwind of Hooks** [Two Actions] The drakauthix whirls, whipping creatures around it. The drakauthix makes a tentacle Strike against every creature within its reach.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Draugr
- source:
- - abbr: Bestiary 2
- page_start: 102
- page_stop:
- description: >-
- Risen corpses of sailors who died at sea, draugr reek of the rot and decay of the briny deep. Their eyes glow with ghastly green light, and rotting seaweed, barnacles, and dead sea creatures cling to their bodies. Draugr can't speak, but expresses their malicious emotions with gurgles, as though they were eternally drowning with lungs full of water. They desire little more than to attack living creatures, especially those who sail the sea. Even when they go upon land, draugrs often drag the corpses of those they strike down back to the water, populating the depths with even more dead.
-
-
-
-
- Draugr rise in the haunted places of the sea, where restless spirits, swells of negative energy, or supernatural storms deliver death. A corpse might rest at the bottom of the sea for some time before awakening as a draugr. Collecting detritus and organisms, a corpse becomes increasingly disgusting before it finally rises. Proximity to intelligent life can expedite this process, and an underwater explorer who happens upon a shipwreck might cause a body to snap to unlife as a draugr suddenly. The creatures don't take intrusions lightly, especially upon their place of death.
-
-
-
-
- Though steeped in evil, draugr are susceptible to reminders of their lives as mariners. In particular, a well-performed sea shanty or call-and-response work song might cause a draugr to become lost in reverie for a moment. The creatures have even been witnessed moaning along, unable to sing the words but providing haunting accompaniment. The lull rarely lasts long, though, as the beauty of the song quickly becomes a reminder of the tragedy that befell the draugr, reaffirming their desire for blood and death.
-
-
-
-
- More powerful draugr with burning red eyes are called draugr captains. They're 3rd-level creatures with __elite adjustments__ that can cast __obscuring mist__ as an innate divine spell three times per day.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Undead
- - Water
- senses:
- - Perception +7
- - darkvision
- languages:
- - Common
- - can't speak any language
- skills:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 3
- int_mod: -1
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- - greataxe
- - leather armor
- ac: 17
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 6
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 35
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 3
- type: fire
- weaknesses:
- - amount: 5
- type: positive
- automatic_abilities:
- - name: The Sea's Revenge
- action_cost: None
- traits:
- - curse
- - divine
- - necromancy
- description: A creature that slays a draugr is subjected to a __mariner's curse__ spell with a save DC of 17. The curse ends if the draugr is buried in a calm sea or after 1 week passes.
- raw_description: "**The Sea's Revenge** (__curse__, __divine__, __necromancy__) A creature that slays a draugr is subjected to a __mariner's curse__ spell with a save DC of 17. The curse ends if the draugr is buried in a calm sea or after 1 week passes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: greataxe
- to_hit: 10
- traits:
- - sweep
- damage:
- formula: 1d12+4
- type: slashing
- plus_damage:
- - formula:
- type: grotesque gift
- - action_cost: One Action
- name: fist
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d4+4
- type: slashing
- plus_damage:
- - formula:
- type: grotesque gift
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Grotesque Gift
- action_cost: None
- traits:
- - olfactory
- description: A draugr's attacks spatter their targets with rancid flesh and rotting seaweed. A creature damaged by a draugr's Strike must succeed at a DC 15 Fortitude save or become __sickened 1__ (sickened 2 on a critical failure).
- raw_description: "**Grotesque Gift** (__olfactory__) A draugr's attacks spatter their targets with rancid flesh and rotting seaweed. A creature damaged by a draugr's Strike must succeed at a DC 15 Fortitude save or become __sickened 1__ (sickened 2 on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swipe
- action_cost: Two Actions
- traits:
- description: The draugr 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 draugr's multiple attack penalty.
- raw_description: "**Swipe** [Two Actions] The draugr 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 draugr's multiple attack penalty."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dread Wraith
- source:
- - abbr: Bestiary 2
- page_start: 298
- page_stop:
- description: >-
- These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, dread wraiths haunt the shadowy places of the world, but dread wraiths are more likely to travel greater distances to sow terror or amass influence, often sticking to dark glades or sinister ruins when journeying across sun-dappled lands. Dread wraiths tends to be arrogant and rarely form a pack with others of their kind, preferring instead to dominate groups of ordinary wraiths. A particularly powerful necromancer might compel packs of dread wraiths into service, however, while a particularly malevolent goal—such as to eradicate a bastion of light and life—might draw several dread wraiths together in a common purpose.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Incorporeal
- - Undead
- - Wraith
- senses:
- - Perception +19
- - darkvision
- - lifesense 60 feet
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 19
- ability_mods:
- str_mod: -5
- dex_mod: 6
- con_mod: 3
- int_mod: 3
- wis_mod: 4
- cha_mod: 6
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 19
- ref_misc:
- will: 21
- will_misc:
- misc: +1 status to all saves vs. positive
- hp: 130
- hp_misc: negative healingnegative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 10
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- weaknesses:
- automatic_abilities:
- - name: Draining Presence
- action_cost: None
- traits:
- - aura
- - negative
- description: 10 feet. A creature entering the aura must succeed at a DC 26 Fortitude save or become __drained 1__. It recovers after it has been out of the aura for 1 minute. This drained condition value is cumulative with the drained value caused by drain life, but not with multiple draining presence auras. A creature that succeeds at its save is temporarily immune to draining presence for 24 hours.
- raw_description: '**Draining Presence** (__aura__, __negative__) 10 feet. A creature entering the aura must succeed at a DC 26 Fortitude save or become __drained 1__. It recovers after it has been out of the aura for 1 minute. This drained condition value is cumulative with the drained value caused by drain life, but not with multiple draining presence auras. A creature that succeeds at its save is temporarily immune to draining presence for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sunlight Powerlessness
- action_cost: None
- traits:
- description: A dread wraith caught in sunlight is __stunned 2__ and __clumsy 2__.
- raw_description: '**Sunlight Powerlessness** A dread wraith caught in sunlight is __stunned 2__ and __clumsy 2__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: spectral hand
- to_hit: 21
- traits:
- - finesse
- - reach 10 feet
- damage:
- formula: 2d10+7
- type: negative
- plus_damage:
- - formula:
- type: drain life
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Absorb Wraith
- action_cost: Two Actions
- traits:
- description: The dread wraith extends its hand toward another __wraith__ creature within 100 feet. The target wraith dissolves and streaks toward the dread wraith in a straight line, dealing 6d10 negative damage to each creature along the line (DC 28 basic Fortitude save). The dread wraith absorbs the essence of the target wraith, becoming __quickened__ and gaining a +10-foot status bonus to its fly Speed for a number of rounds equal to the level of the absorbed wraith. It can use its extra action only to Fly or Strike. An unwilling target can attempt a DC 28 Will save to resist being absorbed.
- raw_description: '**Absorb Wraith** [Two Actions] The dread wraith extends its hand toward another __wraith__ creature within 100 feet. The target wraith dissolves and streaks toward the dread wraith in a straight line, dealing 6d10 negative damage to each creature along the line (DC 28 basic Fortitude save). The dread wraith absorbs the essence of the target wraith, becoming __quickened__ and gaining a +10-foot status bonus to its fly Speed for a number of rounds equal to the level of the absorbed wraith. It can use its extra action only to Fly or Strike. An unwilling target can attempt a DC 28 Will save to resist being absorbed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Life
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When the dread wraith damages a living creature with its spectral hand Strike, the wraith gains 10 temporary Hit Points and the target must succeed at a DC 28 Fortitude save or become __drained 1__. Further damage dealt by the wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4.
- raw_description: '**Drain Life** (__divine__, __necromancy__) When the dread wraith damages a living creature with its spectral hand Strike, the wraith gains 10 temporary Hit Points and the target must succeed at a DC 28 Fortitude save or become __drained 1__. Further damage dealt by the wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wraith Spawn
- action_cost: None
- traits:
- - divine
- - necromancy
- 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 dread wraith that killed it. It doesn't have drain life or wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will and gains drain life and wraith spawn.
- raw_description: "**Wraith Spawn** (__divine__, __necromancy__) 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 dread wraith that killed it. It doesn't have drain life or wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will and gains drain life and wraith spawn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dream Spider
- source:
- - abbr: Bestiary 2
- page_start: 249
- page_stop:
- description: >-
- A dream spider's webs have an iridescent hue and are infused with the same hallucinogenic compound as the creature's toxin. Originally denizens of tropical jungles, dream spiders have adapted well to temperate environments, particularly thriving among the rooftops of cities where shady alchemists use their venom to produce the drug known as __shiver__.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +6
- - darkvision
- - web sense
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 2
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 1
- int_mod: -5
- wis_mod: 0
- cha_mod: -4
- sense_abilities:
- - name: Web Sense
- action_cost: None
- traits:
- description: The dream spider has __imprecise tremorsense__ to detect the vibrations of creatures touching its web.
- raw_description: '**Web Sense** The dream spider has __imprecise tremorsense__ to detect the vibrations of creatures touching its web.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 7
- traits:
- - finesse
- damage:
- formula: 1d6
- type:
- plus_damage:
- - formula:
- type: dream spider venom
- ranged:
- - action_cost: One Action
- name: web
- to_hit: 7
- traits:
- - range increment 10 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dream Spider Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** 1d6 poison damage plus stupefied 1 (1 round)'
- raw_description: '**Dream Spider Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** 1d6 poison damage plus stupefied 1 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Web Trap
- action_cost: None
- traits:
- description: A creature hit by the dream spider's web attack is __immobilized__ and stuck to the nearest surface until it __Escapes__ (DC 16).
- raw_description: "**Web Trap** A creature hit by the dream spider's web attack is __immobilized__ and stuck to the nearest surface until it __Escapes__ (DC 16)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Drider
- source:
- - abbr: Bestiary
- page_start: 159
- page_stop:
- description: >-
- The first fleshwarping process mastered by the drow remains both their most successful and most infamous: the drider. Fusing the body of a drow with that of a giant spider, driders are a sexually dimorphic fleshwarp—the only fleshwarp known to be able to produce young. While female driders have the upper torsos of elegant drow women with mouths featuring sharp poisoned fangs, male driders have hideous, mutated countenances that further blend the humanoid form with that of a spider; the difference in appearance is perhaps a reflection on the matriarchal nature of drow society. In combat, all driders are equally dangerous.
-
-
-
-
- Although the fleshwarping process was originally intended to be a punishment for drow who fell from grace, the significant powers and strengths gained from the horrifying transformation are attractive to some drow, and an increasing number of lower-ranking citizens in drow cities volunteer themselves for the painful procedure. In return for mandatory time (typically measured in decades) serving as a guardian, soldier, or other public servant, such volunteer driders are later allowed to lead their own lives, typically in caverns located in a city's periphery. The painful truth is that for most driders, they do not live long enough to see this reward, for the drow have a penchant for working their fleshwarped slaves to death or deploying them in deadly war missions in which survival is a only a remote possibility.
-
-
-
-
- Most driders use arcane magic, but driders who use divine magic are well known, while a rare few use occult or primal magic. A drider's innate spells remain the same regardless of the magical tradition, but those who use different types of magic as prepared spells may well have entirely different spells prepared than the drider presented below.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Aberration
- senses:
- - Perception +13
- - darkvision
- languages:
- - Elven
- - Undercommon
- skills:
- - name: 'Arcana '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Religion '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 3
- int_mod: 2
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- - +1 composite longbow (20 arrows)
- - glaive
- ac: 24
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 13
- ref_misc:
- will: 15
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 95
- hp_misc:
- immunities:
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: glaive
- to_hit: 16
- traits:
- - deadly 1d8
- - forceful
- - reach 10 feet
- damage:
- formula: 1d8+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 16
- traits:
- damage:
- formula: 1d6+10
- type: piercing
- plus_damage:
- - formula:
- type: drider venom
- ranged:
- - action_cost: One Action
- name: composite longbow
- to_hit: 16
- traits:
- - deadly d10
- - magical
- - propulsive
- - range increment 100 feet
- - reload 0
- - volley 50 feet
- damage:
- formula: 1d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: web
- to_hit: 15
- traits:
- - range increment 30 feet
- damage:
- plus_damage:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 20
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: clairvoyance
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: clairaudience
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: levitate
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: faerie fire
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: Arcane Prepared Spells
- dc: 24
- to_hit: 17
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: fireball
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: acid arrow
- frequency:
- requirement:
- - name: invisibility
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: magic missile
- frequency: x2
- requirement:
- - name: ray of enfeeblement
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: ghost sound
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Drider Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 23 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage and __enfeebled 1__ (1 round)'
- raw_description: '**Drider Venom** (__poison__) **Saving Throw** DC 23 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage and __enfeebled 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Web Trap
- action_cost: None
- traits:
- description: A creature hit by a drider's web attack is __immobilized__ and stuck to the nearest surface (Escape DC 21).
- raw_description: "**Web Trap** A creature hit by a drider's web attack is __immobilized__ and stuck to the nearest surface (Escape DC 21)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Drow Fighter
- source:
- - abbr: Bestiary
- page_start: 136
- page_stop:
- description: >-
- Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Drow
- - Elf
- - Humanoid
- senses:
- - Perception +6
- - darkvision
- languages:
- - Elven
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Intimidation '
- bonus: 3
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- - name: Light Blindness
- action_cost: None
- traits:
- description: >2+
-
-
- raw_description: >+
- **Light Blindness**
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - hand crossbow (10 bolts)
- - leather armor
- - lethargy poison (2 doses)
- - rapier
- ac: 18
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 9
- ref_misc:
- will: 4
- will_misc:
- misc: +1 status to all saves vs. magic, +2 status to all saves vs. mental
- hp: 18
- hp_misc:
- immunities:
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: Rapier
- to_hit: 9
- traits:
- - deadly 1d8
- - disarm
- - finesse
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: Main-gauche
- to_hit: 9
- traits:
- - agile
- - disarm
- - finesse
- - parry
- - versatile S
- damage:
- formula: 1d4+2
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: Hand Crossbow
- to_hit: 9
- traits:
- - range increment 60 feet
- - reload 1
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- - formula:
- type: lethargy poison
- spell_lists:
- - name: Divine Innate Spells
- dc: 14
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: faerie fire
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Quick Draw
- action_cost: One Action
- traits:
- description: The drow fighter draws a weapon using the __Interact__ action, then Strikes with that weapon.
- raw_description: '**Quick Draw** The drow fighter draws a weapon using the __Interact__ action, then Strikes with that weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Skewer
- action_cost: Two Actions
- traits:
- description: The drow fighter Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 __persistent__ __bleed damage__.
- raw_description: '**Skewer** [Two Actions] The drow fighter Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 __persistent__ __bleed damage__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Drow Priestess
- source:
- - abbr: Bestiary
- page_start: 137
- page_stop:
- description: >-
- Many drow priestesses venerate demon lords and other foul divinities.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Drow
- - Elf
- - Humanoid
- senses:
- - Perception +9
- - darkvision
- languages:
- - Abyssal
- - Elven
- - Undercommon
- skills:
- - name: 'Deception '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 8
- misc:
- - name: 'Religion '
- bonus: 9
- misc:
- - name: 'Society '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 9
- ability_mods:
- str_mod: 1
- dex_mod: 2
- con_mod: 1
- int_mod: 0
- wis_mod: 4
- cha_mod: 1
- sense_abilities:
- - name: Light Blindness
- action_cost: None
- traits:
- description: >2+
-
-
- raw_description: >+
- **Light Blindness**
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - chain mail
- - hand crossbow (10 bolts)
- - lethargy poison (4 doses)
- - rapier
- - religious symbol
- - steel shield (Hardness 5, HP 20, BT 10)
- ac: 20
- ac_special:
- - descr: 22 with shield raised
- saves:
- fort: 8
- fort_misc:
- ref: 7
- ref_misc:
- will: 11
- will_misc:
- misc: +1 status to all saves vs. magic, +2 status to all saves vs. mental
- hp: 39
- hp_misc:
- immunities:
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: Rapier
- to_hit: 9
- traits:
- - deadly 1d8
- - disarm
- - finesse
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: Hand Crossbow
- to_hit: 9
- traits:
- - range increment 60 feet
- - reload 1
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- - formula:
- type: lethargy poison
- spell_lists:
- - name: Divine Prepared Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: harm
- frequency: x3
- requirement:
- - name: silence
- frequency:
- requirement:
- - name: spiritual weapon
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: bless
- frequency:
- requirement:
- - name: command
- frequency:
- requirement:
- - name: fear
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: guidance
- frequency:
- requirement:
- - name: know direction
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: stabilize
- frequency:
- requirement:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: levitate
- frequency: x3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: faerie fire
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: command
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Drow Rogue
- source:
- - abbr: Bestiary
- page_start: 137
- page_stop:
- description: >-
- Loners at heart, drow rogues trust no one—least of all fellow slayers. These drow rely on awareness and adaptation to survive the cutthroat nature of their society.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Drow
- - Elf
- - Humanoid
- senses:
- - Perception +6
- - darkvision
- languages:
- - Elven
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- - name: 'Society '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- - name: 'Thievery '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 0
- cha_mod: 1
- sense_abilities:
- - name: Light Blindness
- action_cost: None
- traits:
- description: >2+
-
-
- raw_description: >+
- **Light Blindness**
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - hand crossbow (10 bolts)
- - lethargy poison (2 doses)
- - shortsword
- - studded leather armor
- ac: 19
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc: +1 status to all saves vs. magic, +2 status to all saves vs. mental
- hp: 26
- hp_misc:
- immunities:
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Nimble Dodge
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Nimble Dodge** [Reaction] **Requirement** A drow rogue can't use this reaction while encumbered. **Trigger** The drow rogue is hit or critically hit by an attack made by a creature the drow rogue can see. **Effect** The drow rogue gains a +2 circumstance bonus to their Armor Class against the triggering attack."
- generic_description:
- frequency:
- trigger: A drow rogue can't use this reaction while encumbered.
- effect: The drow rogue is hit or critically hit by an attack made by a creature the drow rogue can see.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: Shortsword
- to_hit: 10
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: Hand Crossbow
- to_hit: 10
- traits:
- - range increment 60 feet
- - reload 1
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- - formula:
- type: lethargy poison
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 16
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: faerie fire
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Quick Draw
- action_cost: One Action
- traits:
- description: The drow rogue draws a weapon using the __Interact__ action, then Strikes with that weapon.
- raw_description: '**Quick Draw** The drow rogue draws a weapon using the __Interact__ action, then Strikes with that weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The drow rogue deals 1d6 extra __precision damage__ to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The drow rogue deals 1d6 extra __precision damage__ to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dryad Queen
- source:
- - abbr: Bestiary
- page_start: 249
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 33
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 33
- level: 13
- rarity: Uncommon
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - Uncommon
- - CG
- - Medium
- - Fey
- - Nymph
- - Plant
- senses:
- - Perception +25
- - low-light vision
- languages:
- - Common
- - Elven
- - Sylvan
- - speak with plants
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Crafting '
- bonus: 23
- misc: +25 woodworking
- - name: 'Deception '
- bonus: 30
- misc:
- - name: 'Diplomacy '
- bonus: 30
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- - name: 'Nature '
- bonus: 24
- misc:
- - name: 'Performance '
- bonus: 28
- misc:
- - name: 'Stealth '
- bonus: 25
- misc:
- - name: 'Survival '
- bonus: 24
- misc:
- perception: 25
- ability_mods:
- str_mod: 2
- dex_mod: 6
- con_mod: 6
- int_mod: 4
- wis_mod: 4
- cha_mod: 8
- sense_abilities:
- - name: Nature Empathy
- action_cost: None
- traits:
- description: The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants.
- raw_description: '**Nature Empathy** The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tied to the Land
- action_cost: None
- traits:
- description:
- raw_description: '**Tied to the Land**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 35
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 26
- ref_misc:
- will: 24
- will_misc:
- misc:
- hp: 220
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: cold iron
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Nymph's Beauty
- action_cost: None
- traits:
- - aura
- - emotion
- - enchantment
- - incapacitation
- - mental
- - primal
- - visual
- description: DC 30. On a failed save, the target is immobilized in awe for 1 minute.
- raw_description: "**Nymph's Beauty** (__aura__, __emotion__, __enchantment__, __incapacitation__, __mental__, __primal__, __visual__) DC 30. On a failed save, the target is immobilized in awe for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: branch
- to_hit: 27
- traits:
- - finesse
- - magical
- damage:
- formula: 3d12+8
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: leaves
- to_hit: 27
- traits:
- - conjuration
- - plant
- - primal
- - range increment 60 feet
- damage:
- formula: 3d8+6
- type: slashing
- plus_damage:
- spell_lists:
- - name: Primal Prepared Spells
- dc: 35
- to_hit: 25
- misc: ''
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: regenerate
- frequency:
- requirement:
- - name: summon plant or fungus
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: baleful polymorph
- frequency:
- requirement:
- - name: chain lightning
- frequency:
- requirement:
- - name: tangling creepers
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: cone of cold
- frequency:
- requirement:
- - name: death ward
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: fly
- frequency:
- requirement:
- - name: resist energy
- frequency:
- requirement:
- - name: stoneskin
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: earthbind
- frequency:
- requirement:
- - name: haste
- frequency:
- requirement:
- - name: wall of thorns
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: animal messenger
- frequency:
- requirement:
- - name: faerie fire
- frequency:
- requirement:
- - name: remove fear
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: fleet step
- frequency:
- requirement:
- - name: gust of wind
- frequency:
- requirement:
- - name: negate aroma
- frequency:
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: guidance
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- - name: stabilize
- frequency:
- requirement:
- - name: Primal Innate Spells
- dc: 35
- to_hit: 25
- misc: ''
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: impaling briars
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: tree stride
- frequency: x3
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- - name: suggestion
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: entangle
- frequency: at will
- requirement:
- - name: sleep
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: shape wood
- frequency: at will
- requirement:
- - name: tree shape
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: tanglefoot
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: speak with plants
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - polymorph
- - primal
- - transmutation
- description:
- raw_description: '**Change Shape** (__polymorph__, __primal__, __transmutation__)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focus Beauty
- action_cost: One Action
- traits:
- - emotion
- - enchantment
- - incapacitation
- - mental
- - primal
- - visual
- 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__.
- raw_description: "**Focus Beauty** (__emotion__, __enchantment__, __incapacitation__, __mental__, __primal__, __visual__) 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__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inspiration
- action_cost: Three Actions
- traits:
- - emotion
- - enchantment
- - mental
- - primal
- description:
- raw_description: '**Inspiration** [Three Actions] (__emotion__, __enchantment__, __mental__, __primal__)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tree Meld
- action_cost: Two Actions
- traits:
- - primal
- - transmutation
- 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 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 dealing damage.
-
-
- If a dryad uses this ability on her bonded tree, she instead enters an extradimensional living space within the tree; Tree Meld gains the __extradimensional__ trait. A hamadryad can bring up to eight other creatures with her when entering her home within her bonded tree. The hamadryad can still be expelled from this space as above.
- raw_description: >-
- **Tree Meld** [Two Actions] (__primal__, __transmutation__) 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 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 dealing damage.
-
-
- If a dryad uses this ability on her bonded tree, she instead enters an extradimensional living space within the tree; Tree Meld gains the __extradimensional__ trait. A hamadryad can bring up to eight other creatures with her when entering her home within her bonded tree. The hamadryad can still be expelled from this space as above.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dryad
- source:
- - abbr: Bestiary
- page_start: 246
- page_stop:
- description: >-
- Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they are not above using enchantments to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby.
-
-
-
-
- Though they watch over all the woods around them, dryads are inextricably tied to a specific tree, usually an oak. Dryads who are bonded to another type of tree are fundamentally the same, but they may differ in temperament and appearance to match their ward. For instance, kraneiai, or cherry-tree dryads, have beautiful pink coloration and concern themselves with the fragile beauty of life.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 18
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - CG
- - Medium
- - Fey
- - Nymph
- - Plant
- senses:
- - Perception +10
- - low-light vision
- languages:
- - Common
- - Elven
- - Sylvan
- - speak with plants
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Crafting '
- bonus: 7
- misc: +9 woodworking
- - name: 'Diplomacy '
- bonus: 9
- misc:
- - name: 'Nature '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 10
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 1
- int_mod: 2
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- - name: Nature Empathy
- action_cost: None
- traits:
- description: The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants.
- raw_description: '**Nature Empathy** The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 11
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 55
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- - amount: 5
- type: fire
- automatic_abilities:
- - name: Tree Dependent
- action_cost: None
- traits:
- description: A dryad is mystically bonded to a single great tree and must remain within 300 feet of it. If she moves beyond that range, she becomes sickened 1 and is unable to recover. She must attempt a DC 18 Fortitude save every hour or increase the sickened value by 1 (to a maximum of sickened 4). After 24 hours, she becomes drained 1, with this value increasing by 1 every additional 24 hours. A dryad can perform a 24-hour ritual to bond herself to a new tree.
- raw_description: '**Tree Dependent** A dryad is mystically bonded to a single great tree and must remain within 300 feet of it. If she moves beyond that range, she becomes sickened 1 and is unable to recover. She must attempt a DC 18 Fortitude save every hour or increase the sickened value by 1 (to a maximum of sickened 4). After 24 hours, she becomes drained 1, with this value increasing by 1 every additional 24 hours. A dryad can perform a 24-hour ritual to bond herself to a new tree.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: branch
- to_hit: 12
- traits:
- - finesse
- - magical
- damage:
- formula: 1d12+2
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 21
- to_hit: 11
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: tree stride
- frequency: x2
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: x3
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: sleep
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: entangle
- frequency: at will
- requirement:
- - name: tree shape
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: tanglefoot
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: speak with plants
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Tree Meld
- action_cost: Two Actions
- traits:
- - primal
- - transmutation
- 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.
-
-
- 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 living space within the tree; Tree Meld gains the __extradimensional__ trait. A dryad can bring up to two other creatures with her when entering her home within her bonded tree. The dryad can still be expelled from this space as above.
- raw_description: >-
- **Tree Meld** [Two Actions] (__primal__, __transmutation__) 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.
-
-
- 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 living space within the tree; Tree Meld gains the __extradimensional__ trait. A dryad can bring up to two other creatures with her when entering her home within her bonded tree. The dryad can still be expelled from this space as above.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Duergar Bombardier
- source:
- - abbr: Bestiary
- page_start: 139
- page_stop:
- description: >-
- Alchemy intrigues many duergars, and their cruel traditions often motivate them to experiment on slaves. Eager to inflict pain and justify the abuse as a method of expanding knowledge, duergar bombardiers often accompany slaver bands so they can have the first chance to select their next test subjects from captured victims. To duergar bombardiers, the lob of each bomb represents a new opportunity to observe how their targets react and record the results to enhance future modifications to their alchemical concoctions.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Duergar
- - Dwarf
- - Humanoid
- senses:
- - Perception +4
- - darkvision
- languages:
- - Common
- - Dwarven
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Crafting '
- bonus: 6
- misc:
- - name: 'Occultism '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 4
- misc:
- perception: 4
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 2
- int_mod: 3
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- - name: Infused Items
- action_cost: None
- traits:
- description: >+
- A duergar bombardier's items listed as infused last for 24 hours, or until the next time they make their daily preparations.
-
- raw_description: >+
- **Infused Items** A duergar bombardier's items listed as infused last for 24 hours, or until the next time they make their daily preparations.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - alchemist's tools
- - infused lesser acid flask (2)
- - infused lesser alchemist's fire (2)
- - infused reagents (2)
- - studded leather armor
- - warhammer
- ac: 18
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 8
- ref_misc:
- will: 4
- will_misc:
- misc: +2 status to all saves vs. magic
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Light Blindness
- action_cost: None
- traits:
- description:
- raw_description: '**Light Blindness**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: Warhammer
- to_hit: 4
- traits:
- - shove
- damage:
- formula: 1d8+1
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: Bomb
- to_hit: 8
- traits:
- - range increment 30 feet
- - splash
- damage:
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: enlarge
- frequency: self only
- requirement:
- - name: invisibility
- frequency: self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Alchemical Formulas
- action_cost: None
- traits:
- description: '**(1st)** __lesser acid flask__, __lesser alchemist fire__, __lesser tanglefoot bag__'
- raw_description: '**Alchemical Formulas** **(1st)** __lesser acid flask__, __lesser alchemist fire__, __lesser tanglefoot bag__'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Far Lobber
- action_cost: None
- traits:
- description: The duergar bombardier has a range increment of 30 feet with their bombs instead of 20 feet.
- raw_description: '**Far Lobber** The duergar bombardier has a range increment of 30 feet with their bombs instead of 20 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quick Alchemy
- action_cost: One Action
- traits:
- description: The duergar bombardier creates a single alchemical item from their formula book (see Alchemical Formulas). This item has the __infused__ trait, but it remains potent only until the start of the duergar bombardier's next turn.
- raw_description: "**Quick Alchemy** The duergar bombardier creates a single alchemical item from their formula book (see Alchemical Formulas). This item has the __infused__ trait, but it remains potent only until the start of the duergar bombardier's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quick Bomber
- action_cost: One Action
- traits:
- description: The duergar can use Interact to draw a bomb, then Strike with it.
- raw_description: '**Quick Bomber** The duergar can use Interact to draw a bomb, then Strike with it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Duergar Sharpshooter
- source:
- - abbr: Bestiary
- page_start: 138
- page_stop:
- description: >-
- Duergar sharpshooters serve both as ranged support for slaver parties and as snipers posted on towers overlooking quarries and other areas where enslaved workers toil away the hours. Duergar sharpshooters also specialize in nonlethal methods of ranged combat—tactics they are often called upon to use when quelling slave riots or capturing escaped slaves.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Duergar
- - Dwarf
- - Humanoid
- senses:
- - Perception +4
- - darkvision
- languages:
- - Common
- - Dwarven
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 3
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 4
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 3
- int_mod: 0
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- - chain shirt
- - crossbow (3 bola bolts and 10 bolts)
- - light mace
- ac: 17
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc: +2 status to saves vs. magic
- hp: 16
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Light Blindness
- action_cost: None
- traits:
- description:
- raw_description: '**Light Blindness**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: Light Mace
- to_hit: 5
- traits:
- - agile
- - finesse
- - shove
- damage:
- formula: 1d4+1
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: Crossbow
- to_hit: 7
- traits:
- - range increment 120 feet
- - reload 1
- damage:
- formula: 1d8
- type: piercing or bola bolt
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 12
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: enlarge
- frequency: self only
- requirement:
- - name: invisibility
- frequency: self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Bola Bolt
- action_cost: None
- traits:
- description: This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked __prone__ and __immobilized__ until it is freed with a successful DC 15 check to __Escape__. This check can be attempted either by the target or a creature adjacent to the target.
- raw_description: '**Bola Bolt** This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked __prone__ and __immobilized__ until it is freed with a successful DC 15 check to __Escape__. This check can be attempted either by the target or a creature adjacent to the target.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Duergar Taskmaster
- source:
- - abbr: Bestiary
- page_start: 139
- page_stop:
- description: >-
- Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as duergar taskmasters, these leaders often issue commands to duergar subordinates and slaves in the same breath, treating the two almost as if they were interchangeable. As a result, duergar taskmasters are loathed by both slave and slaver alike.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Duergar
- - Dwarf
- - Humanoid
- senses:
- - Perception +8
- - darkvision
- languages:
- - Common
- - Dwarven
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Occultism '
- bonus: 5
- misc:
- - name: 'Religion '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 8
- ability_mods:
- str_mod: 2
- dex_mod: 0
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- - chain mail
- - maul
- - religious symbol
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 4
- ref_misc:
- will: 8
- will_misc:
- misc: +2 status to all saves vs. magic, iron mind
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Iron Mind
- action_cost: None
- traits:
- description: Duergar taskmasters automatically disbelieve all illusions of 1st level or lower.
- raw_description: '**Iron Mind** Duergar taskmasters automatically disbelieve all illusions of 1st level or lower.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Light Blindness
- action_cost: None
- traits:
- description:
- raw_description: '**Light Blindness**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: Maul
- to_hit: 8
- traits:
- - shove
- damage:
- formula: 1d12+2
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Prepared Spells
- dc: 18
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - name: harm
- frequency:
- requirement:
- - name: magic weapon
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- - name: Occult Innate Spells
- dc: 18
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: enlarge
- frequency: self only
- requirement:
- - name: invisibility
- frequency: self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Take Them Down!
- action_cost: One Action
- traits:
- description: The duergar taskmaster smashes their maul into the ground and invokes Droskar's name to rally their allies to action. All allied duergars of equal or lower __level__ 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 next turn.
- raw_description: "**Take Them Down!** The duergar taskmaster smashes their maul into the ground and invokes Droskar's name to rally their allies to action. All allied duergars of equal or lower __level__ 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 next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dullahan
- source:
- - abbr: Bestiary
- page_start: 140
- page_stop:
- 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 swiftly collects its prize, casting a pall of dread upon all who witness the grim execution.
-
-
-
-
- A dullahan manifests when a particularly violent warrior is beheaded and the warrior's soul stubbornly clings to material existence (or is refused entry to the afterlife). Most dullahans return to their former homelands, where they can exact vengeance those they feel wronged them in life (or their living descendants). A dullahan's concept of justice is swift and merciless, and once it has selected a target, it is unwavering in its cause.
-
-
-
-
- Perhaps even more than revenge on the living, a dullahan desires its own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming its missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. No matter its master's rank or station, however, a dullahan won't hesitate to kill its liege and reclaim its head when the opportunity presents itself.
-
-
-
-
- Most dullahan lairs are abandoned, overgrown ruins or other dilapidated places where severed heads and other trophies line the walls. Some dullahans, on the other hand, are content to simply commit their foul deeds and leave the remains of their decapitated victims in the streets, strewn among a copse of dead trees, or unceremoniously tossed in a bog hole.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - Uncommon
- - LE
- - Medium
- - Undead
- senses:
- - Perception +14
- - lifesense 60 feet
- languages:
- - Common
- - Necril
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 2
- int_mod: 2
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- - +1 hatchet
- - +1 longsword
- - full plate
- ac: 28
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 15
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 95
- hp_misc: fast healing 5
- immunities:
- - fear
- - death effects
- - disease
- - poison
- - paralyzed
- - unconscious
- resistances:
- - amount: 5
- type: good
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 30 feet, DC 23
- raw_description: >-
- **Frightful Presence** 30 feet, DC 23 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: keen longsword
- to_hit: 18
- traits:
- - magical
- - versatile P
- damage:
- formula: 1d8+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: keen returning hatchet
- to_hit: 17
- traits:
- - agile
- - sweep
- damage:
- formula: 1d6+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 18
- traits:
- - agile
- - nonlethal
- damage:
- formula: 1d4+10
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: keen returning hatchet
- to_hit: 14
- traits:
- - agile
- - thrown 10 feet
- damage:
- formula: 2d8+10
- type: slashing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Head Hunter
- action_cost: None
- traits:
- description: Any slashing weapon a dullahan wields becomes __keen__, and any hatchet it wields becomes __returning__. If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target. These effects remain only while the dullahan holds the weapon.
- raw_description: '**Head Hunter** Any slashing weapon a dullahan wields becomes __keen__, and any hatchet it wields becomes __returning__. If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target. These effects remain only while the dullahan holds the weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reap
- action_cost: Two Actions
- traits:
- 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 new save, even if they are temporarily immune.
- raw_description: "**Reap** [Two Actions] 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 new save, even if they are temporarily immune."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Summon Steed
- action_cost: Two Actions
- traits:
- description: The dullahan summons a __warhorse__ with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed.
- raw_description: '**Summon Steed** [Two Actions] The dullahan summons a __warhorse__ with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Duneshaker Solifugid
- source:
- - abbr: Bestiary 2
- page_start: 246
- page_stop:
- description: >-
- The largest solifugids, duneshakers, are so immense that their movements make the terrain around them tremble. They can prey on creatures the size of mammoths or even larger.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 38
- level: 18
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +30
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Athletics '
- bonus: 35
- misc:
- - name: 'Stealth '
- bonus: 33
- misc: +37 in deserts
- perception: 30
- ability_mods:
- str_mod: 9
- dex_mod: 7
- con_mod: 7
- int_mod: -5
- wis_mod: 4
- cha_mod: -4
- sense_abilities:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 33
- ref_misc:
- will: 28
- will_misc:
- misc:
- hp: 340
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- - amount: 25
- type: burrow
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 35
- traits:
- - reach 10 feet
- damage:
- formula: 4d10+17
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 35
- traits:
- - agile
- - reach 20 feet
- damage:
- formula: 3d10+17
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Earth Shaker
- action_cost: One Action
- traits:
- description: Each turn, the first time the duneshaker solifugid is adjacent to a Large or smaller creature during a __move__ action it's using, that creature must succeed at a DC 39 Reflex save or fall __prone__. Pounce ; The duneshaker solifugid Strides and makes a Strike at the end of that movement. If the duneshaker solifugid began this action __hidden__, it remains hidden until after this ability's Strike.
- raw_description: "**Earth Shaker** Each turn, the first time the duneshaker solifugid is adjacent to a Large or smaller creature during a __move__ action it's using, that creature must succeed at a DC 39 Reflex save or fall __prone__. Pounce ; The duneshaker solifugid Strides and makes a Strike at the end of that movement. If the duneshaker solifugid began this action __hidden__, it remains hidden until after this ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Venom Spray
- action_cost: Two Actions
- traits:
- - poison
- description: The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the area takes 10d6 poison damage (DC 39 basic Fortitude save). A creature that fails its saving throw is __blinded__ for 1d6 rounds (or permanently on a critical failure). The duneshaker solifugid can't use Venom Spray again for 1d4 rounds.
- raw_description: "**Venom Spray** [Two Actions] (__poison__) The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the area takes 10d6 poison damage (DC 39 basic Fortitude save). A creature that fails its saving throw is __blinded__ for 1d6 rounds (or permanently on a critical failure). The duneshaker solifugid can't use Venom Spray again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Duskwalker Ghost Hunter
- source:
- - abbr: Bestiary
- page_start: 262
- page_stop:
- description: >-
- Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle of life and death.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Duskwalker
- - Human
- - Humanoid
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 6
- misc:
- - name: 'Intimidation '
- bonus: 6
- misc:
- - name: 'Nature '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 10
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 1
- int_mod: 0
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - composite longbow (20 arrows)
- - hatchet (2)
- - leather armor
- ac: 21
- ac_special:
- - descr: 22 against prey; see Hunt Prey
- saves:
- fort: 9
- fort_misc:
- ref: 12
- ref_misc:
- will: 10
- will_misc:
- misc: +1 status to all saves vs. death effects
- hp: 56
- hp_misc:
- immunities:
- - effects that would transform their body or soul to an undead
- resistances:
- - amount: 2
- type: negative energy
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: hatchet
- to_hit: 12
- traits:
- - agile
- - sweep
- damage:
- formula: 1d6+5
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: composite longbow
- to_hit: 14
- traits:
- - deadly 1d10
- - propulsive
- - range increment 100 feet
- - reload 0
- - volley 30 feet
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: hatchet
- to_hit: 14
- traits:
- - agile
- - sweep
- - thrown 10 feet
- damage:
- formula: 1d6+5
- type: slashing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Ghost Hunter
- action_cost: None
- traits:
- description: The duskwalker's weapons have the benefits of the __ghost touch__ property rune on attacks against incorporeal undead.
- raw_description: "**Ghost Hunter** The duskwalker's weapons have the benefits of the __ghost touch__ property rune on attacks against incorporeal undead."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hunt Prey
- action_cost: One Action
- traits:
- description: >-
- The duskwalker designates as its prey a single creature that it can see and hear or that it is Tracking. It 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. It also ignores the penalty for making ranged attacks within its second range increment against its prey.
-
-
- Lastly, it gains a +2 circumstance bonus to __Deception__ checks, __Intimidation__ checks, and __Stealth__ 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. The duskwalker can have only one prey designated at a time.
- raw_description: >-
- **Hunt Prey** The duskwalker designates as its prey a single creature that it can see and hear or that it is Tracking. It 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. It also ignores the penalty for making ranged attacks within its second range increment against its prey.
-
-
- Lastly, it gains a +2 circumstance bonus to __Deception__ checks, __Intimidation__ checks, and __Stealth__ 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. The duskwalker can have only one prey designated at a time.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hunted Shot
- action_cost: One Action
- traits:
- description:
- raw_description: '**Hunted Shot** **Frequency** Once per round; **Effect** The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.'
- generic_description:
- frequency: Once per round
- trigger:
- effect: The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dust Mephit
- source:
- - abbr: Bestiary 2
- page_start: 112
- page_stop:
- description: >-
- Whining and self-important creatures, dust mephits are known for their tendency to pronounce doom and gloom at every opportunity, lamenting every insignificant and minor difficulty as though it were an insurmountable obstacle and making themselves out to be heroes for struggling valiantly against their cruel fates. They tend to be thin and gaunt, with dusky brown and gray skin and wings.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 17
- level: 1
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Small
- traits:
- - Uncommon
- - N
- - Small
- - Air
- - Earth
- - Elemental
- senses:
- - Perception +3
- - darkvision
- languages:
- - Auran
- - Terran
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 3
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 1
- int_mod: -2
- wis_mod: 0
- cha_mod: -1
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 16
- hp_misc: fast healing 2 (in dust or sand)
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 35
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 9
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+1
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: glitterdust
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - air
- - arcane
- - earth
- description: The dust mephit breathes a cloud of dust in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The dust mephit can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__air__, __arcane__, __earth__) The dust mephit breathes a cloud of dust in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The dust mephit can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Dweomercat
- source:
- - abbr: Bestiary 2
- page_start: 103
- page_stop:
- description: >-
- Dweomercats are magically gifted felines from the First World, where they prey upon other creatures and feed upon their primal energy. They are sometimes encountered in areas of the Material Plane where the veil to the First World is thin, or in regions where magic has been irreparably warped. Dweomercats are famous for their ability to twist the metaphorical strings of spells cast on or near them, which they can transform into their own defensive magic or tap into to instantly teleport across the battlefield.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - Uncommon
- - CN
- - Medium
- - Beast
- senses:
- - Perception +15
- - darkvision
- - detect magic
- - scent (imprecise) 30 feet
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Arcana '
- bonus: 16
- misc:
- - name: 'Nature '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 15
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 3
- int_mod: 3
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 17
- ref_misc:
- will: 17
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 100
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Alter Dweomer
- action_cost: Reaction
- traits:
- - abjuration
- - arcane
- description:
- raw_description: '**Alter Dweomer [Reaction]** (__abjuration__, __arcane__) **Trigger **The dweomercat is targeted by a spell or is within the area of a spell as it is cast; **Effect **The dweomercat gains an effect related to the school of the triggering spell. This effect occurs before the dweomercat is affected by the triggering spell. The effect lasts for 1 minute, until the dweomercat uses this ability again, or until the dweomercat Dismisses the effect, whichever comes first.'
- generic_description:
- frequency:
- trigger: The dweomercat is targeted by a spell or is within the area of a spell as it is cast
- effect: The dweomercat gains an effect related to the school of the triggering spell. This effect occurs before the dweomercat is affected by the triggering spell. The effect lasts for 1 minute, until the dweomercat uses this ability again, or until the dweomercat Dismisses the effect, whichever comes first.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Abjuration
- action_cost: None
- traits:
- description: The dweomercat gains a +1 status bonus to AC.
- raw_description: '**Abjuration **The dweomercat gains a +1 status bonus to AC.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Conjuration
- action_cost: None
- traits:
- description: A cloud of fog appears in a 5-foot burst centered on a corner of the dweomercat's space. Anything in the cloud is __concealed__.
- raw_description: "**Conjuration **A cloud of fog appears in a 5-foot burst centered on a corner of the dweomercat's space. Anything in the cloud is __concealed__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Divination
- action_cost: None
- traits:
- description: The dweomercat gains a +1 status bonus to all skill checks.
- raw_description: '**Divination **The dweomercat gains a +1 status bonus to all skill checks.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Enchantment
- action_cost: None
- traits:
- description: The dweomercat gains a +1 status bonus to all saves.
- raw_description: '**Enchantment **The dweomercat gains a +1 status bonus to all saves.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Evocation
- action_cost: None
- traits:
- description: Magical feedback deals 4d6 force damage to the triggering spellcaster (DC 22 basic Reflex save).
- raw_description: '**Evocation **Magical feedback deals 4d6 force damage to the triggering spellcaster (DC 22 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Illusion
- action_cost: None
- traits:
- description: The dweomercat becomes __invisible__. This effect ends if the dweomercat uses a hostile action, in addition to the normal end conditions.
- raw_description: '**Illusion **The dweomercat becomes __invisible__. This effect ends if the dweomercat uses a hostile action, in addition to the normal end conditions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Necromancy
- action_cost: None
- traits:
- description: The dweomercat gains 10 temporary HP.
- raw_description: '**Necromancy **The dweomercat gains 10 temporary HP.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Transmutation
- action_cost: None
- traits:
- description: The dweomercat gains a +1 status bonus to all attack rolls.
- raw_description: '**Transmutation **The dweomercat gains a +1 status bonus to all attack rolls.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- - magical
- damage:
- formula: 2d10+7
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- - magical
- damage:
- formula: 2d8+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: ×3
- requirement:
- - name: dispel magic
- frequency: at will
- requirement:
- - name: globe of invulnerability
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Dweomer Leap
- action_cost: Two Actions
- traits:
- - arcane
- - conjuration
- - teleportation
- description:
- raw_description: "**Dweomer Leap** [Two Actions] (__arcane__, __conjuration__, __teleportation__) **Prerequisites **The dweomercat has at least one __dimension door__ spell remaining; **Effect **The dweomercat casts dimension door, then can make a melee Strike against one creature adjacent to it at the end of its teleport. If the dweomercat ends its teleport adjacent to a creature under an ongoing spell effect or who cast a spell since the dweomercat's last turn, this does not expend a casting of dimension door."
- generic_description:
- frequency:
- trigger:
- effect: The dweomercat has at least one __dimension door__ spell remaining
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The dweomercat Strides and makes a Strike at the end of that movement. If the dweomercat began this action __hidden__, it remains hidden until after this ability's Strike.
- raw_description: "**Pounce** The dweomercat Strides and makes a Strike at the end of that movement. If the dweomercat began this action __hidden__, it remains hidden until after this ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Eagle
- source:
- - abbr: Bestiary
- page_start: 141
- page_stop:
- description: >-
- These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees or steep cliffs that provide a commanding view of the surrounding area. They avoid nesting too near civilization, but some remote cultures train eagles as hunting companions.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +6
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 6
- ref_misc:
- will: 2
- will_misc:
- misc:
- hp: 6
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 6
- traits:
- - finesse
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: talon
- to_hit: 6
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Eagle Dive
- action_cost: Two Actions
- traits:
- description: The eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike.
- raw_description: '**Eagle Dive** [Two Actions] The eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Earth Mephit
- source:
- - abbr: Bestiary
- page_start: 150
- page_stop:
- description: >-
- Earth mephits are humorless and trudge about their tasks with little enthusiasm. They are somewhat more stout than other mephits, and their dark-brown or gray bodies are always coated with layers of dirt and filth. An earth mephit can fly, just as any other mephit, but the act of flight is uncomfortable and unnerving to them—they rarely ascend higher than 5 feet off the ground if they can help it.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Earth
- - Elemental
- senses:
- - Perception +3
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 2
- misc:
- perception: 3
- ability_mods:
- str_mod: 3
- dex_mod: -1
- con_mod: 2
- int_mod: -2
- wis_mod: 0
- cha_mod: -1
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 4
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 20
- hp_misc: fast healing 2 (while underground)
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: burrow
- - amount: 15
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 8
- traits:
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: meld into stone
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: enlarge
- frequency: self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - earth
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __earth__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Earthen Destrier
- source:
- - abbr: Bestiary 2
- page_start: 108
- page_stop:
- description: >-
- This wave of dirt takes the crude likeness of the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray stone.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Earth
- - Elemental
- senses:
- - Perception +10
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 4
- int_mod: -1
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 9
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 72
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- - amount: 30
- type: burrow
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: lance arm
- to_hit: 14
- traits:
- - deadly d8
- - reach 10 feet
- damage:
- formula: 2d8+6
- type: piercing and lancing charge
- plus_damage:
- - action_cost: One Action
- name: hoof
- to_hit: 14
- traits:
- damage:
- formula: 2d6+6
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Earth Glide
- action_cost: None
- traits:
- description: An earthen destrier can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** An earthen destrier can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lancing Charge
- action_cost: None
- traits:
- description: If the destrier moved at least 10 feet directly before its lance arm Strike, it gains a +2 circumstance bonus to its damage roll.
- raw_description: '**Lancing Charge** If the destrier moved at least 10 feet directly before its lance arm Strike, it gains a +2 circumstance bonus to its damage roll.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tilting Strike
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Tilting Strike** [Reaction] **Trigger **The earthen destrier tramples a creature; **Effect **The earthen destrier makes a lance arm Strike against the creature it's trampling at a -5 penalty."
- generic_description:
- frequency:
- trigger: The earthen destrier tramples a creature
- effect: The earthen destrier makes a lance arm Strike against the creature it's trampling at a -5 penalty.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, hoof, DC 20
- raw_description: '**__Trample__** [Three Actions] Medium or smaller, hoof, DC 20'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Efreeti
- source:
- - abbr: Bestiary
- page_start: 164
- page_stop:
- description: >-
- The efreet are hateful and merciless genies from the Plane of Fire, 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 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 and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen victims with a glance.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Large
- traits:
- - Uncommon
- - LE
- - Large
- - Elemental
- - Fire
- - Genie
- senses:
- - Perception +17
- - darkvision
- - detect magic
- languages:
- - Common
- - Ignan
- skills:
- - name: 'Arcana '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Crafting '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 19
- misc:
- - name: 'Diplomacy '
- bonus: 17
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Society '
- bonus: 14
- misc:
- perception: 17
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 4
- int_mod: 1
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- - +1 striking scimitar
- - breastplate
- ac: 28
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 17
- ref_misc:
- will: 20
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 35
- type: fly
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 21
- traits:
- - fire
- - forceful +2
- - magical
- - reach 10 feet
- - sweep
- damage:
- formula: 2d6+11
- type: slashing
- plus_damage:
- - formula: 2d6
- type: fire
- - action_cost: One Action
- name: fist
- to_hit: 20
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 1d4+11
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: fire
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 29
- to_hit: 19
- misc: ''
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: at will, to Astral Plane, Elemental Planes, or Material Plane only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: illusory object
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: gaseous form
- frequency:
- requirement:
- - name: invisibility
- frequency: x2
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: produce flame
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Burning Grasp
- action_cost: None
- traits:
- - fire
- description: When the efreeti grabs a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns as long as it remains grabbed.
- raw_description: '**Burning Grasp** (__fire__) When the efreeti grabs a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns as long as it remains grabbed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Size
- action_cost: Two Actions
- traits:
- - arcane
- - concentrate
- - polymorph
- - transmutation
- description:
- raw_description: "**Change Size** [Two Actions] (__arcane__, __concentrate__, __polymorph__, __transmutation__) **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)."
- generic_description:
- frequency: Once per day.
- trigger:
- 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).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Combat Grab
- action_cost: One Action
- traits:
- description:
- raw_description: "**Combat Grab** **Requirements** The efreeti has one hand free. **Effect** 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."
- generic_description:
- frequency:
- trigger:
- effect: The efreeti has one hand free.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Elananx
- source:
- - abbr: Bestiary
- page_start: 143
- page_stop:
- description: >-
- These strange, fey felines resemble large, broad bobcats from a distance, but a closer view reveals something amiss. Their forms ripple and billow with heat, and their eyes glow from within as if they contain tiny, flickering flames. The pungent scent of rotting leaves smoldering in a bonfire clings to their fur. Yet those who have the chance to watch elananxes hunt or attack prey witness the greatest indication that these creatures are something more than mere predators, for they act with cruel and savvy instincts, reveling in the pain they infiict.
-
-
-
-
- Elananxes typically hunt alone, but sometimes these cunning and malicious hunters of the First World roam in packs called "billows" to take down large prey. Like many house cats, elananxes are not content to merely track and devour prey, but prefer to toy with their victims, drawing joy and excitement from the fear and pain of those they capture. To this end, elananxes rarely use their cinder dispersal ability to evade their targets, instead opting to foil their quarry just before the end of the hunt—though, as selfish creatures who wish to live to hunt again, elananxes often reserve one use of this ability, just in case.
-
-
-
-
- Because of their clever and malicious ways, elananxes are favored as hunting companions by __redcaps__, who go out of their way to befriend or make deals with these creatures. Redcaps also flnd great sport in hunts where competing elananxes chase a single creature. Although they're large enough to serve as mounts for redcaps, elananxes despise being ridden and resist such attempts—little is as sure to cause a supposedly friendly elananx to turn on its redcap ally than a foolhardy attempt to treat the fey cat as a horse!
-
-
-
-
- Elananxes have a strange affinity to forest fires. Because they are immune to the damage caused by flickering flames, they enjoy capering and caterwauling through the smoky, burning ruins of forest infernos. Some have even been known to use their burning bites to deliberately light undergrowth on fire, simply so they might experience the beauty of the flames combined with the inevitable pain such disasters inflict on other creatures.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Fey
- - Fire
- senses:
- - Perception +14
- - darkvision
- languages:
- - Sylvan
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Survival '
- bonus: 14
- misc: +17 to Track
- perception: 14
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 2
- int_mod: -3
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 16
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 5
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Cinder Dispersal
- action_cost: Reaction
- traits:
- - fire
- - primal
- - transmutation
- description:
- raw_description: "**Cinder Dispersal** [Reaction] (__fire__, __primal__, __transmutation__); **Frequency** once per day. **Trigger** The elananx takes damage from a hostile source. **Effect** The elananx disperses into a cloud of smoke and cinders, filling its space and a 20-foot emanation. While in this form, the elananx can't be attacked or targeted, and it doesn't take up space. Anything inside this cloud is concealed, and any creature ending its turn there takes 2d6 fire damage. At the start of its turn, the elananx returns to its normal form in any square the cloud covered. If the elananx Strikes a creature using its first action after returning to its normal form, the target is flat-footed and the Strike deals an extra 1d6 fire damage."
- generic_description:
- frequency: once per day.
- trigger: The elananx takes damage from a hostile source.
- effect: The elananx disperses into a cloud of smoke and cinders, filling its space and a 20-foot emanation. While in this form, the elananx can't be attacked or targeted, and it doesn't take up space. Anything inside this cloud is concealed, and any creature ending its turn there takes 2d6 fire damage. At the start of its turn, the elananx returns to its normal form in any square the cloud covered. If the elananx Strikes a creature using its first action after returning to its normal form, the target is flat-footed and the Strike deals an extra 1d6 fire damage.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 16
- traits:
- - magical
- damage:
- formula: 2d6+8
- type: piercing and 1d6 fire
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 16
- traits:
- - agile
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The elananx's Strikes deal an extra 1d6 damage to creatures within the reach of at least two of its allies.
- raw_description: "**Pack Attack** The elananx's Strikes deal an extra 1d6 damage to creatures within the reach of at least two of its allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The elananx Strides and makes a Strike at the end of that movement. If the elananx began this action hidden, it remains hidden until after the attack.
- raw_description: '**Pounce** The elananx Strides and makes a Strike at the end of that movement. If the elananx began this action hidden, it remains hidden until after the attack.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Elasmosaurus
- source:
- - abbr: Bestiary 2
- page_start: 105
- page_stop:
- description: >-
- Elasmosauruses are long-necked, primeval reptiles that dwell in deep oceans and seas. Although not truly a dinosaur, elasmosauruses are often found in similar locations and are similarly titanic creatures. Keeping their massive bodies underwater, elasmosauruses use their long necks to catch prey and snorkel air to their massive lungs while remaining mostly hidden from the surface above. An elasmosaurus is 30 feet long and weighs 6,000 pounds.
-
-
-
-
- As rare and reclusive as they are, elasmosauruses are sometimes mistaken for even rarer creatures called water orms, legendary aquatic denizens of remote lakes known for their elusiveness and craftiness. Whereas elasmosauruses are mundane creatures of animalistic intelligence, water orms are magical beings with near-humanoid intelligence and a curious fascination with mortals, and they seem to delight in confounding onlookers. As a result, it's theorized that a typical water orm is more than happy to lead a group of spectators to a lost elasmosaurus, both to throw its pursuers off its tail and for the hilarity that will inevitably ensue.
-
-
-
-
- While elasmosauruses are often found in lost worlds and unsettled regions, those who dwell in the oceans of the world do not contain their hunting grounds to specific regions. As a result, it's not unheard of for a wandering specimen to find its way to coastal waters. Those that do often find the ports of small towns or even large cities to be wondrous banquets and are usually hunted down by coastal guards or adventurers. When a wayward elasmosaurus like this finds its way into a city's sewer system or reservoirs, though, it can become the stuff of urban legends.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +16
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 6
- int_mod: -4
- wis_mod: 5
- cha_mod: -1
- sense_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: The elasmosaurus can hold its breath for 2 hours.
- raw_description: '**Deep Breath** The elasmosaurus can hold its breath for 2 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 13
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 125
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Long Neck
- action_cost: None
- traits:
- description: An elasmosaurus's long neck allows it to interact with the surface while its body remains submerged underwater. While submerged no deeper than 15 feet underwater, an elasmosaurus can still stick its head up to breathe. An elasmosaurus gains __cover__ against attacks made against creatures who are above the water's surface while it is underwater, even if its head is above the surface.
- raw_description: "**Long Neck** An elasmosaurus's long neck allows it to interact with the surface while its body remains submerged underwater. While submerged no deeper than 15 feet underwater, an elasmosaurus can still stick its head up to breathe. An elasmosaurus gains __cover__ against attacks made against creatures who are above the water's surface while it is underwater, even if its head is above the surface."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 5
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+10
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: paddle
- to_hit: 17
- traits:
- damage:
- formula: 2d6+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drag Below
- action_cost: One Action
- traits:
- - attack
- description: The elasmosaurus attempts an __Athletics__ check against a __grabbed__ foe's Fortitude DC. If the elasmosaurus succeeds, the foe is forcibly moved 5 feet toward the elasmosaurus's body. If the elasmosaurus critically succeeds, the foe is moved 10 feet towards the elasmosaurus's body.
- raw_description: "**Drag Below** (__attack__) The elasmosaurus attempts an __Athletics__ check against a __grabbed__ foe's Fortitude DC. If the elasmosaurus succeeds, the foe is forcibly moved 5 feet toward the elasmosaurus's body. If the elasmosaurus critically succeeds, the foe is moved 10 feet towards the elasmosaurus's body."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thrashing Retreat
- action_cost: Two Actions
- traits:
- description: A swimming elasmosaurus thrashes the area around it as it attempts to flee. It makes two paddle Strikes, each of which must be against separate targets, and each of which takes the normal multiple attack penalty. It then __Swims__ up to its swim Speed. This Swim does not trigger reactions based on movement.
- raw_description: '**Thrashing Retreat** [Two Actions] A swimming elasmosaurus thrashes the area around it as it attempts to flee. It makes two paddle Strikes, each of which must be against separate targets, and each of which takes the normal multiple attack penalty. It then __Swims__ up to its swim Speed. This Swim does not trigger reactions based on movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Elder Wyrmwraith
- source:
- - abbr: 'Pathfinder #150: Broken Promises'
- page_start: 85
- page_stop:
- description: >-
- Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 51
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 51
- level: 23
- rarity: Rare
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Rare
- - CE
- - Gargantuan
- - Dragon
- - Incorporeal
- - Undead
- - Wraith
- senses:
- - Perception +40
- - darkvision
- - lifesense 120 feet
- languages:
- - Common
- - Draconic
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 38
- misc:
- - name: 'Arcana '
- bonus: 38
- misc:
- - name: 'Intimidation '
- bonus: 43
- misc:
- - name: 'Religion '
- bonus: 43
- misc:
- - name: 'Stealth '
- bonus: 43
- misc:
- perception: 40
- ability_mods:
- str_mod: -5
- dex_mod: 11
- con_mod: 0
- int_mod: 9
- wis_mod: 9
- cha_mod: 11
- sense_abilities:
- items:
- ac: 49
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 38
- ref_misc:
- will: 42
- will_misc:
- misc:
- hp: 450
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 25
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance vs. non-magical)
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 46
- raw_description: >-
- **Frightful Presence** 90 feet, DC 46 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Sunlight Powerlessness
- action_cost: None
- traits:
- description: A wyrmwraith in sunlight is __clumsy 2__ and __stunned 2__.
- raw_description: '**Sunlight Powerlessness** A wyrmwraith in sunlight is __clumsy 2__ and __stunned 2__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Positive Energy Transfer
- action_cost: Reaction
- traits:
- - divine
- - conjuration
- description:
- raw_description: '**Positive Energy Transfer** [Reaction] (__divine__, __conjuration__) **Trigger** The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect; **Effect** The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet.'
- generic_description:
- frequency:
- trigger: The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect
- effect: The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 100
- type: fly
- melee:
- - action_cost: One Action
- name: spectral jaws
- to_hit: 42
- traits:
- - reach 20 feet
- damage:
- formula: 9d8+8
- type: negative
- plus_damage:
- - formula:
- type: drain life
- - action_cost: One Action
- name: spectral claw
- to_hit: 42
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 9d6+8
- type: negative
- plus_damage:
- - formula:
- type: divine dispelling and drain life
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 46
- to_hit: 42
- misc: ''
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: miracle
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: charm
- frequency: undead targets only
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: divine wrath
- frequency: x3
- requirement:
- - name: finger of death
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: vampiric exsanguination
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: x3, undead targets only
- requirement:
- - name: darkness
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: bind undead
- frequency: at will
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 46
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: create undead
- frequency:
- requirement:
- - name: imprisonment
- frequency:
- requirement:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - divine
- - necromancy
- - negative
- description: The elder wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__divine__, __necromancy__, __negative__) The elder wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Consume Souls
- action_cost: Two Actions
- traits:
- - divine
- - death
- - necromancy
- description: >+
- The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will save. The elder wyrmwraith can't Consume Souls again for 1d4 rounds.
-
- raw_description: >-
- **Consume Souls** [Two Actions] (__divine__, __death__, __necromancy__) The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will save. The elder wyrmwraith can't Consume Souls again for 1d4 rounds.
-
-
- **Critical Success** The creature is unaffected.
-
-
- **Success** The creature gains __doomed 1__.
-
-
- **Failure** The creature gains __doomed 2__ and takes 100 negative damage.
-
-
- **Critical Failure** The creature is slain. As long as the wyrmwraith still exists, the slain creature cannot be returned to life through any means.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature gains doomed 1.
- failure: The creature gains doomed 2 and takes 100 negative damage.
- critical_failure: The creature is slain. As long as the wyrmwraith still exists, the slain creature cannot be returned to life through any means.
- full_description:
- - name: Divine Dispelling
- action_cost: None
- traits:
- - abjuration
- - divine
- description: An elder wyrmwraith's claws rend divine magic. Whenever an elder wyrmwraith hits a creature with one of its spectral claws, the elder wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature.
- raw_description: "**Divine Dispelling** (__abjuration__, __divine__) An elder wyrmwraith's claws rend divine magic. Whenever an elder wyrmwraith hits a creature with one of its spectral claws, the elder wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Life
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When an elder wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the elder wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude save or become __drained 2__. Further damage dealt by the elder wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 14__.
- raw_description: "**Drain Life** (__divine__, __necromancy__) When an elder wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the elder wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude save or become __drained 2__. Further damage dealt by the elder wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 14__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ectoplasmic Form
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description: An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can't use this ability again for 1d4 rounds. While in ectoplasmic form, the elder wyrmwraith's AC increases to 52 and it gains 125 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage.
- raw_description: "**Ectoplasmic Form** (__divine__, __necromancy__) An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can't use this ability again for 1d4 rounds. While in ectoplasmic form, the elder wyrmwraith's AC increases to 52 and it gains 125 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Phase Lurch
- action_cost: One Action
- traits:
- - divine
- - move
- description:
- raw_description: '**Phase Lurch** (__divine__, __move__) **Requirements** The elder wyrmwraith is in ectoplasmic form; **Effect** As the Stride action, but the elder wyrmwraith can pass through walls or material obstacles as though it were incorporeal. It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain.'
- generic_description:
- frequency:
- trigger:
- effect: The elder wyrmwraith is in ectoplasmic form
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Electric Eel
- source:
- - abbr: Bestiary
- page_start: 142
- page_stop:
- description: >-
- Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be dangerous to larger creatures searching for their next meals.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- - Aquatic
- senses:
- - Perception +4
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 4
- ability_mods:
- str_mod: 1
- dex_mod: 2
- con_mod: 2
- int_mod: -5
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 18
- hp_misc:
- immunities:
- resistances:
- - amount: 7
- type: electricity
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 6
- traits:
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 6
- traits:
- - agile
- damage:
- formula: 1d4+1
- type: bludgeoning
- plus_damage:
- - formula: 1d4
- type: electricity and stunning shock
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Stunning Shock
- action_cost: None
- traits:
- - incapacitation
- description: >+
- A creature critically hit by the electric eel's tail must attempt a DC 17 Fortitude save.
-
- raw_description: >-
- **Stunning Shock** (__incapacitation__) 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__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- 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.
- full_description:
-- name: Elemental Avalanche
- source:
- - abbr: Bestiary
- page_start: 147
- page_stop:
- description: >-
- Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Earth
- - Elemental
- senses:
- - Perception +20
- - darkvision
- - tremorsense (imprecise) 90 feet
- languages:
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 20
- ability_mods:
- str_mod: 7
- dex_mod: -1
- con_mod: 8
- int_mod: 0
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- - name: Earthbound
- action_cost: None
- traits:
- description: When not touching solid ground, the elemental avalanche is slowed 1, can't use reactions, and can't Trample.
- raw_description: "**Earthbound** When not touching solid ground, the elemental avalanche is slowed 1, can't use reactions, and can't Trample."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 32
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 17
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 215
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Spike Stones
- action_cost: None
- traits:
- - aura
- - earth
- - primal
- - transmutation
- description: 10 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the __earth__ trait ignore all effects within the area. The elemental avalanche can disable or activate spike stones as a single action, which has the __concentrate__ trait
- raw_description: '**Spike Stones** (__aura__, __earth__, __primal__, __transmutation__) 10 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the __earth__ trait ignore all effects within the area. The elemental avalanche can disable or activate spike stones as a single action, which has the __concentrate__ trait'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Crumble
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Crumble** [Reaction] **Trigger** The elemental avalanche takes damage from a hostile source while atop rock or earth. **Effect** The elemental avalanche crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The elemental avalanche can't Crumble again for 1d4 rounds."
- generic_description:
- frequency:
- trigger: The elemental avalanche takes damage from a hostile source while atop rock or earth.
- effect: The elemental avalanche crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The elemental avalanche can't Crumble again for 1d4 rounds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: burrow
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 24
- traits:
- - reach 20 feet
- damage:
- formula: 2d12+11
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 24
- traits:
- - brutal
- - range increment 80 feet
- damage:
- formula: 2d12+7
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Earth Glide
- action_cost: None
- traits:
- description: The elemental avalanche can Burrow through any earthen matter, including rock. When it does so, the elemental avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** The elemental avalanche can Burrow through any earthen matter, including rock. When it does so, the elemental avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, fist, DC 30
- raw_description: '**Trample** [Three Actions] Large or smaller, fist, DC 30'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Elemental Hurricane
- source:
- - abbr: Bestiary
- page_start: 145
- page_stop:
- description: >-
- Elemental hurricanes embody the ferocity of violent windstorms.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Air
- - Elemental
- senses:
- - Perception +20
- - darkvision
- languages:
- - Auran
- skills:
- - name: 'Acrobatics '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 22
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 7
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 32
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 24
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 140
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: High Winds
- action_cost: Reaction
- traits:
- - air
- - aura
- description:
- raw_description: >-
- **High Winds** (__air__, __aura__) 40 feet. Air within the emanation is difficult terrain for Flying creatures that do not have the air trait.
-
- **Disperse** [Reaction] **Trigger** The elemental hurricane takes damage from a hostile action. **Effect** The elemental hurricane disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed.
- generic_description:
- frequency:
- trigger: '[Reaction]'
- effect: The elemental hurricane takes damage from a hostile action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 100
- type: fly
- - amount:
- type: swiftness
- melee:
- - action_cost: One Action
- name: gust
- to_hit: 24
- traits:
- - finesse
- - reach 20 feet
- damage:
- formula: 2d10+12
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 10 feet
- ranged:
- - action_cost: One Action
- name: lightning lash
- to_hit: 24
- traits:
- - range increment 75 feet
- damage:
- formula: 2d12+6
- type: electricity
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - air
- 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.
-
- raw_description: >-
- **Breath Weapon** [Two Actions] (__air__) 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.
-
-
- **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.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- 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.
- full_description:
- - name: Swiftness
- action_cost: None
- traits:
- description: The elemental's movement doesn't trigger reactions.
- raw_description: "**Swiftness** The elemental's movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Elemental Inferno
- source:
- - abbr: Bestiary
- page_start: 149
- page_stop:
- description: >-
- Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Elemental
- - Fire
- senses:
- - Perception +20
- - darkvision
- - smoke vision
- languages:
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 21
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 6
- con_mod: 5
- int_mod: 0
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: The elemental inferno ignores the concealed condition from smoke.
- raw_description: '**Smoke Vision** The elemental inferno ignores the concealed condition from smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 23
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 210
- hp_misc: explosion
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 15
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Explosion
- action_cost: None
- traits:
- - fire
- description: When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 basic Reflex save).
- raw_description: '**Explosion** (__fire__) When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Intense Heat
- action_cost: None
- traits:
- - aura
- - fire
- description: 10 feet, 7d6 fire, DC 28 basic Reflex.
- raw_description: '**Intense Heat** (__aura__, __fire__) 10 feet, 7d6 fire, DC 28 basic Reflex.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 70
- type: Land
- melee:
- - action_cost: One Action
- name: tendril
- to_hit: 24
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+12
- type: fire
- plus_damage:
- - formula: 3d8
- type: persistent fire
- ranged:
- - action_cost: One Action
- name: fire mote
- to_hit: 24
- traits:
- - range increment 60 feet
- damage:
- formula: 2d10+6
- type: fire
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blue Flames
- action_cost: None
- traits:
- description: When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn.
- raw_description: '**Blue Flames** When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inferno Leap
- action_cost: Two Actions
- traits:
- - fire
- description: The elemental inferno jumps horizontally and vertically with a maximum 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 Leap again for 1d4 rounds.
- raw_description: "**Inferno Leap** [Two Actions] (__fire__) The elemental inferno jumps horizontally and vertically with a maximum 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 Leap again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Elemental Tsunami
- source:
- - abbr: Bestiary
- page_start: 153
- page_stop:
- description: >-
- Elemental tsunamis are huge and destructive.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Aquatic
- - Elemental
- - Water
- senses:
- - Perception +22
- - darkvision
- languages:
- - Aquan
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- perception: 22
- ability_mods:
- str_mod: 6
- dex_mod: 6
- con_mod: 6
- int_mod: 0
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Water-Bound
- action_cost: None
- traits:
- description: When not touching water, the elemental tsunami is slowed 1 and can't use reactions.
- raw_description: "**Water-Bound** When not touching water, the elemental tsunami is slowed 1 and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 22
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 195
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Vortex
- action_cost: None
- traits:
- - aura
- - water
- description: 50 feet. Water in the area that is in the same body of water as the elemental tsunami is difficult terrain for Swimming creatures that don't have the water trait.
- raw_description: "**Vortex** (__aura__, __water__) 50 feet. Water in the area that is in the same body of water as the elemental tsunami is difficult terrain for Swimming creatures that don't have the water trait."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 100
- type: swim
- melee:
- - action_cost: One Action
- name: wave
- to_hit: 24
- traits:
- - reach 20 feet
- damage:
- formula: 2d12+12
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push or Pull 10 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drench
- action_cost: One Action
- traits:
- - abjuration
- - primal
- - water
- description: The elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier).
- raw_description: '**Drench** (__abjuration__, __primal__, __water__) The elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Surge
- action_cost: Two Actions
- traits:
- description: The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex's emanation take 5d12+6 bludgeoning damage (DC 31 basic Fortitude save). 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 again for 1d4 rounds.
- raw_description: "**Surge** [Two Actions] The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex's emanation take 5d12+6 bludgeoning damage (DC 31 basic Fortitude save). 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 again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Elephant
- source:
- - abbr: Bestiary
- page_start: 154
- page_stop:
- description: >-
- Those who live near elephants have learned to be wary of angering the beasts, but even with precautions in place, elephants sometimes still rampage. There is little an individual person can do when even a single elephant becomes enraged. Furthermore, a herd of angry or frightened elephants can easily destroy an entire village.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +13
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 13
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 11
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 130
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: tusk
- to_hit: 16
- traits:
- - reach 10 feet
- damage:
- formula: 3d8+9
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: trunk
- to_hit: 18
- traits:
- - reach 15 feet
- damage:
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 16
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Grabbing Trunk
- action_cost: None
- traits:
- description: A Medium or smaller creature hit by the elephant's trunk is __grabbed__. If the elephant moves, it can bring the __grabbed__ creature along with it.
- raw_description: "**Grabbing Trunk** A Medium or smaller creature hit by the elephant's trunk is __grabbed__. If the elephant moves, it can bring the __grabbed__ creature along with it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 24
- raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 24'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Eloko
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 83
- page_stop:
- description: >-
- If a biloko is lucky enough to consume several spellcasters or other creatures with innate magical abilities, it undergoes a subtle transformation over the course of 1 week. Such a fey is known as an eloko, and in addition to their incredible appetite (even by biloko standards), they have the supernatural ability to grow to immense size.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: NE
- size: Small
- traits:
- - NE
- - Small
- - Fey
- senses:
- - Perception +15
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Aklo
- - Mwangi
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Crafting '
- bonus: 13
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Nature '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- - name: 'Survival '
- bonus: 13
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 5
- con_mod: 1
- int_mod: 0
- wis_mod: 4
- cha_mod: 1
- sense_abilities:
- items:
- - +1 dagger
- - blowgun (10 poisoned darts)
- ac: 25
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 18
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 115
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: dagger
- to_hit: 18
- traits:
- - agile
- - magical
- - versatile S
- damage:
- formula: 1d4+8
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: blowgun
- to_hit: 17
- traits:
- - agile
- - nonlethal
- - range increment 20 feet
- - reload 1
- damage:
- plus_damage:
- - action_cost: One Action
- name: dagger
- to_hit: 18
- traits:
- - agile
- - magical
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+8
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Inspired Feast
- action_cost: None
- traits:
- - emotion
- - mental
- description: If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour.
- raw_description: '**Inspired Feast** (__emotion__, __mental__) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Size Alteration
- action_cost: Two Actions
- traits:
- - polymorph
- - primal
- - transmutation
- description: The eloko is affected by a 4th-level __enlarge__ spell. This lasts for 1 minute, and the eloko can Dismiss the Spell.
- raw_description: '**Size Alteration** [Two Actions] (__polymorph__, __primal__, __transmutation__) The eloko is affected by a 4th-level __enlarge__ spell. This lasts for 1 minute, and the eloko can Dismiss the Spell.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The eloko deals 2d6 extra precision damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The eloko deals 2d6 extra precision damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ember Fox
- source:
- - abbr: Bestiary 2
- page_start: 110
- page_stop:
- description: >-
- Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: NG
- size: Small
- traits:
- - NG
- - Small
- - Elemental
- - Fire
- senses:
- - Perception +8
- - darkvision
- languages:
- - Ignan
- - can't speak any language
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 2
- int_mod: -2
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 10
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Cloak in Embers
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Cloak in Embers [Reaction]** **Trigger **An adjacent ally is targeted by an effect that deals fire damage; **Effect **The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack.'
- generic_description:
- frequency:
- trigger: An adjacent ally is targeted by an effect that deals fire damage
- effect: The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- - formula: 1d4
- type: persistent fire
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Emperor Bird
- source:
- - abbr: 'Pathfinder #145: Hellknight Hill'
- page_start: 87
- page_stop:
- description: >-
- The emperor bird is native to the jungles of the Mwangi Expanse and known for its brilliant plumage and innate magic. While it usually feeds on lizards, big insects, and other small creatures, the emperor bird is highly territorial and not afraid to attack larger prey. Its beak, resembling that of the much smaller peafowl, is exceptionally sharp, but its deadliest weapon is its tail—the long, whiplike blades of bone hidden among its tail feathers are a nasty surprise for any predator trying to sneak up on the bird.
-
-
-
-
- The emperor bird was given its current name 2,000 years ago when Taldor's Sixth Army of Exploration ventured into the Mwangi Expanse. When the legion spotted this 6-foot-long bird with its spectacular multicolored feathers trailing from its tail, wings, and crest, the soldiers thought the bird regal enough to suit their emperor, disregarding the name the Mwangi had given to the bird generations before, bebaki.
-
-
-
-
- Keeping an emperor bird was, for many years, a sign of prestige among the nobility of Taldor. That was long ago, however, and emperor birds eventually fell out of fashion. Inevitably their former owners forgot about their colorful pets, and hundreds of neglected emperor birds were released back into the wild by weary servants. While many such freed birds perished quickly in the unfamiliar woodlands of Avistan, some managed to hold out, and emperor birds can still be encountered in the Verduran Forest.
-
-
-
-
- The emperor bird uses its brilliant, iridescent plumage for mating displays as well as for intimidating rival suitors and potential predators. Not only are the feathers beautiful, but they are actually magical—a fact that has piqued the interest of alchemists and wizards alike, many of whom have spent decades capturing and breeding emperor birds in the hope of unlocking their arcane secrets. Mages stationed in the Mwangi Expanse will pay a pretty penny for intact feathers from these majestic creatures—or better yet, live specimens.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 2
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Uncommon
- - N
- - Medium
- - Animal
- senses:
- - Perception +8
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 0
- int_mod: -4
- wis_mod: 1
- cha_mod: 3
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 27
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 20
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 11
- traits:
- damage:
- formula: 1d10+2
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 11
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d8+3
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dazzling Display
- action_cost: Two Actions
- traits:
- - enchantment
- - mental
- - primal
- - visual
- description: >+
- The emperor bird flaps its mesmerizing wings. Each creature within 15 feet that can see the emperor bird must attempt a DC 19 Will save.
-
- raw_description: >-
- **Dazzling Display** [Two Actions] (__enchantment__, __mental__, __primal__, __visual__) The emperor bird flaps its mesmerizing wings. Each creature within 15 feet that can see the emperor bird must attempt a DC 19 Will save.
-
-
- **Critical Success** The creature is unaffected.
-
-
- **Success** The creature is __dazzled__ for 1 round.
-
-
- **Failure** The creature is __dazzled__ for 1d4 rounds.
-
-
- **Critical Failure** The creature is __confused__ for 1d4 rounds.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is dazzled for 1 round.
- failure: The creature is dazzled for 1d4 rounds.
- critical_failure: The creature is confused for 1d4 rounds.
- full_description:
- - name: Tail Lash
- action_cost: Two Actions
- traits:
- description: The emperor bird makes tail Strikes against two different creatures within reach. The emperor bird's multiple attack penalty does not increase until it has finished both attacks.
- raw_description: "**Tail Lash** [Two Actions] The emperor bird makes tail Strikes against two different creatures within reach. The emperor bird's multiple attack penalty does not increase until it has finished both attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Emperor Cobra
- source:
- - abbr: Bestiary 2
- page_start: 245
- page_stop:
- description: >-
- These aggressive serpents infest bogs and lowlands. Despite a length of over 16 feet and weighing over 200 pounds, they can climb trees in seconds. An emperor cobra wards off predators by flaring its hood and hissing at its attacker.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +13
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 11
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 15
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - formula:
- type: emperor cobra venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Emperor Cobra Venom
- action_cost: None
- traits:
- - poison Saving Throw DC 22 Fortitude
- description: '**Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage (1 round); **Stage 2** 1d8 poison damage and __drained 1__ (1 round); **Stage 3** 2d6 poison damage and drained 2 (1 round)'
- raw_description: '**Emperor Cobra Venom** (__poison **Saving Throw** DC 22 Fortitude__) **Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage (1 round); **Stage 2** 1d8 poison damage and __drained 1__ (1 round); **Stage 3** 2d6 poison damage and drained 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flare Hood
- action_cost: One Action
- traits:
- - emotion
- - fear
- - mental
- - visual
- description: "The emperor cobra flares its hood. Each non-emperor cobra creature within a 20-foot emanation must attempt a DC 22 Will save. The creature is then temporarily immune for 1 minute. \n\n"
- raw_description: "**Flare Hood** (__emotion__, __fear__, __mental__, __visual__) The emperor cobra flares its hood. Each non-emperor cobra creature within a 20-foot emanation must attempt a DC 22 Will save. The creature is then temporarily immune for 1 minute. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is __frightened 1__. \n\n**Failure** The creature is frightened 2. \n\n**Critical Failure** The creature is frightened 3."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 3.
- full_description:
-- name: Eremite
- source:
- - abbr: Bestiary 2
- page_start: 285
- page_stop:
- description: >-
- Eremites roam the planes to seek out ideal portions of other creatures, such as a hero's sword-arm or an angel's pinions. Eremites capture these specimens to clinically test their true limits, then harvest specimens and add them to their own bodies. An eremite might attach tongues to their hand as extra fingers or a fist to the back of their neck in a horrid "improvement." Eremites average 7 feet tall and weigh approximately 200 pounds.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 40
- level: 20
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Fiend
- - Velstrac
- senses:
- - Perception +34
- - greater darkvision
- - painsight
- - true seeing
- languages:
- - Common
- - Infernal
- - Shadowtongue
- - telepathy 100 feet
- skills:
- - name: 'Athletics '
- bonus: 35
- misc:
- - name: 'Deception '
- bonus: 38
- misc:
- - name: 'Diplomacy '
- bonus: 36
- misc:
- - name: 'Intimidation '
- bonus: 40
- misc:
- - name: 'Medicine '
- bonus: 36
- misc:
- - name: 'Religion '
- bonus: 34
- misc:
- - name: 'Stealth '
- bonus: 36
- misc:
- - name: 'Torture Lore '
- bonus: 36
- misc:
- perception: 34
- ability_mods:
- str_mod: 9
- dex_mod: 6
- con_mod: 7
- int_mod: 6
- wis_mod: 6
- cha_mod: 10
- sense_abilities:
- - name: Painsight
- action_cost: None
- traits:
- - divination
- - divine
- description: A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions.
- raw_description: '**Painsight** (__divination__, __divine__) A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 45
- ac_special:
- saves:
- fort: 37
- fort_misc:
- ref: 32
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 375
- hp_misc: regeneration 25 (deactivated by good or silver
- immunities:
- - cold
- - fear
- - nonlethal
- resistances:
- - amount: 20
- type: good
- - amount: 20
- type: silver
- weaknesses:
- automatic_abilities:
- - name: Ignore Pain
- action_cost: None
- traits:
- description: An eremite's actions can't be disrupted due to damage or Strikes (such as __Attack of Opportunity__).
- raw_description: "**Ignore Pain** An eremite's actions can't be disrupted due to damage or Strikes (such as __Attack of Opportunity__)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralytic Perfection
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - fear
- - incapacitation
- - mental
- - visual
- description: 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a DC 40 Will save or become __paralyzed__ for 1 round.
- raw_description: '**Paralytic Perfection** (__aura__, __divine__, __enchantment__, __fear__, __incapacitation__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a DC 40 Will save or become __paralyzed__ for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 39
- traits:
- - evil
- - magical
- damage:
- formula: 4d8+19
- type: piercing
- plus_damage:
- - formula: 2d6
- type: persistent bleed and exquisite pain
- - action_cost: One Action
- name: claw
- to_hit: 39
- traits:
- - agile
- - evil
- - magical
- damage:
- formula: 3d6+19
- type: slashing
- plus_damage:
- - formula: 2d6
- type: persistent bleed
- - formula:
- type: exquisite pain
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: bind soul
- frequency:
- requirement:
- - name: blade barrier
- frequency:
- requirement:
- - name: harm
- frequency: ×2
- requirement:
- - name: heal
- frequency: ×2
- requirement:
- - name: shadow blast
- frequency:
- requirement:
- - name: shadow walk
- frequency: at will
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: dimensional lock
- frequency:
- requirement:
- - name: plane shift
- frequency: to Material Plane or Shadow Plane only
- requirement:
- - name: shadow siphon
- frequency: at will
- requirement:
- - name: warp mind
- frequency:
- requirement:
- - level: 0
- heightened_level: 9
- spells:
- - name: stabilize
- frequency:
- requirement:
- - level: -1
- heightened_level: 9
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: imprisonment
- frequency:
- requirement:
- proactive_abilities:
- - name: Evisceration
- action_cost: One Action
- traits:
- - attack
- description:
- raw_description: '**Evisceration** (__attack__) **Requirements** The eremite has a creature __grabbed__; **Effect** The eremite excises flesh or bone from a creature it has grabbed. The target takes 6d10 __persistent bleed damage__.'
- generic_description:
- frequency:
- trigger:
- effect: The eremite has a creature __grabbed__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Exquisite Pain
- action_cost: None
- traits:
- description: An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strikes must succeed at a DC 40 Fortitude save or be __stunned 2__ (stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours.
- raw_description: "**Exquisite Pain** An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strikes must succeed at a DC 40 Fortitude save or be __stunned 2__ (stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focus Gaze
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Paralytic Perfection. In addition, if the creature was already __paralyzed__, on a failed save, its unnatural longing causes it to become __doomed 1__. After attempting this save, the creature is then temporarily immune until the start of the eremite's next turn.
- raw_description: "**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Paralytic Perfection. In addition, if the creature was already __paralyzed__, on a failed save, its unnatural longing causes it to become __doomed 1__. After attempting this save, the creature is then temporarily immune until the start of the eremite's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Graft Flesh
- action_cost: One Action
- traits:
- description:
- raw_description: '**Graft Flesh** **Requirement** The eremite holds a piece of flesh they collected via Evisceration; **Effect** The eremite attaches the stolen flesh to themself. They either regain 100 Hit Points; reduce the value of their __clumsy__, __drained__, __enfeebled__, or __stupefied__ condition by 3; or reduce the stage of any affliction affecting them by 3.'
- generic_description:
- frequency:
- trigger:
- effect: The eremite holds a piece of flesh they collected via Evisceration
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadow Traveler
- action_cost: None
- traits:
- - divine
- - divination
- description: When an eremite uses __plane shift__ or __shadow walk__, they arrive at exactly their intended destination.
- raw_description: '**Shadow Traveler** (__divine__, __divination__) When an eremite uses __plane shift__ or __shadow walk__, they arrive at exactly their intended destination.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Erinys
- source:
- - abbr: Bestiary
- page_start: 89
- page_stop:
- 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 no longer limited to a single gender.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Devil
- - Fiend
- senses:
- - Perception +18
- - greater darkvision
- - true seeing
- languages:
- - Celestial
- - Common
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Crafting '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 19
- misc:
- - name: 'Diplomacy '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Religion '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 5
- con_mod: 5
- int_mod: 2
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- - +1 striking composite longbow (60 arrows)
- - 100 feet of erinys-hair rope
- - breastplate
- - longsword
- ac: 27
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 19
- ref_misc:
- will: 16
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 120
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 5
- type: physical (except silver)
- - amount: 10
- type: poison
- weaknesses:
- - amount: 5
- type: good
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: flaming longsword
- to_hit: 19
- traits:
- - evil
- - fire
- - magical
- - versatile P
- damage:
- formula: 1d8+8
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil and 1d6 fire
- ranged:
- - action_cost: One Action
- name: flaming composite longbow
- to_hit: 20
- traits:
- - deadly 1d10
- - evil
- - fire
- - magical
- - range increment 100 feet
- - reload 0
- - volley 30 feet
- damage:
- formula: 2d8+4
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and 1d6 fire
- - action_cost: One Action
- name: rope
- to_hit: 19
- traits:
- - magical
- - range increment 30 feet
- damage:
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: divine wrath
- frequency:
- requirement:
- - name: retributive pain
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: illusory disguise
- frequency: at will
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Flames of Fury
- action_cost: None
- traits:
- description: Any weapon an erinys holds gains the effects of a __flaming__ rune while they hold it.
- raw_description: '**Flames of Fury** Any weapon an erinys holds gains the effects of a __flaming__ rune while they hold it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Furious Fusillade
- action_cost: Three Actions
- traits:
- description: The erinys hovers in place if they are flying and fires one arrow at any number of creatures in a 30-foot cone. Each attack is rolled separately. This counts as one attack for the purpose of the erinys's multiple attack penalty.
- raw_description: "**Furious Fusillade** [Three Actions] The erinys hovers in place if they are flying and fires one arrow at any number of creatures in a 30-foot cone. Each attack is rolled separately. This counts as one attack for the purpose of the erinys's multiple attack penalty."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rope Snare
- action_cost: None
- traits:
- description: An erinys carries a coil of rope woven of their hair (use the statistics for rope) 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 size larger than Medium. When a creature Escapes the effect (DC 26), the detached segment of rope withers away into useless black sludge.
- raw_description: "**Rope Snare** An erinys carries a coil of rope woven of their hair (use the statistics for rope) 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 size larger than Medium. When a creature Escapes the effect (DC 26), the detached segment of rope withers away into useless black sludge."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Esobok
- source:
- - abbr: Bestiary 2
- page_start: 208
- page_stop:
- description: >-
- Esoboks are brute hunters and pugnacious sentinels that serve as the guard dogs of the __Boneyard__. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they're among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won't do so twice.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Monitor
- - Psychopomp
- senses:
- - Perception +12
- - darkvision
- - lifesense 60 feet
- - scent (imprecise) 60 feet
- languages:
- - Abyssal
- - Celestial
- - Infernal
- - Requian
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Intimidation '
- bonus: 9
- misc:
- - name: 'Religion '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 12
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 4
- int_mod: -3
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 8
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 55
- hp_misc:
- immunities:
- - death effects
- - disease
- resistances:
- - amount: 5
- type: negative
- - amount: 5
- type: poison
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 12
- traits:
- - magical
- damage:
- formula: 1d10+3
- type: piercing
- plus_damage:
- - formula:
- type: Grab and spirit touch
- - action_cost: One Action
- name: claw
- to_hit: 12
- traits:
- - agile
- - magical
- damage:
- formula: 1d6+3
- type: slashing
- plus_damage:
- - formula:
- type: spirit touch
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: ×3, self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The esobok Strides and then makes a Strike. If it began this action __hidden__, it remains hidden until after the Strike.
- raw_description: '**Pounce** The esobok Strides and then makes a Strike. If it began this action __hidden__, it remains hidden until after the Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spirit Touch
- action_cost: None
- traits:
- description: An esobok's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.
- raw_description: "**Spirit Touch** An esobok's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wrench Spirit
- action_cost: One Action
- traits:
- - attack
- - divine
- - incapacitation
- - necromancy
- description:
- raw_description: "**Wrench Spirit** (__attack__, __divine__, __incapacitation__, __necromancy__) **Requirement** A creature is __grabbed__ by the esobok's jaws; **Effect** The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 Will save. Creatures without souls (such as most __constructs__) and creatures whose bodies and souls are one (such as most __celestials__, __fiends__, and __monitors__) that roll a failure or critical failure on the save get a success instead. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The target is __stunned 1__. \n\n**Failure** The esobok wrenches the target's soul from its body into its jaws. __Mindless__ __undead__ creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are __paralyzed__. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks. \n\n**Critical Failure** As failure, but as long as a creature is stunned or paralyzed, it is also __stupefied 2__."
- generic_description:
- frequency:
- trigger:
- effect: A creature is __grabbed__ by the esobok's jaws
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The target is stunned 1.
- failure: The esobok wrenches the target's soul from its body into its jaws. Mindless undead creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are paralyzed. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks.
- critical_failure: As failure, but as long as a creature is stunned or paralyzed, it is also stupefied 2.
- full_description:
-- name: Ether Spider
- source:
- - abbr: Bestiary
- page_start: 155
- page_stop:
- description: >-
- Ether spiders are deadly predators from the Ethereal Plane resembling giant arachnids. Rather than building webs of silk, ether spiders shape the raw essence of the Ethereal Plane, weaving it in complex patterns that drift through the misty void. From these ethereal nests, whole families of ether spiders can scout the adjacent Material Plane, watching for easy prey in dark or remote corners of the land of mortals. Once an ether spider has spotted a meal, it anchors its 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 with ease, making them extremely dangerous to those who cannot see or attack ethereal enemies.
-
-
-
-
- Ether spiders are not mindless or evil—they are simply hungry. If a prospective meal can sate an ether spider's incredible appetite through other means, they might be able to bargain for their life. Ether spiders are especially interested in items, information, or allies who can help them against their enemies.
-
-
-
-
- As many as half a dozen ether spiders might dwell in the same ether web. Although ether spiders enjoy one another's company, they don't form the same bonds as most humanoids, and they are more likely to feast on the corpse of a fallen sibling than save one from certain doom.
-
-
-
-
- Ether spiders dwell in vast nests adrift in the Ghost World, where they are more likely to let down their guard. Travelers who find a floating ether spider commune should have an easier time of making peaceful contact to trade with or even befriend these strange arachnids. The nests drift on metaphysical currents and are rarely seen in the same vicinity twice. Sometimes a point of interest on the neighboring Material Plane compels them to tether their nest to an area, creating a semipermanent home, and those who learn its location can return to it repeatedly.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20
-
-
- **__Recall Knowledge - Ethereal__ (__Occultism__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Beast
- - Ethereal
- senses:
- - Perception +12
- - darkvision
- languages:
- - Aklo
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: 4
- con_mod: 3
- int_mod: -2
- wis_mod: 1
- cha_mod: 7
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 15
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 15
- traits:
- - magical
- damage:
- formula: 1d10+7
- type: piercing
- plus_damage:
- - formula:
- type: ether spider venom and Grab
- ranged:
- - action_cost: One Action
- name: web
- to_hit: 14
- traits:
- - magical
- - range increment 30 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Ether Spider Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d6 poison damage, __clumsy 2__ and __slowed 1__ (1 round); **Stage 3** 3d6 poison damage, __clumsy 3__ and __slowed 2__ (1 round)'
- raw_description: '**Ether Spider Venom** (__poison__) **Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d6 poison damage, __clumsy 2__ and __slowed 1__ (1 round); **Stage 3** 3d6 poison damage, __clumsy 3__ and __slowed 2__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ethereal Step
- action_cost: One Action
- traits:
- description: The ether spider shifts to either the Ethereal Plane or the Material Plane. The ether spider can remain on the Ethereal Plane indefinitely without ill effect. While there, it can see clearly onto the Material Plane with a range of 60 feet. On its first round in an encounter, the ether spider can use this ability once as a free action.
- raw_description: '**Ethereal Step** The ether spider shifts to either the Ethereal Plane or the Material Plane. The ether spider can remain on the Ethereal Plane indefinitely without ill effect. While there, it can see clearly onto the Material Plane with a range of 60 feet. On its first round in an encounter, the ether spider can use this ability once as a free action.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ethereal Web Trap
- action_cost: None
- traits:
- description: A creature hit by the ether spider's web attack is __immobilized__ and stuck to the nearest surface (Escape DC 22).
- raw_description: "**Ethereal Web Trap** A creature hit by the ether spider's web attack is __immobilized__ and stuck to the nearest surface (Escape DC 22)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Web Burst
- action_cost: Two Actions
- traits:
- description:
- raw_description: '**Web Burst** [Two Actions] **Frequency** once per day; **Effect** The ether spider flings a gout of stored webs in a 30-foot cone. These webs can pass between the Material Plane and the Ethereal Plane. Each creature in the area is __immobilized__, as ethereal web trap, unless it succeeds at a DC 22 Reflex save.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The ether spider flings a gout of stored webs in a 30-foot cone. These webs can pass between the Material Plane and the Ethereal Plane. Each creature in the area is __immobilized__, as ethereal web trap, unless it succeeds at a DC 22 Reflex save.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ettin
- source:
- - abbr: Bestiary
- page_start: 156
- page_stop:
- description: >-
- Two heads aren't always better than one. The slovenly, violent giants known as ettins are proof enough of that.
-
-
-
-
- The origin of these two-headed brutes is unknown, but few who encounter ettins ponder their beginnings for long. Rather, the first priority for most creatures during such a confrontation is escape, which is not easy to accomplish given the ettins' notorious vigilance. In this way, two heads are better than one—ettins regularly find employ in the ranks of giant or orc armies as sentries and guards. The benefits of an ettin security detail are obvious: because it has a shared stomach, an ettin requires only the same amount of food as one typical ogre, yet its two sets of eyes make it twice as observant. An ettin never complains for lack of company, either. The ettin's two heads are uniquely content to squabble and converse between themselves, and though they bicker incessantly, most couldn't dream of life without the other. Much like some twins, an ettin has two individual minds who nonetheless consider the other as much a part of their life as their own self.
-
-
-
-
- Ettins do not resemble a single giant heritage so much as an amalgamation of several. Their tusks are thought to stem from orc ancestry, though their size and dimness suggest hill giant blood. Though they tower over goblins and hobgoblins, ettins are more than at home among tribes of these creatures and enjoy their comfortable stations as camp lookouts or troop rearguards. Their exposure to a wide variety of goblinoids and giants is evident in their language; ettins speak a pidgin tongue of Goblin, Jotun, and Orcish, and their diction is mostly good enough to get across the general meaning of their short sentences and bumbled sayings—although most interlocutors simply nod their heads while conversing with an ettin anyway. The monsters are notoriously short tempered and, despite their heightened visual perception, short sighted in matters of keeping their allies alive.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Giant
- - Humanoid
- senses:
- - Perception +16
- - low-light vision
- languages:
- - pidgin of Goblin
- - Jotun
- - and Orcish
- skills:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 10
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: -1
- con_mod: 4
- int_mod: -2
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Independent Brains
- action_cost: None
- traits:
- 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.
-
- raw_description: >+
- **Independent Brains** 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.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - flail (2)
- ac: 21
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 11
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 110
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: flail
- to_hit: 16
- traits:
- - disarm
- - reach 10 feet
- - sweep
- - trip
- damage:
- formula: 2d6+10
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 16
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d6+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Evangelist
- source:
- - abbr: Bestiary 2
- page_start: 282
- page_stop:
- description: >-
- Evangelists, the velstracs' unofficial ambassadors, 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, 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 mortal's souls or choice mortal flesh. Evangelists are the same size as humans, although with the heavy chains that always drape their forms, they often weigh 350 pounds or more.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Fiend
- - Velstrac
- senses:
- - Perception +13
- - greater darkvision
- - painsight
- languages:
- - Common
- - Infernal
- - Shadowtongue
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Crafting '
- bonus: 10
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Religion '
- bonus: 11
- misc:
- - name: 'Torture Lore '
- bonus: 12
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 2
- int_mod: 0
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- - name: Painsight
- action_cost: None
- traits:
- - divination
- - divine
- description: A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions
- raw_description: '**Painsight** (__divination__, __divine__) A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 14
- ref_misc:
- will: 11
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 90
- hp_misc: regeneration 10 (deactivated by good or silver
- immunities:
- - cold
- resistances:
- - amount: 5
- type: good
- - amount: 5
- type: silver
- weaknesses:
- automatic_abilities:
- - name: Unnerving Gaze
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become __frightened 2__ (frightened 3 on a critical failure).
- raw_description: "**Unnerving Gaze** (__aura__, __divine__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become __frightened 2__ (frightened 3 on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: chain
- to_hit: 17
- traits:
- - disarm
- - evil
- - magical
- - reach 10 feet
- - trip
- damage:
- formula: 2d8+7
- type: piercing
- plus_damage:
- - formula: 1d6
- type: persistent bleed and impaling chain
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Animate Chains
- action_cost: None
- traits:
- - divine
- - transmutation
- 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 those within the reach of the evangelist's chain Strike.
- raw_description: "**Animate Chains** (__divine__, __transmutation__) 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 those within the reach of the evangelist's chain Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focus Gaze
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against 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.
- raw_description: "**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Impaling Chain
- action_cost: None
- traits:
- description: When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming __grabbed__ by the chain. The creature is unable to recover from __persistent bleed__ damage until it gets free (DC 25 __Escape__).
- raw_description: '**Impaling Chain** When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming __grabbed__ by the chain. The creature is unable to recover from __persistent bleed__ damage until it gets free (DC 25 __Escape__).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Faceless Butcher
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 80
- page_stop:
- description: >-
- The deformed flesh on this humanoid horror's head bears grim holes where their eyes, nose, mouth, and ears should be, and little else. Stories of faceless butchers always center on the monstrous murderer's preferred weapon: a wicked and bloodstained meat cleaver, which the butcher uses to carve flesh from skull to add to their collection of stolen faces. Once they've taken a victim's face, the faceless butcher can wear it, transform into an exact replica of the deceased, and begin stalking their next victim.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 30
- level: 11
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Humanoid
- senses:
- - Perception +21
- - darkvision
- languages:
- - Common
- - one regional language (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Deception '
- bonus: 24
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 24
- misc:
- perception: 21
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 6
- int_mod: 1
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- - name: Suppressed Alignment
- action_cost: None
- traits:
- description: >+
- When using their Change Shape ability, the faceless butcher loses their alignment aura and thus cannot be detected by spells such as __detect alignment__.
-
- raw_description: >+
- **Suppressed Alignment** When using their Change Shape ability, the faceless butcher loses their alignment aura and thus cannot be detected by spells such as __detect alignment__.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - bag of faces
- - cleaver
- ac: 31
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 22
- ref_misc:
- will: 20
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- resistances:
- - amount: 8
- type: bludgeoning
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 10 feet, DC 26. This aura is suppressed if the faceless butcher is using Change Shape.
- raw_description: >-
- **Frightful Presence** 10 feet, DC 26. This aura is suppressed if the faceless butcher is using Change Shape. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: cleaver
- to_hit: 24
- traits:
- - forceful
- - sweep
- damage:
- formula: 2d12+7
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 24
- traits:
- - agile
- - nonlethal
- damage:
- formula: 2d10+7
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: cleaver
- to_hit: 22
- traits:
- - thrown 10 feet
- damage:
- formula: 2d12+7
- type: slashing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- description: The faceless butcher can take on the exact form of any Small, Medium, or Large humanoid whose face they carry in their bag of faces, changing their shape and physical features to precisely match that of the victim whose face they wear. This doesn't change the butcher's Speed or attack or damage bonuses with their Strikes.
- raw_description: "**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) The faceless butcher can take on the exact form of any Small, Medium, or Large humanoid whose face they carry in their bag of faces, changing their shape and physical features to precisely match that of the victim whose face they wear. This doesn't change the butcher's Speed or attack or damage bonuses with their Strikes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Remove Face
- action_cost: Two Actions
- traits:
- - attack
- description:
- raw_description: "**Remove Face** [Two Actions] (__attack__) **Requirements** The faceless butcher is within reach of a __dying__, __immobilized__, or __unconscious__ creature; **Effect** The faceless butcher attempts a cleaver Strike or an __Athletics__ check against the creature's Fortitude DC. On a success, the faceless butcher deals damage as if they had made a successful cleaver Strike against the creature and removes the creature's face. On a critical success, the damage doubles and the creature takes 4d6 __persistent bleed damage__. Once its face is removed, the creature takes a permanent -4 status penalty to Charisma checks and Charisma-based skill checks. This penalty can be removed only if the victim recovers its face from the faceless butcher and has a __restoration__ spell cast on it."
- generic_description:
- frequency:
- trigger:
- effect: The faceless butcher is within reach of a __dying__, __immobilized__, or __unconscious__ creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sudden Slices
- action_cost: Two Actions
- traits:
- description:
- raw_description: '**Sudden Slices** [Two Actions] **Requirements** The faceless butcher is __undetected__ by their target; **Effect** The faceless butcher Strides once and makes two cleaver Strikes against the target. During the Stride, they gain a +10-foot circumstance bonus to their Speed.'
- generic_description:
- frequency:
- trigger:
- effect: The faceless butcher is __undetected__ by their target
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Faceless Stalker
- source:
- - abbr: Bestiary
- page_start: 13
- page_stop:
- description: >-
- Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate settlements and assassinate key targets. They sowed discord and replaced leaders, causing unwanted organizations to implode and bothersome people to lose face and eventually disappear. Entirely terrestrial in nature, ugothols can easily extend alghollthu plots above the waves for extended periods of time, giving their aquatic masters enhanced reach into these unpleasantly dry realms. Today, most faceless stalkers—like the less dangerous ulat-kinis—pursue programmed goals without the guidance of alghollthu rule. Faceless stalkers prefer to live as close to the sea coast as possible, although they are not aquatic creatures themselves. Most dwell in tiny tribes in marshlands. Others live in the sewers of coastal towns.
-
-
-
-
- By instinct, faceless stalkers seek to sow discord. They replace leaders in humanoid societies, then guide infiltrated settlements down paths of destruction. Among humanoids who have wicked tendencies, a faceless stalker can become a prominent trailblazer, leading a group to new heights of depravity and violence. Inevitably, however, faceless stalker infiltrators lead their followers to ruin. The ugothol eventually moves on—either because its true nature is about to be discovered, or because it has despoiled or devastated all local resources.
-
-
-
-
- An ugothol gains nourishment only through its long, bloodsucking tongue. Their prey bear distinctive triple puncture wounds near major arteries. Corpses bearing such marks are typically the first clues found to uncover a faceless stalker's presence, though sometimes they are overlooked as marks belonging to a vampire or chupacabra.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Aberration
- senses:
- - Perception +10
- - darkvision
- languages:
- - Alghollthu
- - Aquan
- - Common
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Deception '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Thievery '
- bonus: 9
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 3
- int_mod: 0
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- - longsword
- - studded leather armor
- ac: 21
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 9
- ref_misc:
- will: 12
- will_misc:
- misc: +2 status to all saves vs. auditory and visual
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: bludgeoning
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: longsword
- to_hit: 14
- traits:
- - versatile P
- damage:
- formula: 1d8+6
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 12
- traits:
- - agile
- damage:
- formula: 2d6+6
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 19
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Assume Form
- action_cost: None
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- description: The faceless stalker spends 10 minutes reshaping its appearance to take on the shape of any Small or Medium humanoid. It gains a +4 circumstance bonus to Deception checks to pass as that creature.
- raw_description: '**Assume Form** (__concentrate__, __occult__, __polymorph__, __transmutation__) The faceless stalker spends 10 minutes reshaping its appearance to take on the shape of any Small or Medium humanoid. It gains a +4 circumstance bonus to Deception checks to pass as that creature.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Blood Nourishment
- action_cost: One Action
- traits:
- description: The faceless stalker uses its three-pronged tongue to drink the blood of an adjacent restrained or unconscious creature. The creature gains drained 1.
- raw_description: '**Blood Nourishment** The faceless stalker uses its three-pronged tongue to drink the blood of an adjacent restrained or unconscious creature. The creature gains drained 1.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Compression
- action_cost: None
- traits:
- description: When the faceless stalker successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for a faceless stalker.
- raw_description: '**Compression** When the faceless stalker successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for a faceless stalker.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Revert Form
- action_cost: Free Action
- traits:
- description:
- raw_description: '**Revert Form** [Free Action] **Requirements** The faceless stalker is in an assumed form. **Effect** The faceless stalker resumes its true form. Until the start of its next turn, it gains a +2 status bonus to attack rolls, damage rolls, saving throws, and skill checks.'
- generic_description:
- frequency:
- trigger:
- effect: The faceless stalker is in an assumed form.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The faceless stalker deals 1d6 extra precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The faceless stalker deals 1d6 extra precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Faerie Dragon
- source:
- - abbr: Bestiary
- page_start: 157
- page_stop:
- description: >-
- Although they are much smaller than their larger dragon cousins, faerie dragons have the many of the same physiological attributes, including long necks, toothy maws, sinuous tails, and sharp claws. They flit about on iridescent butterfly wings, the coloring of which changes based on where they live, giving them a natural camouflage. Unlike their larger kin, an adult faerie dragon remains the same size throughout its lifespan. The only visual clue to the age of a faerie dragon is the sheen on its scales, a glimmer that becomes more lustrous the older it gets.
-
-
-
-
- Faerie dragons usually exhibit pleasant and good-natured temperaments, though they have a mischievous streak that leads them to play tricks on those around them. In search of an amusement, they prefer harmless annoyances to wounding malice. While often spontaneous, they may also spend months if not years planning the perfect prank. Especially responsive targets endear themselves to faerie dragons and may create a lifelong bond. A faerie dragon's reputation as a trickster leads many to associate them with fey, with whom the tiny dragons have cordial relationships.
-
-
-
-
- Peaceful by nature, faerie dragons do not enjoy confrontation. If faced with hostility, they prefer to remain at a distance and breathe euphoric gas at their foes, diffusing the skirmish by creating an atmosphere of bliss. If conflict escalates, they target their opponents with spells, using their renowned trickery to escape. If their companions are in danger, however, their desire to remain out of combat changes. Faerie dragons protect their friends by any means available, including physical combat.
-
-
-
-
- Sometimes as faerie dragons grow older, their connection to the First World grows stronger. In addition to growing more lustrous and vibrant in appearance, these faerie dragons gain an increasing amount of magical primal power. Such faerie dragons increase in strength as appropriate—a faerie dragon of 20th level or even higher is possible, but it is exceptionally unusual to encounter a faerie dragon of 9th level or higher beyond the most remote regions of the First World. When creating a more powerful faerie dragon, change its tradition to primal and grant it a number of primal spells known appropriate for a druid of its level. Faerie dragons don't grow much larger, regardless of how powerful they become. Those who would seek to torment or vex a faerie dragon would do well to consider this, as it's often difficult to tell how powerful one of these tiny dragons truly is at a simple glance!
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 18
- level: 2
- rarity: Uncommon
- type: Creature
- alignment: CG
- size: Tiny
- traits:
- - Uncommon
- - CG
- - Tiny
- - Dragon
- senses:
- - Perception +16
- - darkvision
- languages:
- - Common
- - Draconic
- - Sylvan
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 8
- misc:
- - name: 'Diplomacy '
- bonus: 8
- misc:
- - name: 'Nature '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 16
- ability_mods:
- str_mod: -2
- dex_mod: 4
- con_mod: 0
- int_mod: 2
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 12
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 40
- type: fly
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - magical
- - finesse
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: invisibility
- frequency: self only
- requirement:
- - name: Arcane Spontaneous Spells
- dc: 18
- to_hit: 10
- misc: ''
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: grease
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - name: sleep
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- - name: tanglefoot
- frequency:
- requirement:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - poison
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __poison__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Fen Mosquito Swarm
- source:
- - abbr: Bestiary 2
- page_start: 175
- page_stop:
- description: >-
- When deadly fen mosquitoes gather in large numbers, they form into lethal swarms capable of draining blood at a truly alarming rate. Fen mosquito swarms are typically encountered only in tropical swamps or bogs, but during humid months in spring or summer they can drift into riverine areas or even through the waterfront reaches of settlements.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +8
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 25
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 2
- type: bludgeoning
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- - amount: 5
- type: area damage
- - amount: 5
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 25
- type: fly
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pyrexic Malaria
- action_cost: None
- traits:
- - disease
- description: The victim can't reduce its __sickened__ condition while it's affected by pyrexic malaria; **Saving Throw** DC 20 Fortitude; **Onset** 4 days; **Stage 1** sickened 1 (1 day); **Stage 2** __enfeebled 1__ and sickened 1 (1 day); **Stage 3** as stage 2 (1 day); Stage 4 __unconscious__ (1 day); Stage 5 dead
- raw_description: "**Pyrexic Malaria** (__disease__) The victim can't reduce its __sickened__ condition while it's affected by pyrexic malaria; **Saving Throw** DC 20 Fortitude; **Onset** 4 days; **Stage 1** sickened 1 (1 day); **Stage 2** __enfeebled 1__ and sickened 1 (1 day); **Stage 3** as stage 2 (1 day); Stage 4 __unconscious__ (1 day); Stage 5 dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarming Bites
- action_cost: One Action
- traits:
- description: Each enemy in the swarm's space takes 1d6 piercing damage (DC 20 basic Reflex save) and is exposed to pyrexic malaria. Creatures that fail the saving throw also take 1d4 __persistent bleed damage__.
- raw_description: "**Swarming Bites** Each enemy in the swarm's space takes 1d6 piercing damage (DC 20 basic Reflex save) and is exposed to pyrexic malaria. Creatures that fail the saving throw also take 1d4 __persistent bleed damage__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Fetchling Scout
- source:
- - abbr: Bestiary 2
- page_start: 117
- page_stop:
- description: >-
- The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the __Shadow Plane__. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow.
-
-
-
-
- Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d'ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance.
-
-
-
-
- Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don't mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some.
-
-
-
-
- Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Fetchling
- - Humanoid
- - Shadow
- senses:
- - Perception +5
- - darkvision
- languages:
- - Common
- - Shadowtongue
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 4
- misc:
- - name: 'Deception '
- bonus: 5
- misc:
- - name: 'Diplomacy '
- bonus: 5
- misc:
- - name: 'Society '
- bonus: 3
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Thievery '
- bonus: 7
- misc:
- perception: 5
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- items:
- - chain shirt
- - dagger
- ac: 18
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 18
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Shadow Blending
- action_cost: None
- traits:
- description: When the fetchling scout is __concealed__ as a result of dim light, the flat check to target them has a DC of 7, not 5.
- raw_description: '**Shadow Blending** When the fetchling scout is __concealed__ as a result of dim light, the flat check to target them has a DC of 7, not 5.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: dagger
- to_hit: 9
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4+1
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 9
- traits:
- - agile
- - finesse
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+1
- type: piercing
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 15
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: illusory disguise
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Shadow Stride
- action_cost: One Action
- traits:
- - illusion
- - occult
- - shadow
- description:
- raw_description: '**Shadow Stride** (__illusion__, __occult__, __shadow__) **Requirement **The fetchling is in dim light; **Effect **The fetchling Strides. They have a +10-foot status bonus to their Speed during this Stride. The DC from shadow blending increases to 11 during this Stride, and the fetchling remains __concealed__ by dim light until the end of the movement, even if they leave dim light during the Stride.'
- generic_description:
- frequency:
- trigger:
- effect: The fetchling is in dim light
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The fetchling scout's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** The fetchling scout's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Filth Fire
- source:
- - abbr: Bestiary 2
- page_start: 110
- page_stop:
- description: >-
- These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, while the burning trash writhes in spasmodic lurches, obviously alive.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Elemental
- - Fire
- senses:
- - Perception +11
- - darkvision
- - smoke vision
- languages:
- - Ignan
- - can't speak any language
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- perception: 11
- ability_mods:
- str_mod: 1
- dex_mod: 5
- con_mod: 4
- int_mod: -2
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: The filth fire ignores the __concealed__ condition from smoke.
- raw_description: '**Smoke Vision** The filth fire ignores the __concealed__ condition from smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 13
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: burning lash
- to_hit: 13
- traits:
- - finesse
- damage:
- formula: 2d6+3
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: persistent fire
- ranged:
- - action_cost: One Action
- name: ember ball
- to_hit: 13
- traits:
- - fire
- - range increment 20 feet
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: persistent fire
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Noxious Burst
- action_cost: Two Actions
- traits:
- description: "Toxic materials and churning rubbish within the filth fire's body explode in one of three ways. The filth fire chooses the effect, but it can't make the same choice twice in a row. \n\n * Fiery Beam (__evocation__, __fire__, __primal__) The filth fire expels a 30-foot line of flame that deals 3d6 fire damage with a DC 21 basic Reflex save.\n\n * Shrapnel Blast (__evocation__, __primal__) The filth fire shoots jagged rubbish out in a 5-foot emanation that deals 2d12 piercing damage with a DC 21 basic Reflex save.\n\n * Toxic Fumes (__evocation__, __poison__, __primal__) The filth fire belches a 15-foot cone of toxic smoke that deals 2d6 poison damage (DC 21 basic Fortitude save). A creature that fails is also __sickened 1__ (or sickened 2 on a critical failure)."
- raw_description: "**Noxious Burst** [Two Actions] Toxic materials and churning rubbish within the filth fire's body explode in one of three ways. The filth fire chooses the effect, but it can't make the same choice twice in a row. \n\n * Fiery Beam (__evocation__, __fire__, __primal__) The filth fire expels a 30-foot line of flame that deals 3d6 fire damage with a DC 21 basic Reflex save.\n\n * Shrapnel Blast (__evocation__, __primal__) The filth fire shoots jagged rubbish out in a 5-foot emanation that deals 2d12 piercing damage with a DC 21 basic Reflex save.\n\n * Toxic Fumes (__evocation__, __poison__, __primal__) The filth fire belches a 15-foot cone of toxic smoke that deals 2d6 poison damage (DC 21 basic Fortitude save). A creature that fails is also __sickened 1__ (or sickened 2 on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Fire Giant
- source:
- - abbr: Bestiary
- page_start: 172
- page_stop:
- description: >-
- The most militaristic of all giants, fire giants focus obsessively 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 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 with steel against their skin and also to teach the giant as early as possible that they bear the burden of fighting to protect their traditions and way of life. To a fire giant, death is the flame in which the future is forged.
-
-
-
-
- Fire giants are usually identified by their powerful stature, bright-orange hair that flickers and dances as if it were aflame, and heavy steel armor worn over garments of crimson, amber, or black. Most fire giants are covered in scars and refuse to conceal or obstruct them, as each jagged mark serves as a reminder of a valuable lesson they learned in battle. A typical fire giant stands 12 to 16 feet tall, weighs about 7,000 pounds, and lives to be 350 years old.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Fire
- - Giant
- - Humanoid
- senses:
- - Perception +18
- - low-light vision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Crafting '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- perception: 18
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 5
- int_mod: 2
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - +1 striking greatsword
- - +1 half-plate
- - sack with 5 rocks
- ac: 31
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 16
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Catch Rock** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: greatsword
- to_hit: 24
- traits:
- - magical
- - reach 10 feet
- - versatile P
- damage:
- formula: 2d12+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 23
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d8+13
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 23
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d8+13
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: fire
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Flaming Stroke
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- 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. This Strike deals an additional 1d6 fire damage and counts as one attack for the fire giant's multiple attack penalty.
- raw_description: "**Flaming Stroke** [Two Actions] (__evocation__, __fire__, __primal__) 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. This Strike deals an additional 1d6 fire damage and counts as one attack for the fire giant's multiple attack penalty."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- - fire
- description: A rock thrown by a fire giant deals an additional 1d6 fire damage on a hit.
- raw_description: '**Throw Rock** (__fire__) A rock thrown by a fire giant deals an additional 1d6 fire damage on a hit.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Fire Jellyfish Swarm
- source:
- - abbr: Bestiary 2
- page_start: 152
- page_stop:
- description: >-
- While individually one of these fist-sized jellyfish is merely a nuisance, in great numbers, fire jellyfish can form into dangerous swarms. Bobbing in the water, they create a cloud of stinging tentacles. They were named in part for their bright coloration, but those who are stung by fire jellyfish learn the larger reason for their name—the pain of their stings is comparable to being burned alive.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Aquatic
- - Mindless
- - Swarm
- senses:
- - Perception +10
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- perception: 10
- ability_mods:
- str_mod: -4
- dex_mod: 5
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 13
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 15
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 155
- hp_misc:
- immunities:
- - mental
- - precision
- - swarm mind
- resistances:
- - amount: 9
- type: bludgeoning
- - amount: 9
- type: piercing
- - amount: 10
- type: poison
- - amount: 5
- type: slashing
- weaknesses:
- - amount: 7
- type: area damage
- - amount: 7
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 20
- type: swim
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Agile Swimmer
- action_cost: None
- traits:
- description: Fire jellyfish swarms use __Acrobatics__ to __Swim__.
- raw_description: '**Agile Swimmer** Fire jellyfish swarms use __Acrobatics__ to __Swim__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Burning Swarm
- action_cost: One Action
- traits:
- - poison
- description: Each enemy in the swarm's space takes 3d8 poison damage (DC 24 basic Reflex save) and is exposed to fire jelly venom.
- raw_description: "**Burning Swarm** (__poison__) Each enemy in the swarm's space takes 3d8 poison damage (DC 24 basic Reflex save) and is exposed to fire jelly venom."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fire Jelly Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 24 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ (1 round); **Stage 2** clumsy 2 (1 round); **Stage 3** clumsy 3 (1 round)'
- raw_description: '**Fire Jelly Venom** (__poison__) **Saving Throw** DC 24 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ (1 round); **Stage 2** clumsy 2 (1 round); **Stage 3** clumsy 3 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Fire Mephit
- source:
- - abbr: Bestiary
- page_start: 151
- page_stop:
- 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 between fire and water mephits is notorious, and these creatures loathe working together for any amount of time.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Elemental
- - Fire
- senses:
- - Perception +3
- - darkvision
- - smoke vision
- languages:
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- perception: 3
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 0
- int_mod: -2
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: The fire mephit ignores the concealed condition from smoke.
- raw_description: '**Smoke Vision** The fire mephit ignores the concealed condition from smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 3
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 16
- hp_misc: fast healing 2 (while touching fire)
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 3
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- - finesse
- damage:
- formula: 1d6
- type: piercing and 1d4 fire
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 15
- to_hit:
- misc:
- spell_groups:
- - level: 0
- heightened_level: 1
- spells:
- - name: daze
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - fire
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __fire__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Fire Yai
- source:
- - abbr: Bestiary 2
- page_start: 190
- page_stop:
- description: >-
- Fire yai take the form of __fire giants__. Like fire giants, fire yai are shrewd and militaristic and have an incredible appetite for the thrill of war. While they engage in battle to conquer and control others, fire yai also love the thrill of war, fighting for the sheer joy of it. Presenting a fire yai with a true challenge in combat can potentially earn their mercy and an offer to join and serve at their side. Fire yai's third eyes shoot forth burning missiles of fire.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Fiend
- - Fire
- - Giant
- - Humanoid
- - Oni
- senses:
- - Perception +26
- - greater darkvision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 23
- misc:
- - name: 'Arcana '
- bonus: 23
- misc:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Crafting '
- bonus: 25
- misc:
- - name: 'Deception '
- bonus: 27
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- - name: 'Nature '
- bonus: 25
- misc:
- perception: 26
- ability_mods:
- str_mod: 8
- dex_mod: 6
- con_mod: 6
- int_mod: 4
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- items:
- - +2 striking katana
- - +1 resilient breastplate
- ac: 36
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 26
- ref_misc:
- will: 24
- will_misc:
- misc: +1 status on all saves vs. magic
- hp: 250
- hp_misc: regeneration 15 (deactivated by acid or cold
- immunities:
- - fire
- resistances:
- - amount: 15
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: katana
- to_hit: 30
- traits:
- - deadly 1d8
- - magical
- - reach 10 feet
- - two-hand d10
- - versatile P
- damage:
- formula: 2d6+16
- type: slashing
- plus_damage:
- - formula: 2d6
- type: fire
- - action_cost: One Action
- name: fist
- to_hit: 28
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+16
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: fire and 2d6 persistent fire
- ranged:
- - action_cost: One Action
- name: fire missile
- to_hit: 26
- traits:
- - evil
- - fire
- - magical
- - range increment 60 feet
- damage:
- formula: 2d10+16
- type: fire
- plus_damage:
- - formula: 2d6
- type: persistent fire
- spell_lists:
- - name: Primal Innate Spells
- dc: 34
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: fiery body
- frequency:
- requirement:
- - name: fireball
- frequency:
- requirement:
- - name: flame strike
- frequency:
- requirement:
- - name: wall of fire
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: fireball
- frequency: x3
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: x3
- requirement:
- - name: darkness
- frequency:
- requirement:
- - name: gaseous form
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The fire yai takes on the appearance of a __fire giant__. This doesn't change their Speed or Strike attack and damage.
- raw_description: "**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The fire yai takes on the appearance of a __fire giant__. This doesn't change their Speed or Strike attack and damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Impaling Push
- action_cost: Two Actions
- traits:
- description: "The fire yai attempts a katana Strike. If it hits, the fire yai attempts an __Athletics__ check against the target creature's Fortitude DC. \n\nCritical Success The fire yai Strides or Flies up to half its Speed in any direction. The struck creature takes 4d6 __persistent bleed damage__ and is pushed along with the yai an equal distance. The creature is __grabbed__ until the yai's next turn or until the yai makes a katana Strike. \n\n"
- raw_description: "**Impaling Push** [Two Actions] The fire yai attempts a katana Strike. If it hits, the fire yai attempts an __Athletics__ check against the target creature's Fortitude DC. \n\nCritical Success The fire yai Strides or Flies up to half its Speed in any direction. The struck creature takes 4d6 __persistent bleed damage__ and is pushed along with the yai an equal distance. The creature is __grabbed__ until the yai's next turn or until the yai makes a katana Strike. \n\n**Success** As critical success, but the creature takes 2d6 persistent bleed damage. \n\n**Failure** The struck creature is pushed back 5 feet. \n\n**Critical Failure** The struck creature is unaffected."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: As critical success, but the creature takes 2d6 persistent bleed damage.
- failure: The struck creature is pushed back 5 feet.
- critical_failure: The struck creature is unaffected.
- full_description:
- - name: Smoke Form
- action_cost: Two Actions
- traits:
- - concentrate
- - primal
- - transmutation
- description: The fire yai transforms into a cloud of smoke and then Flies up to its fly speed. This movement does not trigger reactions, and the fire yai can move through spaces occupied by other creatures. The fire yai returns to its physical form after this move, and must end the movement in a space in which it can fit. All creatures in spaces through which the fire yai moves with Smoke Form must succeed at a DC 34 Fortitude save or become __sickened 3__. The fire yai cannot use Smoke Form for 1d4 rounds.
- raw_description: '**Smoke Form** [Two Actions] (__concentrate__, __primal__, __transmutation__) The fire yai transforms into a cloud of smoke and then Flies up to its fly speed. This movement does not trigger reactions, and the fire yai can move through spaces occupied by other creatures. The fire yai returns to its physical form after this move, and must end the movement in a space in which it can fit. All creatures in spaces through which the fire yai moves with Smoke Form must succeed at a DC 34 Fortitude save or become __sickened 3__. The fire yai cannot use Smoke Form for 1d4 rounds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Firewyrm
- source:
- - abbr: Bestiary
- page_start: 149
- page_stop:
- description: >-
- Firewyrms live in tubes of molten lava found throughout the Plane of Fire.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Elemental
- - Fire
- senses:
- - Perception +16
- - darkvision
- - smoke vision
- languages:
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 20
- misc:
- perception: 16
- ability_mods:
- str_mod: 5
- dex_mod: 5
- con_mod: 4
- int_mod: -1
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: The firewyrm ignores the concealed condition from smoke.
- raw_description: '**Smoke Vision** The firewyrm ignores the concealed condition from smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 20
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 165
- hp_misc: explosion
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Explosion
- action_cost: None
- traits:
- - fire
- description: When the firewyrm dies, it explodes, dealing 6d6 fire damage to each creature in a 10-foot emanation (DC 28 basic Reflex save).
- raw_description: '**Explosion** (__fire__) When the firewyrm dies, it explodes, dealing 6d6 fire damage to each creature in a 10-foot emanation (DC 28 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Intense Heat
- action_cost: None
- traits:
- - aura
- - fire
- description: 10 feet, 4d6 fire, DC 25 basic Reflex.
- raw_description: '**Intense Heat** (__aura__, __fire__) 10 feet, 4d6 fire, DC 25 basic Reflex.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- melee:
- - action_cost: One Action
- name: tail
- to_hit: 20
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+11
- type: fire
- plus_damage:
- - formula: 2d8
- type: persistent fire
- ranged:
- - action_cost: One Action
- name: fire mote
- to_hit: 20
- traits:
- - range increment 60 feet
- damage:
- formula: 2d8+6
- type: fire
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Fjord Linnorm
- source:
- - abbr: Bestiary 2
- page_start: 165
- page_stop:
- description: >-
- Fjord linnorms make their homes in damp caves behind ice-cold waterfalls in the river-veined coastal reaches of the north. While they may appear graceful as they swim up the fjords for which they're named, they are as vile as any other of their species and take pleasures in capsizing river boats before gobbling up their terrified crews.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 37
- level: 16
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Uncommon
- - CE
- - Gargantuan
- - Amphibious
- - Dragon
- senses:
- - Perception +28
- - darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Aklo
- - Draconic
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 27
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Stealth '
- bonus: 29
- misc:
- perception: 28
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 8
- int_mod: -3
- wis_mod: 6
- cha_mod: 7
- sense_abilities:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 28
- ref_misc:
- will: 24
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 315
- hp_misc: regeneration 10 (deactivated by cold iron
- immunities:
- - cold
- - curse
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Curse of Stolen Breath
- action_cost: None
- traits:
- - curse
- - primal
- - water
- description: When a creature slays a fjord linnorm, it must succeed at a DC 41 Will save or become unable to ever breathe underwater (either via a natural ability or a spell such as __water breathing__). In addition, the victim can hold its breath only half as long as normal, and whenever it holds its breath it becomes __sickened 2__.
- raw_description: '**Curse of Stolen Breath** (__curse__, __primal__, __water__) When a creature slays a fjord linnorm, it must succeed at a DC 41 Will save or become unable to ever breathe underwater (either via a natural ability or a spell such as __water breathing__). In addition, the victim can hold its breath only half as long as normal, and whenever it holds its breath it becomes __sickened 2__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 75
- type: fly
- - amount: 50
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+17
- type: piercing
- plus_damage:
- - formula:
- type: fjord linnorm venom
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - agile
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 33
- traits:
- - agile
- - magical
- - reach 25 feet
- damage:
- formula: 3d6+15
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 7
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - cold
- - evocation
- - primal
- description: The fjord linnorm expels a 120-foot line of icy bile, dealing 17d6 cold damage to creatures within the area (DC 37 basic Reflex save). Any creature that fails its save is covered by the ice, which freezes and fuses with the creature's skin, giving it a -10-foot penalty to Speed. A creature can __Escape__ or __Force Open__ the ice (DC 34) to free itself; otherwise, the ice remains for 1 minute. The fjord linnorm can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__cold__, __evocation__, __primal__) The fjord linnorm expels a 120-foot line of icy bile, dealing 17d6 cold damage to creatures within the area (DC 37 basic Reflex save). Any creature that fails its save is covered by the ice, which freezes and fuses with the creature's skin, giving it a -10-foot penalty to Speed. A creature can __Escape__ or __Force Open__ the ice (DC 34) to free itself; otherwise, the ice remains for 1 minute. The fjord linnorm can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fjord Linnorm Venom
- action_cost: None
- traits:
- - cold
- - poison
- description: '**Saving Throw** DC 37 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 cold damage and __clumsy 1__ (1 round); **Stage 2** 6d6 cold damage and clumsy 2 (1 round)'
- raw_description: '**Fjord Linnorm Venom** (__cold__, __poison__) **Saving Throw** DC 37 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 cold damage and __clumsy 1__ (1 round); **Stage 2** 6d6 cold damage and clumsy 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Flame Drake
- source:
- - abbr: Bestiary
- page_start: 131
- page_stop:
- 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 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.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Dragon
- - Fire
- senses:
- - Perception +12
- - darkvision
- - scent (imprecise) 30 feet
- - smoke vision
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 3
- int_mod: -1
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: Smoke doesn't impair a flame drake's vision; it ignores concealment from smoke.
- raw_description: "**Smoke Vision** Smoke doesn't impair a flame drake's vision; it ignores concealment from smoke."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 10
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - unconscious
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Fangs only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: Fangs
- to_hit: 14
- traits:
- damage:
- formula: 2d8+5
- type: piercing
- plus_damage:
- - formula: 1d6
- type: fire
- - action_cost: One Action
- name: Tail
- to_hit: 14
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+5
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The flame drake makes two Fangs Strikes and one Tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The flame drake makes two Fangs Strikes and one Tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fireball Breath
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - fire
- 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 rounds.
- raw_description: "**Fireball Breath** [Two Actions] (__arcane__, __evocation__, __fire__) 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 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Speed Surge
- action_cost: One Action
- traits:
- - move
- description: The fire drake moves up to twice its Speed. It can do this three times per day.
- raw_description: '**Speed Surge** (__move__) The fire drake moves up to twice its Speed. It can do this three times per day.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Flash Beetle
- source:
- - abbr: Bestiary
- page_start: 41
- page_stop:
- 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 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 of light in areas frequented by visitors unaccustomed to the darkness.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +6
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 4
- misc:
- perception: 6
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 2
- int_mod: -5
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 8
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 6
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Luminescent Aura
- action_cost: None
- traits:
- - aura
- - light
- description: 10 feet. The flash beetle's bioluminescent organs fill the area with bright light.
- raw_description: "**Luminescent Aura** (__aura__, __light__) 10 feet. The flash beetle's bioluminescent organs fill the area with bright light."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 15
- type: fly
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 8
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+1
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Light Flash
- action_cost: One Action
- traits:
- - concentrate
- - light
- 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 24 hours, during which time it cannot use Light Flash.
- raw_description: "**Light Flash** (__concentrate__, __light__) 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 24 hours, during which time it cannot use Light Flash."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Flea Swarm
- source:
- - abbr: 'Pathfinder #151: The Show Must Go On'
- page_start: 83
- page_stop:
- description: >-
- Flea swarms roil across city streets and rural hinterlands in a hissing, scraping scrabble, draining blood from any creatures unfortunate enough to cross their path.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +13
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 9
- misc: +13 to Jump
- perception: 13
- ability_mods:
- str_mod: -2
- dex_mod: 5
- con_mod: 4
- int_mod: -5
- wis_mod: 1
- cha_mod: -4
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 16
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 55
- hp_misc:
- immunities:
- - disease
- - precision
- - swarm mind
- resistances:
- - amount: 8
- type: physical (except bludgeoning)
- weaknesses:
- - amount: 4
- type: area damage
- - amount: 4
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Flea Fever
- action_cost: None
- traits:
- - disease
- description: Drain from flea fever can't be reduced or recovered from naturally until the disease is cured. **Saving Throw** DC 19 Fortitude; **Stage 1** __drained 1__ (1d4 hours), **Stage 2** drained 1 and __sickened 1__ (1 day), **Stage 3** drained 2 and sickened 1 (1 day), **Stage 4** drained 3 and sickened 1 (1 day), **Stage 5** dead
- raw_description: "**Flea Fever** (__disease__) Drain from flea fever can't be reduced or recovered from naturally until the disease is cured. **Saving Throw** DC 19 Fortitude; **Stage 1** __drained 1__ (1d4 hours), **Stage 2** drained 1 and __sickened 1__ (1 day), **Stage 3** drained 2 and sickened 1 (1 day), **Stage 4** drained 3 and sickened 1 (1 day), **Stage 5** dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Suck Blood
- action_cost: One Action
- traits:
- description:
- raw_description: "**Suck Blood** **Requirements** The flea swarm's last action was Swarming Bites, and it dealt damage to at least one enemy; **Effect** The flea swarm drinks the creatures' blood. Each victim becomes drained 1 and the swarm regains 3 HP for each victim drained."
- generic_description:
- frequency:
- trigger:
- effect: The flea swarm's last action was Swarming Bites, and it dealt damage to at least one enemy
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarming Bites
- action_cost: One Action
- traits:
- description: Each enemy in the swarm's space takes 2d4+7 piercing damage and must attempt a DC 22 basic Reflex save. A creature that fails its save is exposed to flea fever.
- raw_description: "**Swarming Bites** Each enemy in the swarm's space takes 2d4+7 piercing damage and must attempt a DC 22 basic Reflex save. A creature that fails its save is exposed to flea fever."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Flesh Golem
- source:
- - abbr: Bestiary
- page_start: 185
- page_stop:
- description: >-
- Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories and charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first flesh golem is believed to have been a misguided attempt to create from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a flesh golem if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +12
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: -1
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 14
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 140
- hp_misc:
- immunities:
- - bleed
- - disease
- - death effects
- - electricity
- - doomed
- - drained
- - fatigued
- - healing
- - magic (see below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 5
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Berserk
- action_cost: None
- traits:
- description: A severely damaged flesh golem has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.
- raw_description: '**Berserk** A severely damaged flesh golem has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by fire (5d8, 3d4 from areas or persistent damage); healed by electricity (area 2d4 HP); slowed by cold
- raw_description: '**Golem Antimagic** harmed by fire (5d8, 3d4 from areas or persistent damage); healed by electricity (area 2d4 HP); slowed by cold'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Flesh to Stone
- action_cost: None
- traits:
- description: Casting a flesh to stone spell on the flesh golem affects the golem normally.
- raw_description: '**Vulnerable to Flesh to Stone** Casting a flesh to stone spell on the flesh golem affects the golem normally.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Electric Reflexes
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Electric Reflexes** [Reaction] **Trigger** The golem takes electricity damage and a creature is adjacent to it. **Effect** The golem lashes out and tries to grab a nearby creature. The golem attempts an Athletics check to Grapple an adjacent creature. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success.'
- generic_description:
- frequency:
- trigger: The golem takes electricity damage and a creature is adjacent to it.
- effect: The golem lashes out and tries to grab a nearby creature. The golem attempts an Athletics check to Grapple an adjacent creature. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 20
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+7
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Berserk Slam
- action_cost: One Action
- traits:
- description:
- raw_description: '**Berserk Slam** **Requirement** The flesh golem is berserk. **Effect** The flesh golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target __prone__.'
- generic_description:
- frequency:
- trigger:
- effect: The flesh golem is berserk.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Flytrap Leshy
- source:
- - abbr: Bestiary 2
- page_start: 161
- page_stop:
- description: >-
- While often seen as unfriendly by non-leshys, flytrap leshys get along well with other leshys. Nonetheless, they're among the most aggressive leshys, often guarding the most vulnerable places in the natural world with their flytrap mouths and hands.
-
-
-
-
- When a large threat emerges, pairs of flytrap leshys band together to create amalgams capable of driving back powerful foes. This unusual form of communal defense suffuses flytrap leshy society, and they often form relationships between multiple individuals that would confuse or even scandalize more uptight humanoids—to a flytrap leshy, though, there's nothing strange about sharing your innermost secrets with people you literally merged together with to defend your home from an enemy.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Leshy
- - Plant
- senses:
- - Perception +11
- - darkvision
- languages:
- - Common
- - Druidic
- - Sylvan
- - speak with plants (carnivorous plants only)
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Nature '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 1
- int_mod: 0
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 12
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 72
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: acid
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: >2-
-
-
- Verdant Burst (healing) When a flytrap leshy dies, a burst of primal energy explodes from its body, restoring 3d6 Hit Points to each __plant__ creature in a 30-foot emanation. This area immediately fills with flytraps, becoming difficult terrain. If the terrain is not a viable environment for these flytraps, they wither after 24 hours.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: flytrap mouth
- to_hit: 13
- traits:
- - versatile S
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: acid and flytrap toxin
- - action_cost: One Action
- name: flytrap hand
- to_hit: 13
- traits:
- - agile
- - versatile S
- damage:
- formula: 1d6+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: acid and flytrap toxin
- ranged:
- - action_cost: One Action
- name: spittle
- to_hit: 11
- traits:
- - acid
- - range increment 10 feet
- damage:
- formula: 1d6+6
- type: acid
- plus_damage:
- - formula:
- type: flytrap toxin
- spell_lists:
- - name: Primal Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: speak with plants
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: pass without trace
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Amalgam
- action_cost: One Action
- traits:
- - polymorph
- - primal
- - transmutation
- description: A flytrap leshy can combine itself with an adjacent and willing flytrap leshy that is not currently affected by Amalgam. The leshy using Amalgam physically merges with the target, restoring 3d8 Hit Points to the target. The leshy can Sustain a Spell to continue Amalgam, but once they stop, the target leshy takes 3d8 damage. If the target leshy dies, Amalgam ends at once and the original leshy gains the __dying__ condition or increases their dying condition value by 1 if they were already dying. As long as Amalgam is sustained, the target leshy gains a +1 status bonus to attack rolls and saving throws, its AC increases to 21, and it gains an additional reaction at the start of each turn.
- raw_description: '**Amalgam** (__polymorph__, __primal__, __transmutation__) A flytrap leshy can combine itself with an adjacent and willing flytrap leshy that is not currently affected by Amalgam. The leshy using Amalgam physically merges with the target, restoring 3d8 Hit Points to the target. The leshy can Sustain a Spell to continue Amalgam, but once they stop, the target leshy takes 3d8 damage. If the target leshy dies, Amalgam ends at once and the original leshy gains the __dying__ condition or increases their dying condition value by 1 if they were already dying. As long as Amalgam is sustained, the target leshy gains a +1 status bonus to attack rolls and saving throws, its AC increases to 21, and it gains an additional reaction at the start of each turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The flytrap leshy transforms into a Small flytrap. This ability otherwise uses the effects of __tree shape__.
- raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The flytrap leshy transforms into a Small flytrap. This ability otherwise uses the effects of __tree shape__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flytrap Toxin
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __sickened 1__ (1 round), **Stage 2** sickened 2 (1 round)'
- raw_description: '**Flytrap Toxin** (__poison__) **Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __sickened 1__ (1 round), **Stage 2** sickened 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Forge-Spurned
- source:
- - abbr: 'Pathfinder #148: Fires of the Haunted City'
- page_start: 83
- page_stop:
- description: >-
- Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material world as undead abominations known as forge-spurned.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 22
- level: 5
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Fire
- - Undead
- senses:
- - Perception +11
- - darkvision
- languages:
- - Common
- - Dwarven
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Crafting '
- bonus: 14
- misc:
- - name: 'Droskar Lore '
- bonus: 12
- misc:
- perception: 11
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: 1
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - soul chain
- - warhammer
- ac: 22
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 9
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 75
- hp_misc: eternal damnation, negative healing
- immunities:
- - death effects
- - disease
- - fire
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Eternal Damnation
- action_cost: None
- traits:
- - divine
- - necromancy
- description: As long as its soul chain remains intact, a forge-spurned can't be truly destroyed. It rises again fully healed at the next sundown, even if its physical body was destroyed.
- raw_description: "**Eternal Damnation** (__divine__, __necromancy__) As long as its soul chain remains intact, a forge-spurned can't be truly destroyed. It rises again fully healed at the next sundown, even if its physical body was destroyed."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Searing Heat
- action_cost: None
- traits:
- - fire
- description: A creature that touches a forge-spurned (including by Grappling it or hitting it with an unarmed attack) takes 2d6 fire damage with a DC 21 basic Reflex save.
- raw_description: '**Searing Heat** (__fire__) A creature that touches a forge-spurned (including by Grappling it or hitting it with an unarmed attack) takes 2d6 fire damage with a DC 21 basic Reflex save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: soul chain
- to_hit: 15
- traits:
- - disarm
- - trip
- damage:
- formula: 2d8+5
- type: slashing
- plus_damage:
- - formula: 1d6
- type: fire
- - action_cost: One Action
- name: warhammer
- to_hit: 14
- traits:
- - shove
- damage:
- formula: 1d8+7
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Forge Breath
- action_cost: Two Actions
- traits:
- - divine
- - evocation
- - fire
- description: The forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the forge-spurned and persists for 1d4 rounds. Each creature that moves into 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.
- raw_description: "**Forge Breath** [Two Actions] (__divine__, __evocation__, __fire__) The forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the forge-spurned and persists for 1d4 rounds. Each creature that moves into 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inflate Bellows
- action_cost: Two Actions
- traits:
- description:
- raw_description: '**Inflate Bellows** [Two Actions] **Requirement** The forgespurned has used Forge Breath. **Effect** The forge-spurned draws a massive breath to refill its emptied lungs, enabling it to use Forge Breath again.'
- generic_description:
- frequency:
- trigger:
- effect: The forgespurned has used Forge Breath.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Chain
- action_cost: None
- traits:
- - divine
- - fire
- - necromancy
- 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 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 20, BT 10).
- raw_description: "**Soul Chain** (__divine__, __fire__, __necromancy__) 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 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 20, BT 10)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Froghemoth
- source:
- - abbr: Bestiary 2
- page_start: 122
- page_stop:
- description: >-
- A terrifying abomination of teeth, tentacles, and unbridled rage, the froghemoth is thankfully rarely encountered even in the deepest swamplands or most remote Darklands caverns. Capable of devouring dinosaurs and even dragons, it is a frighteningly effective ambush hunter, immersing itself in the mire with only its eyestalk protruding and watching in every direction at once with uncanny precision.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 33
- level: 13
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Aberration
- - Amphibious
- senses:
- - Perception +25
- - darkvision
- - otherworldly vision 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 23
- misc:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Stealth '
- bonus: 27
- misc: +30 in swamps
- perception: 25
- ability_mods:
- str_mod: 8
- dex_mod: 6
- con_mod: 7
- int_mod: -4
- wis_mod: 6
- cha_mod: 4
- sense_abilities:
- - name: Otherworldly Vision
- action_cost: None
- traits:
- description: A froghemoth's alien eyes allow it to perceive creatures within 30 feet, even if they are invisible or ethereal. It can still be fooled by successful __Stealth__ checks to __Hide__, but it has Perception DC 38 in such cases. It also sees through and is unaffected by illusions with the __visual__ trait if they are within 30 feet.
- raw_description: "**Otherworldly Vision** A froghemoth's alien eyes allow it to perceive creatures within 30 feet, even if they are invisible or ethereal. It can still be fooled by successful __Stealth__ checks to __Hide__, but it has Perception DC 38 in such cases. It also sees through and is unaffected by illusions with the __visual__ trait if they are within 30 feet."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 32
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 21
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 285
- hp_misc:
- immunities:
- - electricity
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Electric Torpor
- action_cost: None
- traits:
- description: Though a froghemoth is immune to electricity damage, it is __slowed 1__ for 1 round whenever it would have otherwise taken electricity damage.
- raw_description: '**Electric Torpor** Though a froghemoth is immune to electricity damage, it is __slowed 1__ for 1 round whenever it would have otherwise taken electricity damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 27
- traits:
- - reach 10 feet
- damage:
- formula: 3d12+14
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: tentacle
- to_hit: 27
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 3d8+14
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: tongue
- to_hit: 27
- traits:
- - agile
- - reach 30 feet
- damage:
- formula: 2d10+14
- type: piercing
- plus_damage:
- - formula:
- type: barbed tongue
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Aquatic Ambush
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**__Aquatic Ambush__** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Barbed Tongue
- action_cost: None
- traits:
- description: A creature hit by the froghemoth's tongue becomes __grabbed__ by the froghemoth. The creature isn't __immobilized__, but it can't move beyond the reach of the froghemoth's tongue. A creature can sever the tongue with a successful Strike against AC 31 that deals at least 15 slashing damage. This deals no damage to the froghemoth but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 minute.
- raw_description: "**Barbed Tongue** A creature hit by the froghemoth's tongue becomes __grabbed__ by the froghemoth. The creature isn't __immobilized__, but it can't move beyond the reach of the froghemoth's tongue. A creature can sever the tongue with a successful Strike against AC 31 that deals at least 15 slashing damage. This deals no damage to the froghemoth but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flailing Tentacles
- action_cost: Two Actions
- traits:
- description: The froghemoth makes up to four tentacle Strikes, each against a different target. These count toward the froghemoth's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.
- raw_description: "**Flailing Tentacles** [Two Actions] The froghemoth makes up to four tentacle Strikes, each against a different target. These count toward the froghemoth's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Greater Constrict
- action_cost: One Action
- traits:
- description: 3d6+12, DC 33
- raw_description: '**__Greater Constrict__** 3d6+12, DC 33'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Retract Tongue
- action_cost: Two Actions
- traits:
- description: The froghemoth pulls a creature grabbed by its tongue toward itself. The froghemoth rolls an __Athletics__ check against the creature's Fortitude DC. On a success, the froghemoth pulls the creature into an adjacent space, and if it critically succeeds it can also make a bite Strike against the creature after the pull.
- raw_description: "**Retract Tongue** [Two Actions] The froghemoth pulls a creature grabbed by its tongue toward itself. The froghemoth rolls an __Athletics__ check against the creature's Fortitude DC. On a success, the froghemoth pulls the creature into an adjacent space, and if it critically succeeds it can also make a bite Strike against the creature after the pull."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 3d6+9 bludgeoning, Rupture 24
- raw_description: '**__Swallow Whole__** (__attack__) Large, 3d6+9 bludgeoning, Rupture 24'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Frost Drake
- source:
- - abbr: Bestiary
- page_start: 134
- page_stop:
- description: >-
- Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, small bears, and tundra-dwelling people. Related as they are to white dragons, these drakes share many habits and facets of their disposition with their draconic cousins. Indeed, just as white dragons are among the most bestial and craven of dragonkind, frost drakes are among the most depraved and openly malicious of the drakes. They are also especially insolent, and are less likely to back down from a flight compared to other drakes. Many frost drakes have met their ends trying to enact cruelties beyond their means, such as singly taking on an entire castle or well-fortified township. Although a frost drake can wreak much destruction on its own, tales of village-dwelling northerners banding together to defend their homes from these rogue menaces are fairly common.
-
-
-
-
- A frost drake's hunting grounds are quite large. Those frost drakes that live upon the permanently frozen peaks of high mountains have been known to swoop down to snatch up prey from the lowlands, leaving frozen swaths of earth from their breath as the only sign of their passing. Their frost-covered scales range from deep royal blue to crisp cyan and sometimes feature sporadic patches of violet. Their hides are thinner than most drakes'; when a frost drake is inhaling in preparation to launch its signature frozen breath, the monster's ice-blue blood can be seen beneath its scales.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Cold
- - Dragon
- senses:
- - Perception +14
- - darkvision
- - scent (imprecise) 30 feet
- - snow vision
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: -1
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- - name: Snow Vision
- action_cost: None
- traits:
- description: Snow doesn't impair a frost drake's vision; it ignores concealment from snowfall.
- raw_description: "**Snow Vision** Snow doesn't impair a frost drake's vision; it ignores concealment from snowfall."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 15
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 115
- hp_misc:
- immunities:
- - cold
- - paralyzed
- - unconscious
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Retaliatory Strike
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Retaliatory Strike** [Reaction] **Trigger** A creature within reach of the frost drake's tail successfully damages the frost drake with a Strike. **Effect** The frost drake attempts to Strike with its tail. If the Strike hits, it deals an additional 1d6 damage."
- generic_description:
- frequency:
- trigger: A creature within reach of the frost drake's tail successfully damages the frost drake with a Strike.
- effect: The frost drake attempts to Strike with its tail. If the Strike hits, it deals an additional 1d6 damage.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: burrow (snow only)
- - amount: 50
- type: fly
- - amount: 20
- type: ice climb
- melee:
- - action_cost: One Action
- name: Fangs
- to_hit: 17
- traits:
- damage:
- formula: 2d12+8
- type: piercing
- plus_damage:
- - formula: 1d6
- type: cold
- - action_cost: One Action
- name: Tail
- to_hit: 17
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+8
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The frost drake makes two Fangs Strikes and one Tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The frost drake makes two Fangs Strikes and one Tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Freezing Mist Breath
- action_cost: Two Actions
- traits:
- - arcane
- - cold
- - evocation
- description: The frost drake spits a ball of liquid up to 60 feet that explodes 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.
- raw_description: "**Freezing Mist Breath** [Two Actions] (__arcane__, __cold__, __evocation__) The frost drake spits a ball of liquid up to 60 feet that explodes 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ice Climb
- action_cost: None
- traits:
- description: A frost drake 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.
- raw_description: "**Ice Climb** A frost drake 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Speed Surge
- action_cost: One Action
- traits:
- - move
- description: The frost drake moves up to twice its Speed. It can do this three times per day.
- raw_description: '**Speed Surge** (__move__) The frost drake moves up to twice its Speed. It can do this three times per day.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Frost Giant
- source:
- - abbr: Bestiary
- page_start: 171
- page_stop:
- description: >-
- Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who claim an expanse of tundra and defend it at all costs to nomadic hordes that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity and prowess in battle—massive brutes who proclaim themselves jarl and demand absolute obedience from their followers. If at any time a frost giant wishes to be a jarl, all they must do is issue a challenge to the current jarl and face off in mortal combat, after which the reigning champion continues leading the clan or the victorious challenger assumes control.
-
-
-
-
- Frost giants live in frostbitten realms, and their appearance is reflective of a people weathered and hardened by relentless snowstorms and freezing temperatures. They often wear metal armor adorned with the furs, skin, teeth, and tusks of slain beasts and heft weapons as long as dining tables. Their flesh ranges from pale blue to shale gray, and their hair is typically a dingy white or dirty yellow color.
-
-
-
-
- A typical frost giant stands about 15 feet tall and weighs approximately 2,800 pounds.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Cold
- - Giant
- - Humanoid
- senses:
- - Perception +17
- - low-light vision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Crafting '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 17
- misc: +21 in snow
- perception: 17
- ability_mods:
- str_mod: 6
- dex_mod: 0
- con_mod: 5
- int_mod: 0
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - +1 striking greataxe
- - breastplate
- - sack with 5 rocks
- ac: 29
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 16
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 150
- hp_misc:
- immunities:
- - cold
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Catch Rock** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount:
- type: ice stride
- melee:
- - action_cost: One Action
- name: greataxe
- to_hit: 21
- traits:
- - magical
- - reach 10 feet
- - sweep
- damage:
- formula: 2d12+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 21
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d8+12
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 21
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d10+9
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Chill Breath
- action_cost: One Action
- traits:
- - cold
- - evocation
- - primal
- description: The frost giant breathes out a 15-foot cone of freezing moisture 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 1d4 rounds.
- raw_description: "**Chill Breath** (__cold__, __evocation__, __primal__) The frost giant breathes out a 15-foot cone of freezing moisture 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 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ice Stride
- action_cost: None
- traits:
- description: A frost giant isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt __Acrobatics__ checks to keep from falling on slippery ice.
- raw_description: "**Ice Stride** A frost giant isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt __Acrobatics__ checks to keep from falling on slippery ice."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wide Swing
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Wide Swing** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Frost Troll
- source:
- - abbr: Bestiary 2
- page_start: 264
- page_stop:
- description: Frost trolls are nightmarish frozen monsters of rime-stained claws and hoarfrost teeth. Possessing wits superior to those of common trolls, frost trolls often hunt in packs of three—one attacking their quarry openly while the remaining two pause to assess weaknesses before moving in for the kill. Frost trolls relish the taste of human flesh and adjust their hunting grounds seasonally to remain in close proximity to their favorite prey. Of slighter frame than common trolls, a typical frost troll stands 11 feet tall when not hunched and weighs 900 pounds. Their sickly, cracked flesh is of an icy, cerulean pallor. Frost trolls often adorn themselves with trophies of bone and hide flayed from their kills.
- level: 4
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Cold
- - Giant
- - Troll
- senses:
- - Perception +12
- - darkvision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 5
- int_mod: 0
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- - hatchet
- ac: 19
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 10
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 90
- hp_misc: regeneration 15 (deactivated by acid or fire
- immunities:
- - cold
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: '**'
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount:
- type: ice stride
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 13
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: hatchet
- to_hit: 13
- traits:
- - agile
- - reach 10 feet
- - sweep
- damage:
- formula: 2d6+7
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d4+7
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: hatchet
- to_hit: 10
- traits:
- - agile
- - sweep
- - thrown 10 feet
- damage:
- formula: 2d6+7
- type: slashing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Ice Stride
- action_cost: None
- traits:
- description: A frost troll isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt __Acrobatics__ checks to keep from falling on slippery ice.
- raw_description: "**Ice Stride** A frost troll isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt __Acrobatics__ checks to keep from falling on slippery ice."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Frost Worm
- source:
- - abbr: Bestiary 2
- page_start: 123
- page_stop:
- description: >-
- The frost worm's single round, red eye gleams prominently at the head of its monstrous mass, white as a winter snowfall. What appears to be a bifurcated lower jaw is actually two spiky parapodia that the worm uses to shovel food into its lamprey-like mouth. An adult frost worm measures 35 feet long and weighs 8,000 pounds.
-
-
-
-
- A frost worm is an apex predator that uses camouflage, burrowing, and deceit to ambush its prey. When it attacks, a frost worm produces a distinctive, high-pitched trill. Though some survivors of frost worm attacks have compared it to a wailing lament, the trill has a captivating effect on nearby creatures, causing them to stop and listen even as the monstrous creature approaches.
-
-
-
-
- The cold shed by a frost worm is as dangerous as its trill or its jaws, and while it is not fond of warmer climates, neither is it particularly hampered in such regions. A frost worm that somehow finds itself in temperate or even tropical environs causes the immediate area to chill and ice over with frost over time, creating seemingly impossible pockets of frozen terrain.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- - Cold
- senses:
- - Perception +22
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Stealth '
- bonus: 20
- misc: +24 in ice and snow
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 6
- int_mod: -4
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 22
- ref_misc:
- will: 20
- will_misc:
- misc:
- hp: 225
- hp_misc:
- immunities:
- - cold
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Death Throes
- action_cost: None
- traits:
- - cold
- - evocation
- - primal
- description: When a frost worm dies, it explodes in a 100-foot burst of searing cold blood. All creatures and objects in range take 10d8 cold damage (DC 29 basic Reflex save).
- raw_description: '**Death Throes** (__cold__, __evocation__, __primal__) When a frost worm dies, it explodes in a 100-foot burst of searing cold blood. All creatures and objects in range take 10d8 cold damage (DC 29 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Worm Chill
- action_cost: None
- traits:
- - aura
- - cold
- - evocation
- - primal
- description: 5 feet. A creature that enters or begins its turn in the emanation takes 3d6 cold damage (DC 29 basic Reflex save).
- raw_description: '**Worm Chill** (__aura__, __cold__, __evocation__, __primal__) 5 feet. A creature that enters or begins its turn in the emanation takes 3d6 cold damage (DC 29 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Freezing Blood
- action_cost: Reaction
- traits:
- - cold
- description:
- raw_description: "**Freezing Blood [Reaction]** (__cold__) **Trigger **The frost worm takes piercing or slashing damage; **Effect **The frost worm's freezing blood sprays out on a random creature within 10 feet of the frost worm. That creature takes 7d6 cold damage (DC 29 basic Reflex save)."
- generic_description:
- frequency:
- trigger: The frost worm takes piercing or slashing damage
- effect: The frost worm's freezing blood sprays out on a random creature within 10 feet of the frost worm. That creature takes 7d6 cold damage (DC 29 basic Reflex save).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 10
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 25
- traits:
- damage:
- formula: 3d8+10
- type: piercing
- plus_damage:
- - formula: 2d6
- type: persistent cold
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: One Action
- traits:
- - cold
- - evocation
- - primal
- description: "The frost worm exhales a blast of frost, dealing 13d6 cold damage to creatures in a 50-foot cone (DC 32 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Worm Trill (auditory, concentrate, enchantment, mental, primal); The frost worm emits a hypnotic trill. Each non-frost worm creature within 100 feet must attempt a DC 32 Will save. The effects of Worm Trill last for 1 round, but if the frost worm uses this ability again on subsequent rounds, it extends this duration by 1 round for any creature already affected. \n\n"
- raw_description: "**Breath Weapon** (__cold__, __evocation__, __primal__) The frost worm exhales a blast of frost, dealing 13d6 cold damage to creatures in a 50-foot cone (DC 32 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Worm Trill (auditory, concentrate, enchantment, mental, primal); The frost worm emits a hypnotic trill. Each non-frost worm creature within 100 feet must attempt a DC 32 Will save. The effects of Worm Trill last for 1 round, but if the frost worm uses this ability again on subsequent rounds, it extends this duration by 1 round for any creature already affected. \n\n**Success** The creature is unaffected and is immune to Worm Trill for 24 hours. \n\n**Failure** The creature is __fascinated__ by the frost worm. \n\n**Critical Failure **As failure, but the fascinated condition doesn't end if the frost worm uses hostile actions against the creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected and is immune to Worm Trill for 24 hours.
- failure: The creature is fascinated by the frost worm.
- critical_failure:
- full_description:
-- name: Frost Yai
- source:
- - abbr: Bestiary 2
- page_start: 189
- page_stop:
- description: >-
- Ice yai combine the brutality of __frost giants__ with the grace of martial artists. More than any other oni, ice yai delight not in the pleasures of the flesh, but in flesh itself—rather than indulging in oft-destructive mortal vices like drink or lust, ice yai pursue physical perfection, reveling in the process of turning their bodies into powerful fighting machines.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 31
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Cold
- - Fiend
- - Giant
- - Humanoid
- - Oni
- senses:
- - Perception +26
- - greater darkvision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 24
- misc:
- - name: 'Arcana '
- bonus: 23
- misc:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Deception '
- bonus: 27
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- - name: 'Nature '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 26
- misc:
- perception: 26
- ability_mods:
- str_mod: 8
- dex_mod: 5
- con_mod: 5
- int_mod: 4
- wis_mod: 5
- cha_mod: 8
- sense_abilities:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 25
- ref_misc:
- will: 23
- will_misc:
- misc: +1 status on all saves vs. magic
- hp: 230
- hp_misc: regeneration 15 (deactivated by acid or fire
- immunities:
- - cold
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Icy Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Icy Deflection [Reaction]** **Trigger** The ice yai is targeted by a ranged Strike or spell attack roll that doesn't have the __fire__ trait; **Effect** The ice yai creates a reflective blockade of ice, gaining a +4 circumstance bonus to AC against the triggering attack roll. If the attack misses, the ice yai redirects the attack to another creature within 20 feet of the yai. The attacker rerolls the attack roll against the new target."
- generic_description:
- frequency:
- trigger: The ice yai is targeted by a ranged Strike or spell attack roll that doesn't have the __fire__ trait
- effect: The ice yai creates a reflective blockade of ice, gaining a +4 circumstance bonus to AC against the triggering attack roll. If the attack misses, the ice yai redirects the attack to another creature within 20 feet of the yai. The attacker rerolls the attack roll against the new target.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 27
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+16
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: cold and frozen strike
- ranged:
- - action_cost: One Action
- name: ice missile
- to_hit: 25
- traits:
- - cold
- - evil
- - magical
- - range increment 60 feet
- damage:
- formula: 2d10+12
- type: cold and frozen strike
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: cone of cold
- frequency:
- requirement:
- - name: wall of ice
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: cone of cold
- frequency: ×3
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: ×3
- requirement:
- - name: darkness
- frequency:
- requirement:
- - name: gaseous form
- frequency:
- requirement:
- - name: solid fog
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The frost yai takes on the appearance of a frost giant. This doesn't change their Speed or Strike attack and damage.
- raw_description: "**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The frost yai takes on the appearance of a frost giant. This doesn't change their Speed or Strike attack and damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Double Punch
- action_cost: One Action
- traits:
- description:
- raw_description: '**Double Punch** **Frequency** once per round; **Effect** The ice yai makes two fist Strikes.'
- generic_description:
- frequency: once per round
- trigger:
- effect: The ice yai makes two fist Strikes.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frozen Strike
- action_cost: None
- traits:
- description: "On a critical hit with a fist Strike or a hit with an ice missile Strike, the target creature must attempt a DC 33 Fortitude save. \n\n"
- raw_description: "**Frozen Strike** On a critical hit with a fist Strike or a hit with an ice missile Strike, the target creature must attempt a DC 33 Fortitude save. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is slowed 1 for 1 round. \n\n**Failure** The creature is slowed 2 for 1 round. \n\n**Critical Failure** The creature is slowed 3 for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is slowed 1 for 1 round.
- failure: The creature is slowed 2 for 1 round.
- critical_failure: The creature is slowed 3 for 1 round.
- full_description:
-- name: Fungus Leshy
- source:
- - abbr: Bestiary
- page_start: 219
- page_stop:
- description: >-
- Fungus leshys guard caves, bogs, and damp, dark places. Their fungus gardens are bizarre by most standards, but fungus leshys are extremely proud of their works.
-
-
-
-
- **__Recall Knowledge - Fungus__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Fungus
- - Leshy
- senses:
- - Perception +6
- - darkvision
- languages:
- - Common
- - Druidic
- - Sylvan
- - speak with plants (fungi only)
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Nature '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: -1
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Verdant Burst
- action_cost: None
- traits:
- - healing
- description: When a fungus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 Hit Points to each fungi creature in a 30-foot emanation. This area is filled with fungi, becoming difficult terrain. If the terrain is not a viable environment for this fungi, they wither after 24 hours.
- raw_description: '**Verdant Burst** (__healing__) When a fungus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 Hit Points to each fungi creature in a 30-foot emanation. This area is filled with fungi, becoming difficult terrain. If the terrain is not a viable environment for this fungi, they wither after 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 10
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+2
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spore pod
- to_hit: 10
- traits:
- - range increment 30 feet
- damage:
- formula: 1d6+2
- type: bludgeoning
- plus_damage:
- - formula:
- type: spores
- spell_lists:
- - name: Primal Innate Spells
- dc: 16
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: speak with plants
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The fungus leshy transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of __tree shape__.
- raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The fungus leshy transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of __tree shape__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spore Cloud
- action_cost: Two Actions
- traits:
- - poison
- description: A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungi creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude save or take 1 persistent poison damage. A creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet (or 10 feet, on a critical failure).
- raw_description: '**Spore Cloud** [Two Actions] (__poison__) A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungi creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude save or take 1 persistent poison damage. A creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet (or 10 feet, on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spores
- action_cost: None
- traits:
- 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
- raw_description: "**Spores** 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"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gahlepod
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 78
- page_stop:
- description: >-
- The youngest brughadatches resemble overlarge tadpoles about 2 feet long.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Amphibious
- - Fey
- senses:
- - Perception +13
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Sylvan
- - (can't speak any languages)
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Survival '
- bonus: 14
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 6
- con_mod: 4
- int_mod: -4
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 19
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 140
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- - name: Churning Frenzy
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Churning Frenzy** [Reaction] **Trigger** The gahlepod becomes adjacent to at least one other gahlepod; **Frequency** once per round; **Effect** The gahlepod is spurred into a frenzy by the others. For the rest of the round, their jaws Strike deals 1d6 persistent bleed damage in addition to the listed damage.'
- generic_description:
- frequency: The gahlepod becomes adjacent to at least one other gahlepod
- trigger: once per round
- effect: The gahlepod is spurred into a frenzy by the others. For the rest of the round, their jaws Strike deals 1d6 persistent bleed damage in addition to the listed damage.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d8+7
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Gancanagh
- source:
- - abbr: Bestiary
- page_start: 31
- page_stop:
- description: >-
- Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments of free love, they eagerly throw themselves into courting targets for brief but earnest flings until their quicksilver passions change their desires. They serve Cayden Cailean as well as other bacchanalian deities and empyreal lords of Elysium who understand their desires for love and parties. Gancanaghs hate evil beings that profane the spirit of romance and passion, as such creatures (especially the demonic tempters known as succubi) reinforce stigmas against open and free 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 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 its ability to sway the heart.
-
-
-
-
- The majority of gancanaghs present themselves as male, but the concept of gender to a creature like a gancanagh, which can change its shape freely, is much more fluid and open to interpretation than for many mortals. Gancanaghs enjoy using this flexibility to confront and test mortals' convictions when faced with fear or prejudice, but when encountering mortals who themselves are open-minded about sexuality or gender identity, they can become lifelong allies. For those who are persecuted for such reasons, gancanaghs are tireless defenders and eager supporters, quick to provide safety and to punish those who would attempt to impose narrower beliefs upon a world that deserves more diversity than it often gets. If possible, a gancanagh seeks to educate and redeem those who hold destructive beliefs or prejudices, resorting to combat only to defend themself or an endangered mortal, or when no other option seems tenable—yet even then, they fight with sadness.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - CG
- - Medium
- - Azata
- - Celestial
- senses:
- - Perception +11
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Deception '
- bonus: 13
- misc:
- - name: 'Diplomacy '
- bonus: 13
- misc:
- - name: 'Performance '
- bonus: 14
- misc:
- - name: 'Religion '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 11
- ability_mods:
- str_mod: 1
- dex_mod: 5
- con_mod: 3
- int_mod: 2
- wis_mod: 1
- cha_mod: 5
- sense_abilities:
- items:
- - silver rapier
- - silver virtuoso flute
- ac: 21
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 13
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- - amount: 5
- type: evil
- automatic_abilities:
- - name: Vulnerable to Smoke
- action_cost: None
- traits:
- description: A gancanagh's lungs can't tolerate smoke. They take a -2 circumstance penalty to saving throws against effects that create some form of smoke.
- raw_description: "**Vulnerable to Smoke** A gancanagh's lungs can't tolerate smoke. They take a -2 circumstance penalty to saving throws against effects that create some form of smoke."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: silver rapier
- to_hit: 13
- traits:
- - deadly 1d10
- - disarm
- - finesse
- - good
- - magical
- damage:
- formula: 1d6+7
- type: piercing
- plus_damage:
- - formula: 1d4
- type: good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: heroism
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: heal
- frequency:
- requirement:
- - name: mirror image
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- 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 Strikes, but might change the damage type their Strikes deal (typically to bludgeoning).
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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 Strikes, but might change the damage type their Strikes deal (typically to bludgeoning)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Invigorating Passion
- action_cost: Two Actions
- traits:
- - divine
- - emotion
- - enchantment
- - mental
- description: The gancanagh embraces or kisses a willing creature, infusing that creature with their invigorating passion. The creature gains a +1 status bonus to attack rolls and 10 temporary Hit Points for 10 minutes. After that time, the target becomes fatigued for 10 minutes unless they succeed at a DC 21 Fortitude save.
- raw_description: '**Invigorating Passion** [Two Actions] (__divine__, __emotion__, __enchantment__, __mental__) The gancanagh embraces or kisses a willing creature, infusing that creature with their invigorating passion. The creature gains a +1 status bonus to attack rolls and 10 temporary Hit Points for 10 minutes. After that time, the target becomes fatigued for 10 minutes unless they succeed at a DC 21 Fortitude save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gargoyle
- source:
- - abbr: Bestiary
- page_start: 161
- page_stop:
- description: "Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the 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 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.\n\n\n\nGargoyles tend to be lone hunters, though sometimes they band into fearsome tribes called \"wings\" for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor's edge. The majority of gargoyles are treacherous, vindictive, and petty—traits that preclude lasting partnerships. Many tend to be obsessive and compulsive. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals' obsessions and compulsions clash. \n\n## Kapoacinth\n\n Kapoacinths dwell not amid cliffs or rooftops, but beneath the sea, using their wings to swim. These water-dwelling gargoyles often dwell in shallow coastal regions and shamble forth from the sea to attack prey. Kapoacinths are less individualistic and tend to create more stable wings for longer periods of time. Kapoacinths have the same abilities as the gargoyle presented below, but with the following adjustments: they have the aquatic trait, they have a swim Speed of 40 feet instead of a fly Speed, and their Clawed Feat reaction triggers when they are Swimming instead of Flying.\n\n\n\n**__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 19"
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Beast
- - Earth
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- - Terran
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 10
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 3
- int_mod: -2
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 10
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Clawed Feet
- action_cost: Reaction
- traits:
- - attack
- description:
- raw_description: '**Clawed Feet** [Reaction] (__attack__) ; **Trigger** The gargoyle is Flying, and a creature moves into an adjacent square below it. **Effect** The gargoyle makes a claw Strike against the triggering creature.'
- generic_description:
- frequency:
- trigger: The gargoyle is Flying, and a creature moves into an adjacent square below it.
- effect: The gargoyle makes a claw Strike against the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 13
- traits:
- damage:
- formula: 2d8+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - agile
- damage:
- formula: 2d6+3
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Statue
- action_cost: One Action
- traits:
- - concentrate
- description: Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 32 on __Deception__ checks and DCs to pass as a statue.
- raw_description: '**Statue** (__concentrate__) Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 32 on __Deception__ checks and DCs to pass as a statue.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gashadokuro
- source:
- - abbr: 'Pathfinder #148: Fires of the Haunted City'
- page_start: 84
- page_stop:
- description: >-
- The dreaded gashadokuro is an undead haunter of the night, a giant skeleton that rises from the earth in the aftermath of a mass starvation event and seeks to inflict its unending hunger on the living.
-
-
-
-
- A gashadokuro that comes about due to a poor growing season is more prone to stalk remote village farmlands at night, while a gashadokuro that arose from the victims of a government-instigated food shortage has few compunctions about stomping straight into bustling cities in broad daylight. These latter gashadokuro even seem to target aristocrats and government authorities—whether or not they are the same politicians whose negligence resulted in the famine in the first place—leading many to believe that the gashadokuro seeks to slake its thirst for revenge even more than it seeks to sate its unending hunger.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 33
- level: 13
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Huge
- traits:
- - Uncommon
- - NE
- - Huge
- - Undead
- senses:
- - Perception +24
- - darkvision
- languages:
- - Common
- - can't speak any language
- skills:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Intimidation '
- bonus: 24
- misc:
- perception: 24
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 5
- int_mod: -3
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 21
- ref_misc:
- will: 24
- will_misc:
- misc:
- hp: 230
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 10
- type: cold
- - amount: 10
- type: electricity
- - amount: 10
- type: fire
- - amount: 10
- type: piercing
- - amount: 10
- type: slashing
- weaknesses:
- automatic_abilities:
- - name: Starvation Aura
- action_cost: None
- traits:
- - aura
- - divine
- - mental
- - necromancy
- description: 60 feet. Any creature that ends its turn in the aura feels the intense pain of starvation and must attempt a DC 30 Fortitude save. On a failure, the creature becomes fatigued and takes 6d6 damage. Damage and fatigue a creature takes from this aura can't be healed until the affected creature has eaten a full meal.
- raw_description: "**Starvation Aura** (__aura__, __divine__, __mental__, __necromancy__) 60 feet. Any creature that ends its turn in the aura feels the intense pain of starvation and must attempt a DC 30 Fortitude save. On a failure, the creature becomes fatigued and takes 6d6 damage. Damage and fatigue a creature takes from this aura can't be healed until the affected creature has eaten a full meal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 27
- traits:
- - reach 10 feet
- damage:
- formula: 3d12+14
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 27
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 3d8+14
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - divine
- - necromancy
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__divine__, __necromancy__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Corpse Consumption
- action_cost: None
- 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 __wish__ or a similarly powerful effect.
- raw_description: "**Corpse Consumption** (__divine__, __necromancy__) 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 __wish__ or a similarly powerful effect."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 3d6+8 bludgeoning, Rupture 24
- raw_description: '**Swallow Whole** (__attack__) Large, 3d6+8 bludgeoning, Rupture 24'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gelatinous Cube
- source:
- - abbr: Bestiary
- page_start: 254
- page_stop:
- 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 break them down.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Mindless
- - Ooze
- senses:
- - Perception +5
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc: +13 to Shove
- perception: 5
- ability_mods:
- str_mod: 4
- dex_mod: -5
- con_mod: 5
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A gelatinous cube can sense nearby motion through vibration and air movement.
- raw_description: '**Motion Sense** A gelatinous cube can sense nearby motion through vibration and air movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Transparent
- action_cost: None
- traits:
- 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).
- raw_description: "**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)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 10
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 0
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- - acid
- - critical hits
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- - amount: 5
- type: electricity
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- melee:
- - action_cost: One Action
- name: cube face
- to_hit: 11
- traits:
- damage:
- formula: 1d6
- type: acid
- plus_damage:
- - formula:
- type: paralysis
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Engulf
- action_cost: Two Actions
- traits:
- description: DC 19, 2d6 acid, Escape DC 19, Rupture 7. A creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis.
- raw_description: '**Engulf** [Two Actions] DC 19, 2d6 acid, Escape DC 19, Rupture 7. A creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralysis
- action_cost: None
- traits:
- - incapacitation
- description: A creature Engulfed by the cube or hit by its attack is paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.
- raw_description: '**Paralysis** (__incapacitation__) A creature Engulfed by the cube or hit by its attack is paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Weak Acid
- action_cost: None
- traits:
- description: A gelatinous cube's acid damages only organic material—not metal, stone, or other inorganic substances.
- raw_description: "**Weak Acid** A gelatinous cube's acid damages only organic material—not metal, stone, or other inorganic substances."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gelugon
- source:
- - abbr: Bestiary
- page_start: 91
- page_stop:
- 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 pieces they can play on the board. Occasionally, a mortal strategist of outstanding 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.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Devil
- - Fiend
- senses:
- - Perception +26
- - greater darkvision
- languages:
- - Celestial
- - Common
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Deception '
- bonus: 25
- misc:
- - name: 'Diplomacy '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- - name: 'Religion '
- bonus: 26
- misc:
- - name: 'Society '
- bonus: 25
- misc:
- - name: 'Stealth '
- bonus: 22
- misc:
- - name: 'Warfare Lore '
- bonus: 30
- misc:
- perception: 26
- ability_mods:
- str_mod: 6
- dex_mod: 5
- con_mod: 5
- int_mod: 8
- wis_mod: 5
- cha_mod: 4
- sense_abilities:
- items:
- - +1 striking longspear
- ac: 34
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 24
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 215
- hp_misc:
- immunities:
- - cold
- - fire
- resistances:
- - amount: 10
- type: physical (except silver)
- - amount: 10
- type: poison
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - divine
- - emotion
- - enchantment
- - fear
- - mental
- description: 10 feet, DC 31
- raw_description: >-
- **Frightful Presence** 10 feet, DC 31 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: fly (from fly)
- melee:
- - action_cost: One Action
- name: frost longspear
- to_hit: 28
- traits:
- - cold
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 2d8+12
- type: piercing
- plus_damage:
- - formula: 1d6
- type: cold
- - formula: 1d6
- type: evil
- - formula:
- type: slowing frost
- - action_cost: One Action
- name: tail
- to_hit: 25
- traits:
- - agile
- - cold
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+12
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: cold
- - formula: 1d6
- type: evil
- - formula:
- type: slowing frost
- ranged:
- - action_cost: One Action
- name: frost longspear
- to_hit: 27
- traits:
- - cold
- - magical
- - thrown 20 feet
- damage:
- formula: 2d8+12
- type: piercing
- plus_damage:
- - formula: 1d6
- type: cold
- spell_lists:
- - name: Divine Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: cone of cold
- frequency: x2
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: illusory scene
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: wall of ice
- frequency: x3
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: ray of frost
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: fly
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Slowing Frost
- action_cost: None
- traits:
- - cold
- - divine
- - evocation
- 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 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, trailing motes of frost.
- raw_description: "**Slowing Frost** (__cold__, __divine__, __evocation__) 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 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, trailing motes of frost."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tactician of Cocytus
- action_cost: One Action
- traits:
- - concentrate
- 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 Speed).
- raw_description: "**Tactician of Cocytus** (__concentrate__) 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 Speed)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ghaele
- source:
- - abbr: Bestiary
- page_start: 33
- page_stop:
- description: >-
- Ghaeles are fiend-hunting knights of Elysium and champions of the freedom to take up arms against oppressors and other evils. Ghaeles rarely engage directly in mortal wars, but where fiends are involved they make an exception. A ghaele might assume the guise of a mortal to fight fiends alongside others, hoping to bolster morale and teach good tactics against such supernatural foes. Ghaeles serve various deities and empyreal lords of Elysium, though many have an affinity for Cayden Cailean in his capacity as a champion of freedom and defender of the downtrodden. Among azatas, ghaeles are generally the quickest to shift to violence as a method of solving problems, but even then they seek to minimize pain and suffering when they can.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - CG
- - Medium
- - Azata
- - Celestial
- senses:
- - Perception +25
- - darkvision
- - see invisibility
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 27
- misc:
- - name: 'Athletics '
- bonus: 26
- misc:
- - name: 'Diplomacy '
- bonus: 26
- misc:
- - name: 'Nature '
- bonus: 23
- misc:
- - name: 'Religion '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- - name: 'Warfare Lore '
- bonus: 26
- misc:
- perception: 25
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 5
- int_mod: 3
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- - +1 greatsword
- ac: 34
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 20
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 235
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: energy (see Choose Weakness)
- weaknesses:
- - amount: 15
- type: cold iron
- - amount: 15
- type: evil
- automatic_abilities:
- - name: Free Blade
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Free Blade** [Free Action] **Trigger** The ghaele ends its turn while unable to act or attempts a greatsword Strike that would take a circumstance or status penalty. **Effect** A ghaele's blade is implacable in the pursuit of freedom, and its energies can overpower any eflect that would interfere with its swordplay. The ghaele attempts to counteract each effect that prevents it from making a greatsword Strike, gives it a penalty to its greatsword Strike, or prevents it from acting. The ghaele can use this ability even if it's otherwise unable to act.**Light Form** A ghaele's body is partially corporeal and partially composed of light, with a color corresponding to the elemental energy currently residing in its blade (see Choose Weakness). It can move through solid objects but can't end its action within a solid object."
- generic_description:
- frequency:
- trigger: The ghaele ends its turn while unable to act or attempts a greatsword Strike that would take a circumstance or status penalty.
- effect: A ghaele's blade is implacable in the pursuit of freedom, and its energies can overpower any eflect that would interfere with its swordplay. The ghaele attempts to counteract each effect that prevents it from making a greatsword Strike, gives it a penalty to its greatsword Strike, or prevents it from acting. The ghaele can use this ability even if it's otherwise unable to act.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 100
- type: fly
- melee:
- - action_cost: One Action
- name: holy greatsword
- to_hit: 28
- traits:
- - good
- - magical
- - versatile P
- damage:
- formula: 2d12+13
- type: slashing
- plus_damage:
- - formula: 1d6
- type: good and 1d6 other (see Choose Weakness)
- ranged:
- - action_cost: One Action
- name: light ray
- to_hit: 25
- traits:
- - chaotic
- - good
- - light
- - range 300 feet
- damage:
- formula: 1d12
- type: chaotic
- plus_damage:
- - formula: 1d12
- type: good
- spell_lists:
- - name: Divine Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: chromatic wall
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: prismatic spray
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: illusory scene
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: banishment
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: heal
- frequency: x4
- requirement:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - name: restoration
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: continual flame
- frequency: at will
- requirement:
- - name: dispel magic
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: detect alignment
- frequency: at will, evil only
- requirement:
- - name: illusory disguise
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - level: -1
- heightened_level: 7
- spells:
- - name: see invisibility
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: resurrect
- frequency:
- requirement:
- proactive_abilities:
- - name: Choose Weakness
- action_cost: One Action
- traits:
- - concentrate
- - divination
- - divine
- - evocation
- - manipulate
- 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 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.
- raw_description: "**Choose Weakness** (__concentrate__, __divination__, __divine__, __evocation__, __manipulate__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ghaele's Gaze
- action_cost: One Action
- traits:
- - divine
- - evocation
- - visual
- 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.
- raw_description: "**Ghaele's Gaze** (__divine__, __evocation__, __visual__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Holy Blade
- action_cost: None
- traits:
- - divine
- - evocation
- description: Any weapon becomes a +2 __holy__ __striking__ weapon while the ghaele wields it.
- raw_description: '**Holy Blade** (__divine__, __evocation__) Any weapon becomes a +2 __holy__ __striking__ weapon while the ghaele wields it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ghast
- source:
- - abbr: Bestiary
- page_start: 169
- page_stop:
- description: >-
- Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Ghoul
- - Undead
- senses:
- - Perception +8
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: 1
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 10
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 30
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become __sickened 1__ (plus __slowed 1__ as long as it's sickened on a critical failure). While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become __sickened 1__ (plus __slowed 1__ as long as it's sickened on a critical failure). While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 5
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- - finesse
- damage:
- formula: 1d6+5
- type: piercing
- plus_damage:
- - formula:
- type: ghast fever and paralysis
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+5
- type: slashing
- plus_damage:
- - formula:
- type: paralysis
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Consume Flesh
- action_cost: One Action
- traits:
- - manipulate
- description:
- raw_description: '**Consume Flesh** (__manipulate__) **Requirements** The ghast is adjacent to the corpse of a creature that died within the last hour. **Effect** The ghast devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once.'
- generic_description:
- frequency:
- trigger:
- effect: The ghast is adjacent to the corpse of a creature that died within the last hour.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ghast Fever
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** Fortitude DC 16; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 3d8 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 3d8 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a ghast the next midnight'
- raw_description: '**Ghast Fever** (__disease__) **Saving Throw** Fortitude DC 16; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 3d8 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 3d8 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a ghast the next midnight'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralysis
- action_cost: None
- traits:
- - incapacitation
- - occult
- - necromancy
- description: Any living creature (including elves) hit by a ghast's attack must succeed at a DC 16 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.
- raw_description: "**Paralysis** (__incapacitation__, __occult__, __necromancy__) Any living creature (including elves) hit by a ghast's attack must succeed at a DC 16 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swift Leap
- action_cost: One Action
- traits:
- - move
- description: The ghast jumps up to half its Speed. This movement doesn't trigger reactions.
- raw_description: "**Swift Leap** (__move__) The ghast jumps up to half its Speed. This movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ghonhatine
- source:
- - abbr: Bestiary 2
- page_start: 119
- page_stop:
- description: >-
- In transforming __xulgaths__, __drow__ fleshwarpers sought not to create a new type of creature but to recapture a form of xulgath predecessor believed entirely vanished from Golarion. Ghonhatines are the result—hulking reptilian beasts who prefer to crawl on all fours and tear at their foes with bestial fury.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Aberration
- senses:
- - Perception +19
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 6
- int_mod: -2
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 17
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - disease
- resistances:
- - amount: 10
- type: acid
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+10
- type: piercing
- plus_damage:
- - formula: 1d6
- type: persistent acid
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d10+10
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: vomit
- to_hit: 19
- traits:
- - acid
- - range increment 20 feet
- damage:
- formula: 5d6
- type: acid
- plus_damage:
- - formula:
- type: fleshgout
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Feed
- action_cost: One Action
- traits:
- - manipulate
- description:
- raw_description: '**Feed** (__manipulate__) **Requirement** The ghonhatine is adjacent to the corpse of a creature that died within the last hour; **Effect** The ghonhatine devours a chunk of the corpse. For 1 minute, the ghonhatine gains fast healing 5 and a +2 status bonus to damage rolls. It can gain these benefits from any given corpse only once.'
- generic_description:
- frequency:
- trigger:
- effect: The ghonhatine is adjacent to the corpse of a creature that died within the last hour
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fleshgout
- action_cost: None
- traits:
- - disease
- description: A ghonhatine's vomit carries an awful disease that, over time, can cause a suffering creature's flesh to develop painful boils that eventually slough away, leaving gaping wounds; **Saving Throw** DC 28 Fortitude; **Stage 1** carrier with no ill effect (1d4 hours); **Stage 2** __enfeebled 1__ and __drained 1__ (1 day); **Stage 3** enfeebled 2 and drained 2 (1 day); **Stage 4** enfeebled 2 and drained 3 (1 day); **Stage 5** drained 4, enfeebled 2, and __unconscious__ (1 day); **Stage 6** dead
- raw_description: "**Fleshgout** (__disease__) A ghonhatine's vomit carries an awful disease that, over time, can cause a suffering creature's flesh to develop painful boils that eventually slough away, leaving gaping wounds; **Saving Throw** DC 28 Fortitude; **Stage 1** carrier with no ill effect (1d4 hours); **Stage 2** __enfeebled 1__ and __drained 1__ (1 day); **Stage 3** enfeebled 2 and drained 2 (1 day); **Stage 4** enfeebled 2 and drained 3 (1 day); **Stage 5** drained 4, enfeebled 2, and __unconscious__ (1 day); **Stage 6** dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ghost Commoner
- source:
- - abbr: Bestiary
- page_start: 167
- page_stop:
- description: >-
- The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal.
-
-
-
-
- **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 19
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Ghost
- - Incorporeal
- - Spirit
- - Undead
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Dwelling Lore '
- bonus: 10
- misc: applies to the place the ghost is bound to
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 10
- ability_mods:
- str_mod: -5
- dex_mod: 3
- con_mod: 0
- int_mod: 0
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- - name: Site Bound
- action_cost: None
- traits:
- description:
- raw_description: '**Site Bound**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 30
- hp_misc: negative healing, rejuvenation
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 5
- type: all damage (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance vs. non-magical)
- weaknesses:
- automatic_abilities:
- - name: Rejuvenation
- action_cost: None
- traits:
- - divine
- - necromancy
- description: Setting right the injustice that led to the commoner's death allows it to move on to the afterlife.
- raw_description: "**Rejuvenation** (__divine__, __necromancy__) Setting right the injustice that led to the commoner's death allows it to move on to the afterlife."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: ghostly hand
- to_hit: 13
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d6+2
- type: negative
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Frightful Moan
- action_cost: One Action
- traits:
- - auditory
- - divine
- - emotion
- - enchantment
- - fear
- - mental
- description: DC 21
- raw_description: '**Frightful Moan** (__auditory__, __divine__, __emotion__, __enchantment__, __fear__, __mental__) DC 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ghost Mage
- source:
- - abbr: Bestiary
- page_start: 167
- page_stop:
- description: >-
- A wizard who died with a major project left undone might become a ghost mage, constantly seeking to finish its task in undeath.
-
-
-
-
- **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 27
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Ghost
- - Incorporeal
- - Spirit
- - Undead
- senses:
- - Perception +17
- - darkvision
- languages:
- - Common
- - Draconic
- skills:
- - name: 'Arcana '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- perception: 17
- ability_mods:
- str_mod: -5
- dex_mod: 3
- con_mod: 0
- int_mod: 6
- wis_mod: 3
- cha_mod: 6
- sense_abilities:
- - name: Site Bound
- action_cost: None
- traits:
- description:
- raw_description: '**Site Bound**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 19
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 135
- hp_misc: negative healing, rejuvenation
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 10
- type: all damage (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance vs. non-magical)
- weaknesses:
- automatic_abilities:
- - name: Rejuvenation
- action_cost: None
- traits:
- - divine
- - necromancy
- description: Completing the ghost mage's project allows it to move on to the afterlife.
- raw_description: "**Rejuvenation** (__divine__, __necromancy__) Completing the ghost mage's project allows it to move on to the afterlife."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: ghostly hand
- to_hit: 21
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d8+12
- type: negative
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 29
- to_hit: 23
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: cone of cold
- frequency:
- requirement:
- - name: hallucination
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: phantasmal killer
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: blindness
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: nondetection
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: telekinetic maneuver
- frequency: x2
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ray of enfeeblement
- frequency: x2
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Frightful Moan
- action_cost: One Action
- traits:
- - auditory
- - divine
- - emotion
- - enchantment
- - fear
- - mental
- description: DC 29
- raw_description: '**Frightful Moan** (__auditory__, __divine__, __emotion__, __enchantment__, __fear__, __mental__) DC 29'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Telekinetic Assault
- action_cost: Two Actions
- traits:
- - divine
- - evocation
- description: 6d6 bludgeoning, DC 29
- raw_description: '**Telekinetic Assault** [Two Actions] (__divine__, __evocation__) 6d6 bludgeoning, DC 29'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ghoul
- source:
- - abbr: Bestiary
- page_start: 169
- page_stop:
- description: >-
- Ghouls are ravenous undead who haunt graveyards and eat corpses.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Ghoul
- - Undead
- senses:
- - Perception +7
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 7
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 1
- int_mod: 1
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 20
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 5
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- - finesse
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- - formula:
- type: ghoul fever and paralysis
- - action_cost: One Action
- name: claw
- to_hit: 9
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+1
- type: slashing
- plus_damage:
- - formula:
- type: paralysis
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Consume Flesh
- action_cost: One Action
- traits:
- - manipulate
- description:
- raw_description: '**Consume Flesh** (__manipulate__) **Requirements** The ghoul is adjacent to the corpse of a creature that died within the last hour. **Effect** The ghoul devours a chunk of the corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse only once.'
- generic_description:
- frequency:
- trigger:
- effect: The ghoul is adjacent to the corpse of a creature that died within the last hour.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ghoul Fever
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** Fortitude DC 15; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 2d6 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 2d6 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a ghoul the next midnight.'
- raw_description: '**Ghoul Fever** (__disease__) **Saving Throw** Fortitude DC 15; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 2d6 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 2d6 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a ghoul the next midnight.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralysis
- action_cost: None
- traits:
- - incapacitation
- - occult
- - necromancy
- 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.
- raw_description: "**Paralysis** (__incapacitation__, __occult__, __necromancy__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swift Leap
- action_cost: One Action
- traits:
- - move
- description: The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.
- raw_description: "**Swift Leap** (__move__) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Amoeba
- source:
- - abbr: Bestiary 2
- page_start: 192
- page_stop:
- description: >-
- These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba's acidic fluids.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Amphibious
- - Mindless
- - Ooze
- senses:
- - Perception +4
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 3
- misc:
- perception: 4
- ability_mods:
- str_mod: 3
- dex_mod: -2
- con_mod: 2
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A giant amoeba can sense nearby creatures through vibration and air or water movement.
- raw_description: '**Motion Sense** A giant amoeba can sense nearby creatures through vibration and air or water movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 8
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 3
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- - acid
- - critical hits
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 10
- type: climb
- - amount: 10
- type: swim
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 8
- traits:
- damage:
- formula: 1d6
- type: acid
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d4 bludgeoning plus 1d4 acid, DC 17
- raw_description: '**__Constrict__** 1d4 bludgeoning plus 1d4 acid, DC 17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Envelop
- action_cost: Three Actions
- traits:
- description:
- raw_description: "**Envelop** [Three Actions] **Requirements** The giant amoeba begins its turn with a target its size or smaller __grabbed__; **Effect** The giant amoeba maintains the __Grab__ and extends pseudopods to surround the creature and pull it inside the amoeba's body. This thereafter has the same effect as if the amoeba had __Engulfed__ the creature (DC 17, 1d6 acid, Escape DC 17, Rupture 3)."
- generic_description:
- frequency:
- trigger:
- effect: The giant amoeba begins its turn with a target its size or smaller __grabbed__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Weak Acid
- action_cost: None
- traits:
- description: A giant amoeba's acid damages only organic material—not metal, stone, or other inorganic substances.
- raw_description: "**Weak Acid** A giant amoeba's acid damages only organic material—not metal, stone, or other inorganic substances."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Anaconda
- source:
- - abbr: Bestiary
- page_start: 303
- page_stop:
- description: >-
- The monstrous giant anaconda is capable of swallowing whole creatures as big as horses—to say nothing of their riders. Although novice bushwhackers watch out for snakes that might drop on them from the jungle canopy above, giant anacondas are most commonly encountered in ponds and rivers, where they feed on prey including manatees and capybaras.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +17
- - low-light vision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 17
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 6
- int_mod: -4
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 17
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Tighten Coils
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Tighten Coils** [Reaction] **Trigger** A creature grabbed or restrained by the giant anaconda attempts to Escape. **Effect** The DC of the Escape check is increased by 2.'
- generic_description:
- frequency:
- trigger: A creature grabbed or restrained by the giant anaconda attempts to Escape.
- effect: The DC of the Escape check is increased by 2.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+7
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tail
- to_hit: 21
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 10 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Greater Constrict
- action_cost: One Action
- traits:
- description: 1d10+7 bludgeoning, DC 26
- raw_description: '**Greater Constrict** 1d10+7 bludgeoning, DC 26'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slither
- action_cost: One Action
- traits:
- description: The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it.
- raw_description: '**Slither** The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 1d10+7 bludgeoning, Rupture 21
- raw_description: '**Swallow Whole** (__attack__) Large, 1d10+7 bludgeoning, Rupture 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wrap in Coils
- action_cost: One Action
- traits:
- - attack
- description:
- raw_description: "**Wrap in Coils** (__attack__) **Requirement** A Large or smaller creature is grabbed or restrained 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 as will fit in its space."
- generic_description:
- frequency:
- trigger:
- effect: A Large or smaller creature is grabbed or restrained in the giant anaconda's jaws.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Animated Statue
- source:
- - abbr: Bestiary
- page_start: 21
- page_stop:
- description: >-
- As with any humanoid animated statues of Medium size, giant animated statues are used to guard locations of importance, but their increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Animated objects of this strength and size are ideal for tasks and responsibilities usually performed by golems, and more powerful animated objects are thus all but unheard of.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Construct
- - Earth
- - Mindless
- senses:
- - Perception +13
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: -1
- con_mod: 6
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 26
- ac_special:
- - descr: 22 when broken
- saves:
- fort: 17
- fort_misc:
- ref: 10
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 100
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Construct Armor
- action_cost: None
- traits:
- description: Like normal objects, an giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22.
- raw_description: '**Construct Armor** Like normal objects, an giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: stone fist
- to_hit: 19
- traits:
- - magical
- damage:
- formula: 2d12+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- - action_cost: One Action
- name: flaming coal
- to_hit: 12
- traits:
- - fire
- - magical
- - range increment 80 feet
- damage:
- formula: 2d6+6
- type: bludgeoning and 2d8 fire
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Brazier
- action_cost: None
- traits:
- description: The statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise have it within reach. Instead of targeting the statue with an attack, a creature can target the brazier directly. The brazier has the same AC and saves as the statue. Dealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal 2d8 fire damage.
- raw_description: '**Brazier** The statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise have it within reach. Instead of targeting the statue with an attack, a creature can target the brazier directly. The brazier has the same AC and saves as the statue. Dealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal 2d8 fire damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Burn Alive
- action_cost: One Action
- traits:
- - fire
- description: The statue grinds a creature it has grabbed into the red-hot coals of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage.
- raw_description: '**Burn Alive** (__fire__) The statue grinds a creature it has grabbed into the red-hot coals of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Ant
- source:
- - abbr: Bestiary 2
- page_start: 20
- page_stop:
- description: >-
- Giant ants are much like their smaller kin in their industrious habits, though growing to the size of ponies makes them much deadlier.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 4
- int_mod: -5
- wis_mod: 1
- cha_mod: -4
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 11
- traits:
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: stinger
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- - formula:
- type: giant ant venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Giant Ant Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d8 poison and __enfeebled 1__ (1 round); **Stage 2** 1d10 poison and enfeebled 2 (1 round); **Stage 3** 1d12 poison and enfeebled 3 (1 round)'
- raw_description: '**Giant Ant Venom** (__poison__) **Saving Throw** DC 18 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d8 poison and __enfeebled 1__ (1 round); **Stage 2** 1d10 poison and enfeebled 2 (1 round); **Stage 3** 1d12 poison and enfeebled 3 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Haul Away
- action_cost: One Action
- traits:
- description:
- raw_description: '**Haul Away** **Requirements** The giant ant has a Large or smaller creature grabbed; **Effect** The giant ant Strides up to its full Speed, carrying the grabbed creature with it. It is __encumbered__ if the grabbed creature is Medium or larger.'
- generic_description:
- frequency:
- trigger:
- effect: The giant ant has a Large or smaller creature grabbed
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Aukashungi
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 77
- page_stop:
- description: >-
- The strongest individual in an aukashungi swarm eventually grows to monstrous proportions.
-
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 34
- level: 14
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Uncommon
- - CE
- - Huge
- - Aberration
- - Amphibious
- senses:
- - Perception +24
- - greater darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 29
- misc:
- perception: 24
- ability_mods:
- str_mod: 7
- dex_mod: 7
- con_mod: 6
- int_mod: -4
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 25
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 300
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: bludgeoning
- - amount: 15
- type: piercing
- - amount: 15
- type: slashing
- weaknesses:
- automatic_abilities:
- - name: Flippable
- action_cost: None
- traits:
- description: When flipped on its back, a giant aukashungi can't move and its soft underbelly becomes exposed. Whenever a creature critically succeeds at a melee attack roll to Strike a giant aukashungi, the attacking creature can forgo the bonus damage to flip over the giant aukashungi (all other critical hit effects apply normally, such as critical specialization effects). While flipped over, the giant aukashungi can't use reactions, can't Stride or Strike, takes a -2 circumstance penalty to AC and saving throws, loses its resistances, and gains weakness 10 to physical damage. The aukashungi can right itself by using the Roll Up activity and then using an action to unroll.
- raw_description: "**Flippable** When flipped on its back, a giant aukashungi can't move and its soft underbelly becomes exposed. Whenever a creature critically succeeds at a melee attack roll to Strike a giant aukashungi, the attacking creature can forgo the bonus damage to flip over the giant aukashungi (all other critical hit effects apply normally, such as critical specialization effects). While flipped over, the giant aukashungi can't use reactions, can't Stride or Strike, takes a -2 circumstance penalty to AC and saving throws, loses its resistances, and gains weakness 10 to physical damage. The aukashungi can right itself by using the Roll Up activity and then using an action to unroll."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 29
- traits:
- - reach 10 feet
- damage:
- formula: 3d12+13
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: horn
- to_hit: 27
- traits:
- - deadly d8
- - reach 15 feet
- damage:
- formula: 3d8+13
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Acidic Effluence
- action_cost: Two Actions
- traits:
- - acid
- description: The giant aukashungi releases an acidic gas from its ventral glands in a 30-foot burst. Each creature that starts its turn in the area takes 10d8 acid damage plus 2d8 __persistent acid damage__ (DC 32 basic Fortitude save). The gas moves 10 feet away from the giant aukashungi each round and lasts for 1 minute. The giant aukashungi can't use Acidic Effluence again for 1 minute.
- raw_description: "**Acidic Effluence** [Two Actions] (__acid__) The giant aukashungi releases an acidic gas from its ventral glands in a 30-foot burst. Each creature that starts its turn in the area takes 10d8 acid damage plus 2d8 __persistent acid damage__ (DC 32 basic Fortitude save). The gas moves 10 feet away from the giant aukashungi each round and lasts for 1 minute. The giant aukashungi can't use Acidic Effluence again for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Roll Up
- action_cost: Two Actions
- traits:
- description: The aukashungi protects its soft underbelly by rolling into a tight ball. The aukashungi gains a +2 circumstance bonus to AC while Rolled Up, but it cannot Stride or Strike, and it rolls downhill if on a slope. If the aukashungi is grappling a creature when it Rolls Up, that creature must succeed at a DC 35 Fortitude save or become Swallowed Whole. The aukashungi can unroll with a single action (this action has the __move__ trait).
- raw_description: '**Roll Up** [Two Actions] The aukashungi protects its soft underbelly by rolling into a tight ball. The aukashungi gains a +2 circumstance bonus to AC while Rolled Up, but it cannot Stride or Strike, and it rolls downhill if on a slope. If the aukashungi is grappling a creature when it Rolls Up, that creature must succeed at a DC 35 Fortitude save or become Swallowed Whole. The aukashungi can unroll with a single action (this action has the __move__ trait).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 15d6+6 bludgeoning, Rupture 27
- raw_description: '**Swallow Whole** (__attack__) Large, 15d6+6 bludgeoning, Rupture 27'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Badger
- source:
- - abbr: Bestiary 2
- page_start: 32
- page_stop:
- description: >-
- The violent, territorial giant badger is a relentless predator. An obligate carnivore, its prey ranges from rabbits to deer, livestock, and even the occasional traveler or adventurer. A giant badger's claws are sharp and strong enough to carve tunnels from solid rock. They typically stand 4 feet tall at the shoulder and weigh 500 pounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: -4
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 6
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 10
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d6+4
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Badger Rage
- action_cost: One Action
- traits:
- - concentrate
- - emotion
- - mental
- description: The giant badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the giant badger has AC 17, its jaws Strike deals 1d8+8 damage, and its claw Strike deals 1d6+6 damage. While raging, the giant badger also can't use actions that have the __concentrate__ trait except for __Seek__. After it has stopped raging, a giant badger can't use Badger Rage again for 1 minute.
- raw_description: "**Badger Rage** (__concentrate__, __emotion__, __mental__) The giant badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the giant badger has AC 17, its jaws Strike deals 1d8+8 damage, and its claw Strike deals 1d6+6 damage. While raging, the giant badger also can't use actions that have the __concentrate__ trait except for __Seek__. After it has stopped raging, a giant badger can't use Badger Rage again for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Bat
- source:
- - abbr: Bestiary
- page_start: 39
- page_stop:
- description: >-
- While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +11
- - echolocation (precise) 40 feet
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- - name: Echolocation
- action_cost: None
- traits:
- description: A bat can use its hearing as a precise sense at the listed range.
- raw_description: '**Echolocation** A bat can use its hearing as a precise sense at the listed range.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 8
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Wing Thrash
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Thrash** [Reaction] **Trigger** An adjacent enemy damages the giant bat. **Effect** The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature.'
- generic_description:
- frequency:
- trigger: An adjacent enemy damages the giant bat.
- effect: The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 10
- traits:
- damage:
- formula: 1d10+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Giant Centipede
- source:
- - abbr: Bestiary
- page_start: 61
- page_stop:
- description: >-
- Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some tribes 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 venom.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +6
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 2
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: -1
- dex_mod: 3
- con_mod: 1
- int_mod: -5
- wis_mod: 1
- cha_mod: -4
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 6
- ref_misc:
- will: 2
- will_misc:
- misc:
- hp: 8
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 6
- traits:
- - finesse
- damage:
- formula: 1d4-1
- type: piercing
- plus_damage:
- - formula:
- type: giant centipede venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Giant Centipede Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 14 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and flat-footed (1 round) **Stage 3** 1d12 poison damage, clumsy 1, and flat-footed (1 round)'
- raw_description: '**Giant Centipede Venom** (__poison__) **Saving Throw** DC 14 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and flat-footed (1 round) **Stage 3** 1d12 poison damage, clumsy 1, and flat-footed (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Chameleon
- source:
- - abbr: Bestiary 2
- page_start: 168
- page_stop:
- description: >-
- Giant chameleons are legendary for their ability to change their skin color in response to their surroundings. Their eyes are capable of peering in different directions independently, making them almost as difficult to sneak up on as they are to notice in the first place.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +10
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 10
- misc: +13 to Hide
- perception: 10
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- - name: Camouflage
- action_cost: None
- traits:
- description: The giant chameleon can change its coloration to match its surroundings. It doesn't need cover to attempt to __Hide__ with a __Stealth__ check.
- raw_description: "**Camouflage** The giant chameleon can change its coloration to match its surroundings. It doesn't need cover to attempt to __Hide__ with a __Stealth__ check."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 12
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 12
- traits:
- - reach 10 feet
- damage:
- formula: 1d10+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tongue
- to_hit: 12
- traits:
- - agile
- - reach 15 feet
- damage:
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Tongue Grab
- action_cost: None
- traits:
- description: If the giant chameleon hits a creature with a tongue Strike, that creature becomes __grabbed__ by the giant chameleon. The target isn't __immobilized__, but it can't move beyond the reach of the giant chameleon's tongue. A creature can sever the tongue with an attack that hits AC 15 and deals at least 4 slashing damage. Though this doesn't deal any damage to the giant chameleon, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week.
- raw_description: "**Tongue Grab** If the giant chameleon hits a creature with a tongue Strike, that creature becomes __grabbed__ by the giant chameleon. The target isn't __immobilized__, but it can't move beyond the reach of the giant chameleon's tongue. A creature can sever the tongue with an attack that hits AC 15 and deals at least 4 slashing damage. Though this doesn't deal any damage to the giant chameleon, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Cockroach
- source:
- - abbr: Bestiary 2
- page_start: 53
- page_stop:
- description: >-
- Cockroaches are communal creatures, rarely setting out on their own unless they are searching for food. If an adventurer encounters a single giant cockroach while exploring, they had best take precautions against others, as there is likely an entire colony nearby.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +6
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 1
- int_mod: -5
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 8
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Scurry
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Scurry [Reaction]** **Trigger **The giant cockroach is targeted by a melee attack; **Effect **The giant cockroach gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the cockroach Strides, __Climbs__, or __Flies__ up to 10 feet.'
- generic_description:
- frequency:
- trigger: The giant cockroach is targeted by a melee attack
- effect: The giant cockroach gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the cockroach Strides, __Climbs__, or __Flies__ up to 10 feet.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- - amount: 15
- type: fly
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 8
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Giant Crab
- source:
- - abbr: Bestiary 2
- page_start: 55
- page_stop:
- description: >-
- Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn't possible, they clamp on to their foes as tightly as they can.
-
-
-
-
- The statistics presented here represent giant crabs that live close to the water's surface. Crabs that live deeper underwater often exhibit more extreme adaptations to their environment. Crabs who live in the depths where little light reaches gain darkvision and cold resistance, and those adapted to the most hostile reaches of the deep sea can detect nearby creatures through subtle shifts in ocean currents.
-
-
-
-
- These skittering creatures are prized for their delicious meat, but their size makes them dangerous targets for harvesting.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- - Aquatic
- senses:
- - Perception +8
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 2
- cha_mod: -3
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 9
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 24
- hp_misc:
- immunities:
- resistances:
- - amount: 3
- type: physical (except bludgeoning)
- weaknesses:
- automatic_abilities:
- - name: Vulnerable to Prone
- action_cost: None
- traits:
- description: If a creature critically succeeds on a check to __Trip__ the giant crab, the crab is flipped over onto its back in addition to the usual effects. A giant crab that is flipped onto its back has a particularly hard time defending itself; instead of taking the normal -2 circumstance penalty to AC for being __flat-footed__, it takes a -4 circumstance penalty to AC.
- raw_description: '**Vulnerable to __Prone__** If a creature critically succeeds on a check to __Trip__ the giant crab, the crab is flipped over onto its back in addition to the usual effects. A giant crab that is flipped onto its back has a particularly hard time defending itself; instead of taking the normal -2 circumstance penalty to AC for being __flat-footed__, it takes a -4 circumstance penalty to AC.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Scuttle
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Scuttle [Reaction]** **Trigger **A creature that the giant crab can see targets the crab with an attack; **Effect **The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction.'
- generic_description:
- frequency:
- trigger: A creature that the giant crab can see targets the crab with an attack
- effect: The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 15
- type: swim
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- damage:
- formula: 1d10+4
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d6+4 bludgeoning, DC 18
- raw_description: '**__Constrict__** 1d6+4 bludgeoning, DC 18'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Crawling Hand
- source:
- - abbr: Bestiary 2
- page_start: 56
- page_stop:
- description: >-
- A giant crawling hand is the appendage of a very large creature, such as a giant.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Undead
- senses:
- - Perception +12
- - lifesense 30 feet
- - tremorsense (imprecise) 30 feet
- languages:
- - Common
- - can't speak any language
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 12
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 4
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 11
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 75
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Pus Burst
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Pus Burst [Reaction]** **Trigger **The giant crawling hand takes piercing or slashing damage; **Effect **A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals 4d6 negative damage. The affected creature must attempt a DC 21 Reflex save.'
- generic_description:
- frequency:
- trigger: The giant crawling hand takes piercing or slashing damage
- effect: A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals 4d6 negative damage. The affected creature must attempt a DC 21 Reflex save.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The creature takes no damage.
- raw_description: '**Critical Success **The creature takes no damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The creature takes half damage and becomes __sickened 1__.
- raw_description: '**Success **The creature takes half damage and becomes __sickened 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The creature takes full damage and becomes sickened 2.
- raw_description: '**Failure **The creature takes full damage and becomes sickened 2.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: The creature takes double damage and becomes sickened 3.
- raw_description: '**Critical Failure **The creature takes double damage and becomes sickened 3.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- damage:
- formula: 2d6+7
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mark Quarry
- action_cost: None
- traits:
- description: A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it __Seeks__ its quarry, to __Survival__ checks when it __Tracks__ its quarry, and damage rolls when it Strikes its quarry.
- raw_description: "**Mark Quarry** A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it __Seeks__ its quarry, to __Survival__ checks when it __Tracks__ its quarry, and damage rolls when it Strikes its quarry."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Dragonfly Nymph
- source:
- - abbr: Bestiary 2
- page_start: 98
- page_stop:
- description: >-
- The aquatic, wingless offspring of dragonflies are called dragonfly nymphs. Giant dragonfly nymphs can be several feet in length and mostly hunt in shallow waters, eating carrion and ambushing living creatures with their fully grown counterparts. They are not daunted by larger creatures, compelled by their instinct to eat as much as possible to sustain their growth.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- - Aquatic
- senses:
- - Perception +8
- - low-light vision
- - wavesense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 9
- misc: +11 in water
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 4
- int_mod: -5
- wis_mod: 1
- cha_mod: -5
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 46
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 12
- traits:
- - agile
- damage:
- formula: 1d10+6
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Extend Mandibles
- action_cost: One Action
- traits:
- description: The giant dragonfly nymph extends its jaws to a surprising distance. The dragonfly nymph makes a mandibles Strike with a reach of 10 feet, but the mandibles lose the __agile__ trait for this Strike.
- raw_description: '**Extend Mandibles** The giant dragonfly nymph extends its jaws to a surprising distance. The dragonfly nymph makes a mandibles Strike with a reach of 10 feet, but the mandibles lose the __agile__ trait for this Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Dragonfly
- source:
- - abbr: Bestiary 2
- page_start: 98
- page_stop:
- description: >-
- These buzzing insects are the size of a small horse. They are ambush predators known to hunt beasts and humanoids alike, capable of using impressive aerial acrobatics to swoop down from above and snatch away their prey.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +11
- - darkvision
- - wavesense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc: +12 to Maneuver in Flight
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 2
- int_mod: -5
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 14
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 14
- traits:
- damage:
- formula: 1d12+7
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Clutch
- action_cost: One Action
- traits:
- description:
- raw_description: "**Clutch** **Requirements **The giant dragonfly has a Medium or smaller creature __grabbed__ in its mandibles; **Effect **The dragonfly tries to transfer the grabbed creature to be clutched by its legs. The giant dragonfly attempts an __Athletics__ check against the creature's Reflex DC. On a success, it transfers the creature (which remains grabbed) to its legs, freeing its mandibles to attack. The dragonfly can have only one creature clutched at a time."
- generic_description:
- frequency:
- trigger:
- effect: The giant dragonfly has a Medium or smaller creature __grabbed__ in its mandibles
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Snatch
- action_cost: None
- traits:
- description: The giant dragonfly can Fly at half Speed while it has a creature __grabbed__ or __restrained__ by Clutch, carrying that creature along with it.
- raw_description: '**Snatch** The giant dragonfly can Fly at half Speed while it has a creature __grabbed__ or __restrained__ by Clutch, carrying that creature along with it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swoop
- action_cost: Two Actions
- traits:
- description: The giant dragonfly Flies up to its Speed and makes one mandible Strike at any point during that movement.
- raw_description: '**Swoop** [Two Actions] The giant dragonfly Flies up to its Speed and makes one mandible Strike at any point during that movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Eagle
- source:
- - abbr: Bestiary
- page_start: 141
- page_stop:
- description: >-
- No mere animals, giant eagles have a keen intellect and a strong sense of honor. As guardians of their mountain homes, giant eagles attempt to prevent the encroachment of civilization upon wild land and the predations of wicked humanoid settlements. Unlike ordinary eagles, which tend to be solitary creatures, giant eagles congregate within aeries holding up to a dozen members and work together to protect their domains.
-
-
-
-
- Giant eagles have wingspans up to 30 feet across and weigh up to 500 pounds. These impressive birds cannot be easily broken or cowed. A giant eagle may allow trusted terrestrial friends to ride it, but they invariably resist saddles, harnesses, or other equipment that might suggest they are mere beasts of burden rather than trusted companions. Giant eagles are long-lived and take debts and oaths very seriously, often remembering slights for years and remaining slow to forgive.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: NG
- size: Large
- traits:
- - NG
- - Large
- - Beast
- senses:
- - Perception +11
- - low-light vision
- languages:
- - Auran
- - Sylvan
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- perception: 11
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 1
- int_mod: 0
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 11
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Evasion
- action_cost: None
- traits:
- description: When a giant eagle rolls a success on a Reflex save, it gets a critical success instead.
- raw_description: '**Evasion** When a giant eagle rolls a success on a Reflex save, it gets a critical success instead.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 12
- traits:
- damage:
- formula: 2d8+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: talon
- to_hit: 12
- traits:
- - agile
- damage:
- formula: 1d10+5
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Eagle Dive
- action_cost: Two Actions
- traits:
- description: The giant eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike.
- raw_description: '**Eagle Dive** [Two Actions] The giant eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Snatch
- action_cost: None
- traits:
- description: A giant eagle can Fly at half Speed while it has a creature grabbed or restrained in its talons, carrying that creature along with it.
- raw_description: '**Snatch** A giant eagle can Fly at half Speed while it has a creature grabbed or restrained in its talons, carrying that creature along with it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Flea
- source:
- - abbr: 'Pathfinder #151: The Show Must Go On'
- page_start: 83
- page_stop:
- description: >-
- Giant fleas are commonly found in areas containing hardy megafauna, such as dinosaurs or mammoths.
-
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +10
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 9
- misc: +15 to Jump
- perception: 10
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 3
- int_mod: -5
- wis_mod: 1
- cha_mod: -4
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 12
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- - disease
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: proboscis
- to_hit: 12
- traits:
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - formula:
- type: Suck Blood and flea fever
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Flea Fever
- action_cost: None
- traits:
- - disease
- description: Drain from flea fever can't be reduced or recovered from naturally until the disease is cured. **Saving Throw** DC 18 Fortitude; **Stage 1** __drained 1__ (1d4 hours), **Stage 2** drained 1 and __sickened 1__ (1 day), **Stage 3** drained 2 and sickened 1 (1 day), **Stage 4** drained 3 and sickened 1 (1 day), **Stage 5** dead
- raw_description: "**Flea Fever** (__disease__) Drain from flea fever can't be reduced or recovered from naturally until the disease is cured. **Saving Throw** DC 18 Fortitude; **Stage 1** __drained 1__ (1d4 hours), **Stage 2** drained 1 and __sickened 1__ (1 day), **Stage 3** drained 2 and sickened 1 (1 day), **Stage 4** drained 3 and sickened 1 (1 day), **Stage 5** dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Suck Blood
- action_cost: One Action
- traits:
- description:
- raw_description: "**Suck Blood** **Requirements** The giant flea's last action was a successful proboscis Strike; **Effect** The giant flea drinks the creature's blood. The victim becomes drained 1 and the flea regains 5 HP."
- generic_description:
- frequency:
- trigger:
- effect: The giant flea's last action was a successful proboscis Strike
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Fly
- source:
- - abbr: Bestiary 2
- page_start: 120
- page_stop:
- description: >-
- This pony-sized fly's twitching limbs seem to never stop moving as it constantly cleans itself and scoops anything edible into its mouthparts. While primarily carrion eaters, giant flies sometimes prey on livestock or other animals too slow to get away.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +8
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 3
- int_mod: -5
- wis_mod: 3
- cha_mod: -5
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Avoid the Swat
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Avoid the Swat [Reaction]** **Trigger** The giant fly is targeted with a melee or ranged attack by an attacker it can see; **Effect** The giant fly gains a +2 circumstance bonus against the triggering attack. If the attack misses, the giant insect can Fly up to its fly Speed.'
- generic_description:
- frequency:
- trigger: The giant fly is targeted with a melee or ranged attack by an attacker it can see
- effect: The giant fly gains a +2 circumstance bonus against the triggering attack. If the attack misses, the giant insect can Fly up to its fly Speed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 8
- traits:
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - formula:
- type: fly pox
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Fly Pox
- action_cost: None
- traits:
- - disease
- - virulent
- description: A giant fly could carry any disease, but most transmit a virulent but not fatal infection called Fly Pox with their bite; **Saving Throw** DC 16 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled 1__ (1 day); **Stage 2** as stage 1 (1 day); **Stage 3** enfeebled 2 (1 day); **Stage 4** as stage 3; **Stage 5** enfeebled 2 and __fatigued__ (1 day)
- raw_description: '**Fly Pox** (__disease__, __virulent__) A giant fly could carry any disease, but most transmit a virulent but not fatal infection called Fly Pox with their bite; **Saving Throw** DC 16 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled 1__ (1 day); **Stage 2** as stage 1 (1 day); **Stage 3** enfeebled 2 (1 day); **Stage 4** as stage 3; **Stage 5** enfeebled 2 and __fatigued__ (1 day)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Flytrap
- source:
- - abbr: Bestiary
- page_start: 160
- page_stop:
- description: >-
- Because they blend in so well with surrounding foliage, giant flytraps can use the element of surprise to make quick strikes against unsuspecting adventurers and forest travelers.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Mindless
- - Plant
- senses:
- - Perception +17
- - tremorsense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 21
- misc: +24 in undergrowth
- perception: 17
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 5
- int_mod: -5
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 17
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 185
- hp_misc:
- immunities:
- - mental
- resistances:
- - amount: 10
- type: acid
- weaknesses:
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Quick Capture
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Quick Capture** [Reaction] **Trigger** A creature hits or touches the flytrap. **Effect** The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf.'
- generic_description:
- frequency:
- trigger: A creature hits or touches the flytrap.
- effect: The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: leaf
- to_hit: 23
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+7
- type: piercing
- plus_damage:
- - formula: 2d6
- type: acid and Improved Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Focused Assault
- action_cost: Two Actions
- traits:
- description: The flytrap attacks a single target with all four of 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 multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has.
- raw_description: "**Focused Assault** [Two Actions] The flytrap attacks a single target with all four of 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 multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hungry Flurry
- action_cost: Two Actions
- traits:
- 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 all its attacks.
- raw_description: "**Hungry Flurry** [Two Actions] 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 all its attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17
- raw_description: '**Swallow Whole** (__attack__) Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Frilled Lizard
- source:
- - abbr: Bestiary
- page_start: 229
- page_stop:
- 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 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 dominance, can be mistaken for wings), and ferocious hissing vocalizations used to frighten away creatures too large to eat.
-
-
-
-
- A giant frilled lizard's primary food sources are oversized arthropods and other invertebrates, but it won't hesitate to augment its diet with vertebrates, including other lizards, monkeys, and just about anything it can flt into its mouth—even humanoids. Although capable of short bursts of speed, a giant frilled lizard normally lies perfectly still while hunting, hoping to ambush its prey.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +11
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 11
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 12
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 16
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 16
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Intimidating Display
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - fear
- - mental
- - visual
- description: The giant frilled lizard Strides. If it ends that Stride adjacent to at least one other creature, it suddenly displays its colorful neck frills and issues a frightening hiss. Each adjacent creature must succeed at a DC 21 Will save or become __frightened 2__ (or __frightened 3__ on a critical failure). The creature is then temporarily immune to Intimidating Display for 1 minute.
- raw_description: '**Intimidating Display** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__, __visual__) The giant frilled lizard Strides. If it ends that Stride adjacent to at least one other creature, it suddenly displays its colorful neck frills and issues a frightening hiss. Each adjacent creature must succeed at a DC 21 Will save or become __frightened 2__ (or __frightened 3__ on a critical failure). The creature is then temporarily immune to Intimidating Display for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Frog
- source:
- - abbr: Bestiary 2
- page_start: 121
- page_stop:
- description: >-
- Giant frogs can grow up to 6 feet long and weigh over 200 pounds, with rows of razor-sharp teeth lining their gaping mouths.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 6
- misc: +10 to High Jump or Long Jump
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tongue
- to_hit: 8
- traits:
- - reach 15 feet
- damage:
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sticky Feet
- action_cost: None
- traits:
- description: Giant frogs are not flat-footed when __Balancing__ on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling.
- raw_description: '**Sticky Feet** Giant frogs are not flat-footed when __Balancing__ on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tongue Grab
- action_cost: None
- traits:
- description: A creature hit by the giant frog's tongue becomes __grabbed__ by the giant frog. The creature isn't __immobilized__, but it can't move beyond the reach of the frog's tongue. A creature can sever the tongue with a Strike against AC 13 that deals at least 2 slashing damage. This deals no damage to the frog but prevents it from using its tongue Strike until it regrows its tongue, which takes a week.
- raw_description: "**Tongue Grab** A creature hit by the giant frog's tongue becomes __grabbed__ by the giant frog. The creature isn't __immobilized__, but it can't move beyond the reach of the frog's tongue. A creature can sever the tongue with a Strike against AC 13 that deals at least 2 slashing damage. This deals no damage to the frog but prevents it from using its tongue Strike until it regrows its tongue, which takes a week."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Gecko
- source:
- - abbr: Bestiary
- page_start: 228
- page_stop:
- description: >-
- These roughly human-sized reptiles have amazing feet capable of clinging tenaciously to any surface. Giant geckos are typically docile and shy but can be aggressive when cornered or defending their territory. These large-eyed lizards 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 in intricate patterns. Giant geckos span nearly 8 feet in length from head to tail, and they weigh about 120 pounds.
-
-
-
-
- Giant geckos are sometimes used by smaller humanoids as guardians or mounts, as their docile nature makes them relatively easy to tame and train. Their superior climbing skills make giant geckos particularly popular within societies that dwell underground or near cliffs, such as goblins and kobolds. Their bright coloration also makes them favorite exotic pets in high society.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 5
- misc: +9 to Climb
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- - name: Uncanny Climber
- action_cost: None
- traits:
- description: A giant gecko's feet 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.
- raw_description: "**Uncanny Climber** A giant gecko's feet 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 10
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Giant Hippocampus
- source:
- - abbr: Bestiary 2
- page_start: 142
- page_stop:
- description: >-
- Living in the deepest reaches of the ocean, giant hippocampi haven't been sighted near the shore and are often regarded as legends made up by sailors.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Animal
- - Aquatic
- senses:
- - Perception +16
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 20
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 7
- int_mod: -4
- wis_mod: 4
- cha_mod: 1
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 16
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 170
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 28
- raw_description: '**__Buck__ [Reaction]** DC 28'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 80
- type: swim
- melee:
- - action_cost: One Action
- name: tail
- to_hit: 18
- traits:
- - reach 15 feet
- damage:
- formula: 2d6+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sudden Retreat
- action_cost: Two Actions
- traits:
- description: The giant hippocampus makes a tail Strike, then __Swims__ with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement.
- raw_description: '**Sudden Retreat** [Two Actions] The giant hippocampus makes a tail Strike, then __Swims__ with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Jellyfish
- source:
- - abbr: Bestiary 2
- page_start: 152
- page_stop:
- description: >-
- Unlike its smaller cousins, the giant jellyfish is an active predator that chases down its prey through reefs or open water. It can even squeeze its enormous bell-shaped body into the tight confines of shipwrecks to drape its mane of tentacles across the exposed flesh of its prey.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Aquatic
- - Mindless
- senses:
- - Perception +12
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 12
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 6
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 15
- ref_misc:
- will: 1
- will_misc:
- misc:
- hp: 165
- hp_misc:
- immunities:
- - mental
- - precision
- resistances:
- - amount: 10
- type: bludgeoning
- - amount: 10
- type: poison
- weaknesses:
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- automatic_abilities:
- speed:
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: tentacle
- to_hit: 18
- traits:
- - agile
- - reach 20 feet
- damage:
- formula: 2d8+8
- type: bludgeoning
- plus_damage:
- - formula:
- type: jellyfish venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Jellyfish Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d8 poison damage and __clumsy 1__ (1 round); **Stage 2** 3d6 poison damage and clumsy 2 (1 round); **Stage 3** 2d10 poison damage and __paralyzed__ (1 round)'
- raw_description: '**Jellyfish Venom** (__poison__) **Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d8 poison damage and __clumsy 1__ (1 round); **Stage 2** 3d6 poison damage and clumsy 2 (1 round); **Stage 3** 2d10 poison damage and __paralyzed__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Squeeze
- action_cost: None
- traits:
- description: A giant jellyfish can fit into tight spaces as if it were a Medium creature. It can move at its full Speed while __Squeezing__.
- raw_description: '**Squeeze** A giant jellyfish can fit into tight spaces as if it were a Medium creature. It can move at its full Speed while __Squeezing__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Leech
- source:
- - abbr: Bestiary 2
- page_start: 156
- page_stop:
- description: >-
- Capable of growing to lengths of nearly 5 feet, giant leeches have circular maws filled with hook-like teeth. They prefer to dwell in stagnant or slow-moving shallow water or in damp, moist undergrowth. Horses and larger animals are their favorite prey, but they won't balk at a chance to latch onto a human- or halfling-sized meal.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Amphibious
- - Animal
- senses:
- - Perception +5
- - tremorsense 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 5
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: -5
- wis_mod: 1
- cha_mod: -5
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 32
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: salt
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: mouth
- to_hit: 10
- traits:
- damage:
- formula: 1d4+6
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Drain
- action_cost: One Action
- traits:
- description:
- raw_description: '**Blood Drain** **Requirements** The giant leech has a creature __grabbed__ or __restrained__; **Effect** The giant leech drains blood from the creature it has grabbed. This deals 2d4 damage. A creature that has its blood drained by a giant leech is __drained 1__ until it receives any kind or amount of healing.'
- generic_description:
- frequency:
- trigger:
- effect: The giant leech has a creature __grabbed__ or __restrained__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Maggot
- source:
- - abbr: Bestiary 2
- page_start: 120
- page_stop:
- description: >-
- Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of human children, ravenous young who voraciously consume any flesh in the immediate vicinity—typically starting with the body upon which they were born.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +3
- - no vision
- - tremorsense 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 4
- misc:
- perception: 3
- ability_mods:
- str_mod: 2
- dex_mod: -1
- con_mod: 3
- int_mod: -5
- wis_mod: 1
- cha_mod: -5
- sense_abilities:
- items:
- ac: 13
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 3
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 18
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Regurgitation
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Regurgitation [Reaction]** **Trigger **The giant maggot takes damage; **Effect **The giant maggot regurgitates its rancid, foul meal. All creatures in a 5-foot emanation must succeed at a DC 16 Fortitude save or become __sickened 1__ (or sickened 2 on a critical failure). The giant maggot can't use Regurgitation again until it spends at least an hour feeding on a corpse."
- generic_description:
- frequency:
- trigger: The giant maggot takes damage
- effect: The giant maggot regurgitates its rancid, foul meal. All creatures in a 5-foot emanation must succeed at a DC 16 Fortitude save or become __sickened 1__ (or sickened 2 on a critical failure). The giant maggot can't use Regurgitation again until it spends at least an hour feeding on a corpse.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 6
- traits:
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Gnaw Flesh
- action_cost: One Action
- traits:
- description:
- raw_description: "**Gnaw Flesh** **Requirement** The giant maggot has __Grabbed__ a creature; **Effect** The giant maggot deals 1d8+2 slashing damage to the grabbed creature as it chews the creature's flesh (DC 19 basic Reflex save)."
- generic_description:
- frequency:
- trigger:
- effect: The giant maggot has __Grabbed__ a creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Mantis
- source:
- - abbr: Bestiary
- page_start: 233
- page_stop:
- description: >-
- These massive cousins of normal praying mantises stand taller than an average human. They stalk through dense forests, striking at meals from the trees.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +9
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 9
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 3
- int_mod: -5
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 12
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- - amount: 20
- type: fly
- melee:
- - action_cost: One Action
- name: leg
- to_hit: 12
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d10+5
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: mandibles
- to_hit: 12
- traits:
- damage:
- formula: 1d12+5
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Deadly Mandibles
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Deadly Mandibles** [Reaction] **Trigger** The giant mantis Grabs a creature with its leg. **Effect** The mantis pulls the creature adjacent to it, then makes a mandibles Strike against the creature.'
- generic_description:
- frequency:
- trigger: The giant mantis Grabs a creature with its leg.
- effect: The mantis pulls the creature adjacent to it, then makes a mandibles Strike against the creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lunging Strike
- action_cost: Two Actions
- traits:
- description: The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet.
- raw_description: '**Lunging Strike** [Two Actions] The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sudden Strike
- action_cost: None
- traits:
- description: On the first round of combat, creatures that haven't acted are __flat-footed__ to the giant mantis.
- raw_description: "**Sudden Strike** On the first round of combat, creatures that haven't acted are __flat-footed__ to the giant mantis."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Monitor Lizard
- source:
- - abbr: Bestiary
- page_start: 229
- page_stop:
- 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, 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 of yellow or green. When nesting, a giant monitor lizard digs a deep burrow to hide in. The burrow serves as both a safe haven and a location from which the lizard can ambush larger prey such as deer, boars, or even humanoids. A giant monitor lizard can consume nearly its own body weight in a single meal, and its loosely articulated jaws allow it to swallow surprisingly large prey.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 8
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Gnashing Grip
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Gnashing Grip** [Reaction] **Trigger** A creature grabbed by the giant monitor lizard's jaws fails a check to Escape. **Eflect** The giant monitor lizard's jaws deal 1d6 piercing damage and the triggering creature is exposed to monitor lizard venom."
- generic_description:
- frequency:
- trigger: A creature grabbed by the giant monitor lizard's jaws fails a check to Escape.
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d10+3
- type: piercing
- plus_damage:
- - formula:
- type: Grab and monitor lizard venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Lurching Charge
- action_cost: Two Actions
- traits:
- description: The giant monitor lizard Strides twice and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.
- raw_description: '**Lurching Charge** [Two Actions] The giant monitor lizard Strides twice and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Monitor Lizard Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __enfeebled 1__ (1 round); **Stage 2** 1d6 poison damage and __enfeebled 2__ (1 round)'
- raw_description: '**Monitor Lizard Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __enfeebled 1__ (1 round); **Stage 2** 1d6 poison damage and __enfeebled 2__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Moray Eel
- source:
- - abbr: Bestiary
- page_start: 142
- page_stop:
- description: >-
- Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make them dangerous to divers and fishermen. Giant moray eels have rubbery hides that secrete a layer of mucus, making them difficult to harm with some weapons.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Aquatic
- senses:
- - Perception +11
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 11
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 13
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 65
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 5
- type: piercing
- weaknesses:
- automatic_abilities:
- - name: Ambush
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Ambush** [Reaction] **Trigger** A target creature passes within 20 feet of the giant moray eel's hiding place and has not detected the giant moray eel. **Effect** The giant moray eel lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is flat-footed to this attack."
- generic_description:
- frequency:
- trigger: A target creature passes within 20 feet of the giant moray eel's hiding place and has not detected the giant moray eel.
- effect: The giant moray eel lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is flat-footed to this attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+8
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pharyngeal Jaws
- action_cost: Two Actions
- traits:
- description:
- raw_description: '**Pharyngeal Jaws** [Two Actions] **Requirements** The giant moray eel has a creature grabbed in its jaws. **Effect** The giant moray eel uses its second set of jaws to pull the prey into its gullet. The eel deals 1d6+4 piercing damage to the grabbed creature and gains a +2 circumstance bonus to its Swallow Whole attempts and to the DC for the creature to Escape. This effect ends if the target Escapes or the giant moray eel Swallows it Whole.'
- generic_description:
- frequency:
- trigger:
- effect: The giant moray eel has a creature grabbed in its jaws.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Small, 1d6+6 bludgeoning, Rupture 12
- raw_description: '**Swallow Whole** (__attack__) Small, 1d6+6 bludgeoning, Rupture 12'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Mosquito
- source:
- - abbr: Bestiary 2
- page_start: 175
- page_stop:
- description: >-
- These horrifically enlarged versions of the common mosquito often prey upon megafauna like dinosaurs and other large creatures, but they won't turn down a chance to drink the blood of a smaller target—such as a humanoid.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +17
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 17
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 2
- int_mod: -5
- wis_mod: 2
- cha_mod: -5
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 17
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: proboscis
- to_hit: 17
- traits:
- - finesse
- damage:
- formula: 2d10+7
- type: piercing
- plus_damage:
- - formula:
- type: Grab and septic malaria
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Drain
- action_cost: One Action
- traits:
- description:
- raw_description: '**Blood Drain** **Requirements** The giant mosquito has a creature grabbed; **Effect** The giant mosquito uses its proboscis to drain blood from the grabbed creature. This deals 3d6 damage, and the giant mosquito gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant mosquito is __drained 1__ until it receives healing of any kind or amount.'
- generic_description:
- frequency:
- trigger:
- effect: The giant mosquito has a creature grabbed
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Septic Malaria
- action_cost: None
- traits:
- - disease The victim can't reduce its sickened condition while it's affected by septic malaria
- description: '**Saving Throw** DC 24 Fortitude; **Onset** 1 day; **Stage 1** sickened 1 (1 day); **Stage 2** __drained 1__ and sickened 1 (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** __unconscious__ (1 day); **Stage 5** dead'
- raw_description: "**Septic Malaria** (__disease The victim can't reduce its __sickened__ condition while it's affected by septic malaria__) **Saving Throw** DC 24 Fortitude; **Onset** 1 day; **Stage 1** sickened 1 (1 day); **Stage 2** __drained 1__ and sickened 1 (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** __unconscious__ (1 day); **Stage 5** dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Octopus
- source:
- - abbr: Bestiary
- page_start: 250
- page_stop:
- description: >-
- Giant octopuses are found in the heart of deep, dark oceans.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- - Aquatic
- senses:
- - Perception +15
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: -3
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 17
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 40
- type: swim
- - amount:
- type: compression
- melee:
- - action_cost: One Action
- name: arm
- to_hit: 20
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+9
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: beak
- to_hit: 20
- traits:
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - formula:
- type: giant octopus venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Compression
- action_cost: None
- traits:
- description: A giant octopus can move through a gap at least 2 feet wide without Squeezing, and can Squeeze through a gap at least 1 foot wide.
- raw_description: '**Compression** A giant octopus can move through a gap at least 2 feet wide without Squeezing, and can Squeeze through a gap at least 1 foot wide.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+9 bludgeoning
- raw_description: '**__Constrict__** 1d8+9 bludgeoning'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Giant Octopus Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and flat-footed (1 round); **Stage 2** 2d6 poison damage, __clumsy 1__, and __flat-footed__ (1 round); **Stage 3** 2d6 poison damage, __clumsy 2__, and __flat-footed__ (1 round)'
- raw_description: '**Giant Octopus Venom** (__poison__) **Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and flat-footed (1 round); **Stage 2** 2d6 poison damage, __clumsy 1__, and __flat-footed__ (1 round); **Stage 3** 2d6 poison damage, __clumsy 2__, and __flat-footed__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ink Cloud
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Ink Cloud** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jet
- action_cost: Two Actions
- traits:
- - move
- description: The octopus moves up to 200 feet in a straight line through the water without triggering reactions.
- raw_description: '**Jet** [Two Actions] (__move__) The octopus moves up to 200 feet in a straight line through the water without triggering reactions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Writhing Arms
- action_cost: Two Actions
- traits:
- 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 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.
- raw_description: "**Writhing Arms** [Two Actions] The giant octopus makes up to four Strikes with different arms, each 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Rat
- source:
- - abbr: Bestiary
- page_start: 276
- page_stop:
- description: >-
- Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot flt in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.
-
-
-
-
- Although its bite alone is not lethal except to the very young or very old, the giant rat carries the filth fever common to rodents around the world—a pestilence more than capable of ravaging rural communities.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +5
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 2
- misc: +4 to Climb or Swim
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 5
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 1
- cha_mod: -3
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 7
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 8
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- - formula:
- type: filth fever
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Filth Fever
- action_cost: None
- traits:
- - disease
- 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), **Stage 5** dead
- raw_description: "**Filth Fever** (__disease__) 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), **Stage 5** dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Scorpion
- source:
- - abbr: Bestiary
- page_start: 285
- page_stop:
- description: >-
- These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +9
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 3
- int_mod: -5
- wis_mod: 2
- cha_mod: -4
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Stinger only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: pincer
- to_hit: 11
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d8+6
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: stinger
- to_hit: 11
- traits:
- - reach 10 feet
- damage:
- formula: 1d6+6
- type: piercing
- plus_damage:
- - formula:
- type: giant scorpion venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d6+4 bludgeoning, DC 20
- raw_description: '**__Constrict__** 1d6+4 bludgeoning, DC 20'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Giant Scorpion Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d10 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d10 poison damage and __enfeebled 1__ (1 round); **Stage 3** 2d10 poison damage and __enfeebled 2__ (1 round)'
- raw_description: '**Giant Scorpion Venom** (__poison__) **Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d10 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d10 poison damage and __enfeebled 1__ (1 round); **Stage 3** 2d10 poison damage and __enfeebled 2__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Snapping Turtle
- source:
- - abbr: Bestiary 2
- page_start: 269
- page_stop:
- description: >-
- If the regular-sized snapping turtle is foul-tempered, then the giant snapping turtle seems to be willfully violent toward anything that dares intrude upon its domain. Measuring over 20 feet long and weighing thousands of pounds, this creature is capable of swallowing a humanoid whole. Swamp-dwelling societies, particularly __boggards__ and __lizardfolk__, have often tried to domesticate giant snapping turtles to serve as powerful guardians, but in most cases the casualties pile up quickly. Those unfortunate enough to be swallowed whole by a giant snapping turtle find that even the creature's stomach is somewhat armored, making it difficult to cut through.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +17
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- perception: 17
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 4
- int_mod: -4
- wis_mod: 4
- cha_mod: -2
- sense_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: The giant snapping turtle can hold its breath for 2 hours.
- raw_description: '**Deep Breath** The giant snapping turtle can hold its breath for 2 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 15
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 170
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 22
- traits:
- damage:
- formula: 2d12+10
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Capsize
- action_cost: One Action
- traits:
- - attack
- - move
- description: The turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The turtle must succeed at a DC 35 __Athletics__ check (reduced by 5 for each size smaller the vessel is than the turtle) or the pilot's __Sailing Lore__ DC, whichever is higher.
- raw_description: "**Capsize** (__attack__, __move__) The turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The turtle must succeed at a DC 35 __Athletics__ check (reduced by 5 for each size smaller the vessel is than the turtle) or the pilot's __Sailing Lore__ DC, whichever is higher."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shell Defense
- action_cost: One Action
- traits:
- description: The giant snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 30, but it can't act except to reemerge, which it can do as a single action.
- raw_description: "**Shell Defense** The giant snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 30, but it can't act except to reemerge, which it can do as a single action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- description: Large, 2d12+7 bludgeoning, Rupture 30
- raw_description: '**__Swallow Whole__** Large, 2d12+7 bludgeoning, Rupture 30'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Solifugid
- source:
- - abbr: Bestiary 2
- page_start: 246
- page_stop:
- description: >-
- The smallest of giant solifugids are still large enough to harry desert traders and their mounts.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +7
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc: +10 in deserts
- perception: 7
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 3
- int_mod: -5
- wis_mod: 1
- cha_mod: -4
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 8
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d10+1
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 8
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d8+1
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The giant solifugid Strides and makes a Strike at the end of that movement. If the giant solifugid began this action __hidden__, it remains hidden until after this ability's Strike.
- raw_description: "**Pounce** The giant solifugid Strides and makes a Strike at the end of that movement. If the giant solifugid began this action __hidden__, it remains hidden until after this ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Squid
- source:
- - abbr: Bestiary 2
- page_start: 254
- page_stop:
- description: >-
- Dwelling deep within the oceans, this huge cephalopod grows up to 45 feet in length and can weigh up to 600 pounds. Its arms and tentacles are lined with hundreds of hooks and suckers, allowing it to seize its prey with ease.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- - Aquatic
- senses:
- - Perception +21
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 21
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 4
- int_mod: -4
- wis_mod: 6
- cha_mod: -2
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 18
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 155
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 21
- traits:
- damage:
- formula: 2d12+11
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: barbed tentacles
- to_hit: 21
- traits:
- - agile
- - reach 25 feet
- damage:
- formula: 2d10+11
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: arm
- to_hit: 21
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d8+11
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d10+10 bludgeoning, DC 25
- raw_description: '**__Constrict__** 1d10+10 bludgeoning, DC 25'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jet
- action_cost: Two Actions
- traits:
- - move
- description: The giant squid moves up to 200 feet in a straight line through the water without triggering any reactions.
- raw_description: '**Jet** [Two Actions] (__move__) The giant squid moves up to 200 feet in a straight line through the water without triggering any reactions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ravenous Embrace
- action_cost: Two Actions
- traits:
- description: The giant squid makes up to four arm Strikes, each with a different arm and against a different target. The giant squid then makes a beak Strike against one creature that it __grabbed__ during Ravenous Embrace. Each arm Strike counts separately for the squid's multiple attack penalty, but the penalty doesn't increase until the squid has made all of its arm Strikes; the beak Strike uses the multiple attack penalty as normal.
- raw_description: "**Ravenous Embrace** [Two Actions] The giant squid makes up to four arm Strikes, each with a different arm and against a different target. The giant squid then makes a beak Strike against one creature that it __grabbed__ during Ravenous Embrace. Each arm Strike counts separately for the squid's multiple attack penalty, but the penalty doesn't increase until the squid has made all of its arm Strikes; the beak Strike uses the multiple attack penalty as normal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Stag Beetle
- source:
- - abbr: Bestiary
- page_start: 41
- page_stop:
- description: >-
- The giant stag beetle is larger than a horse, and the sight of one flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving. Its enormous mandibles are used to impress mates, intimidate rivals, and discourage predators, for they can deliver deadly blows. While giant stag beetles are deadly predators, they can be domesticated by skilled wranglers. In such a capacity, these beetles serve well as beasts of burden or even as mounts.
-
-
-
-
- Giant stag beetles can be a serious menace in marshes, cavern complexes, and heavy forests. More than one logging camp has attracted a cluster of giant stag beetles and had to be completely abandoned, yielding all its lumber to the hunger of the giant insects.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +10
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- perception: 10
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 5
- int_mod: -5
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 9
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 55
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: fly
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 13
- traits:
- damage:
- formula: 2d8+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 11
- traits:
- damage:
- formula: 1d10+5
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, foot, DC 21
- raw_description: '**Trample** [Three Actions] Medium or smaller, foot, DC 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Tarantula
- source:
- - abbr: Bestiary
- page_start: 307
- page_stop:
- description: >-
- Tarantulas are ambush predators, but will attack prey in the open.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +14
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 5
- int_mod: -5
- wis_mod: 2
- cha_mod: -4
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 13
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 17
- traits:
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - formula:
- type: giant tarantula venom
- - action_cost: One Action
- name: leg
- to_hit: 17
- traits:
- - reach 10 feet
- damage:
- formula: 1d12+8
- type: bludgeoning
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Giant Tarantula Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 23; **Maximum Duration** 8 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison, flat-footed, and clumsy 1 (1 round); **Stage 3** 1d6 poison, flat-footed, and clumsy 2; **Stage 4** 1d6 poison and paralyzed (1 round).'
- raw_description: '**Giant Tarantula Venom** (__poison__) **Saving Throw** Fortitude DC 23; **Maximum Duration** 8 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison, flat-footed, and clumsy 1 (1 round); **Stage 3** 1d6 poison, flat-footed, and clumsy 2; **Stage 4** 1d6 poison and paralyzed (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hair Barrage
- action_cost: Two Actions
- traits:
- description: The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save.
- raw_description: '**Hair Barrage** [Two Actions] The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Tick
- source:
- - abbr: Bestiary 2
- page_start: 260
- page_stop:
- description: >-
- This grotesque tick is the size of a dog and scurries with surprising speed.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +6
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 4
- int_mod: -5
- wis_mod: 1
- cha_mod: -5
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 6
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 15
- type: climb
- melee:
- - action_cost: One Action
- name: hypostome
- to_hit: 8
- traits:
- - finesse
- damage:
- formula: 1d6+1
- type:
- plus_damage:
- - formula:
- type: attach and tick fever
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Attach
- action_cost: None
- traits:
- description: When the giant tick Strikes a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to __Grabbing__ the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is __flat-footed__ while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 __persistent bleed damage__. Escaping the attachment or removing the giant tick in other ways doesn't cause bleed damage.
- raw_description: "**Attach** When the giant tick Strikes a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to __Grabbing__ the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is __flat-footed__ while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 __persistent bleed damage__. Escaping the attachment or removing the giant tick in other ways doesn't cause bleed damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Blood Drain
- action_cost: One Action
- traits:
- description:
- raw_description: "**Blood Drain** **Requirements** The giant tick is attached to a creature; **Effect** The giant tick uses its hypostome to drain blood from the creature it's attached to. This deals 1d4 damage, and the giant tick gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant tick is __drained 1__ until it receives healing (of any kind or amount)."
- generic_description:
- frequency:
- trigger:
- effect: The giant tick is attached to a creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tick Fever
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** DC 17 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled__ (1 day); **Stage 2** enfeebled 2 (1 day).'
- raw_description: '**Tick Fever** (__disease__) **Saving Throw** DC 17 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled__ (1 day); **Stage 2** enfeebled 2 (1 day).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Viper
- source:
- - abbr: Bestiary
- page_start: 303
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 3
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 26
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Coiled Opportunity
- action_cost: Reaction
- traits:
- description: As Attack of Opportunity, but the snake can use this reaction only if it's Coiled.
- raw_description: "**Coiled Opportunity** [Reaction] As Attack of Opportunity, but the snake can use this reaction only if it's Coiled."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 11
- traits:
- - finesse
- damage:
- formula: 1d8+3
- type: piercing
- plus_damage:
- - formula:
- type: giant viper venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Coil
- action_cost: One Action
- traits:
- description: The giant viper uses an action to coil itself, increasing its reach with its fangs from 5 to 10 feet. After the giant viper Strikes with its fangs, it becomes uncoiled.
- raw_description: '**Coil** The giant viper uses an action to coil itself, increasing its reach with its fangs from 5 to 10 feet. After the giant viper Strikes with its fangs, it becomes uncoiled.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Giant Viper Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison and drained 1.'
- raw_description: '**Giant Viper Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison and drained 1.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Wasp
- source:
- - abbr: Bestiary
- page_start: 324
- page_stop:
- description: >-
- Giant wasps are much more dangerous but less common than their smaller kin, and—to the relief of those who encounter them—they tend to be solitary.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +8
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 4
- int_mod: -5
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 11
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: stinger
- to_hit: 12
- traits:
- - poison
- damage:
- formula: 1d12+4
- type: piercing
- plus_damage:
- - formula:
- type: giant wasp venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Giant Wasp Venom
- action_cost: None
- traits:
- - incapacitation
- - poison
- description: '**Saving Throw** Fortitude DC 19; **Maximum Duration** 6 rounds; **Stage 1** no effect (1 round); **Stage 2** clumsy 2 (1 round); **Stage 3** paralyzed (1 round)'
- raw_description: '**Giant Wasp Venom** (__incapacitation__, __poison__) **Saving Throw** Fortitude DC 19; **Maximum Duration** 6 rounds; **Stage 1** no effect (1 round); **Stage 2** clumsy 2 (1 round); **Stage 3** paralyzed (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Implant Eggs
- action_cost: One Action
- traits:
- description: The giant wasp lays eggs in an adjacent creature that is paralyzed or unconscious, exposing it to the wasp larva disease.
- raw_description: '**Implant Eggs** The giant wasp lays eggs in an adjacent creature that is paralyzed or unconscious, exposing it to the wasp larva disease.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wasp Larva
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** Fortitude DC 21; **Stage 1** carrier with no ill effect (1d6 days); **Stage 2** drained 1 (1d3 days); **Stage 3** 5d6 damage, larva emerges (disease ends)'
- raw_description: '**Wasp Larva** (__disease__) **Saving Throw** Fortitude DC 21; **Stage 1** carrier with no ill effect (1d6 days); **Stage 2** drained 1 (1d3 days); **Stage 3** 5d6 damage, larva emerges (disease ends)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Whiptail Centipede
- source:
- - abbr: Bestiary 2
- page_start: 50
- page_stop:
- description: >-
- Whiptail centipedes are sleek and swift tunnel predators.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +9
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 4
- int_mod: -5
- wis_mod: 2
- cha_mod: -4
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 11
- traits:
- - reach 10 feet
- damage:
- formula: 1d10+6
- type: piercing
- plus_damage:
- - formula:
- type: whiptail centipede venom
- - action_cost: One Action
- name: tail
- to_hit: 11
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 1d6+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Undulate
- action_cost: One Action
- traits:
- description: The giant whiptail centipede Strides or Steps. During this movement, it can pass through spaces as narrow as 5 feet without __Squeezing__.
- raw_description: '**Undulate** The giant whiptail centipede Strides or Steps. During this movement, it can pass through spaces as narrow as 5 feet without __Squeezing__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whiptail Centipede Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw **DC 19 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d10 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d10 poison damage and clumsy 1 (1 round); **Stage 3** 2d10 poison damage and clumsy 2 (1 round)'
- raw_description: '**Whiptail Centipede Venom** (__poison__) **Saving Throw **DC 19 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d10 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d10 poison damage and clumsy 1 (1 round); **Stage 3** 2d10 poison damage and clumsy 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Wolverine
- source:
- - abbr: Bestiary 2
- page_start: 295
- page_stop:
- description: >-
- Giant wolverines grow to the approximate size of horses and claim even more expansive territories than their more diminutive wolverine cousins. While a smaller wolverine will defend its prey from armed humanoids, a giant wolverine is unafraid to stalk and kill such creatures.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +9
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 9
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 3
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 11
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 65
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 12
- traits:
- damage:
- formula: 2d6+8
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 12
- traits:
- - agile
- damage:
- formula: 2d4+8
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Gnaw
- action_cost: One Action
- traits:
- description:
- raw_description: '**Gnaw** **Requirements** The wolverine has a creature grabbed from its jaws Strike; **Effect** The wolverine chews violently on the creature, dealing 2d6 piercing damage (DC 21 basic Fortitude save). A creature that fails its save also takes 2d6 __persistent bleed damage__.'
- generic_description:
- frequency:
- trigger:
- effect: The wolverine has a creature grabbed from its jaws Strike
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The giant wolverine Strides and makes a Strike at the end of that movement. If the giant wolverine begins this action __hidden__, it remains hidden until after the attack.
- raw_description: '**Pounce** The giant wolverine Strides and makes a Strike at the end of that movement. If the giant wolverine begins this action __hidden__, it remains hidden until after the attack.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wolverine Rage
- action_cost: One Action
- traits:
- description: The giant wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the giant wolverine has AC 20, its jaws Strike deals 2d6+11 damage, and its claw Strike deals 2d4+11 damage. While raging, the giant wolverine can't use actions that have the __concentrate__ trait, except for Seek. After it's stopped raging, a giant wolverine can't use Wolverine Rage again for 1 minute.
- raw_description: "**Wolverine Rage** The giant wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the giant wolverine has AC 20, its jaws Strike deals 2d6+11 damage, and its claw Strike deals 2d4+11 damage. While raging, the giant wolverine can't use actions that have the __concentrate__ trait, except for Seek. After it's stopped raging, a giant wolverine can't use Wolverine Rage again for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gibbering Mouther
- source:
- - abbr: Bestiary
- page_start: 176
- page_stop:
- description: >-
- Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering mouthers are among the strangest creatures found either aboveground or below. Perpetually ravenous, these aberrations are always seeking their next meals, ever eating but never sated. With a nominal intelligence, gibbering mouthers can understand and even speak Aklo, but they do so in an intelligible manner only rarely. Instead, their innumerable mouths constantly jabber and babble in a stream of sound that disrupts the thought patterns of other creatures in the area.
-
-
-
-
- Where, how, and why gibbering mouthers originated are questions without answers. They share certain similarities with the much more powerful shoggoths, leading to theories that the two creatures share an origin; less charitable scholars have suggested that the gibbering mouther is instead a mortal's attempt to create something akin to a shoggoth—though the question of why remains unanswered. Still others believe gibbering mouthers were sent to the world by the gods as a punishment for some forgotten but surely terrible transgression. Gibbering mouthers themselves have little to say on the matter—at least, not in any sort of sense. Scholars have wasted countless hours in attempts to make sense of gibbering mouthers' noises—studies that put researchers into danger and give results that are contradictory and confusing at best.
-
-
-
-
- Whatever their origin, gibbering mouthers range the entirety of Golarion. Sightings have been recorded in dungeons below ancient cities and ruins as well as many regions of the deeper Darklands layers of Sekamina and Orv. They are somewhat less common in the upper region of Nar-Voth, perhaps due to the prevalence of settlements that don't tolerate gibbering mouthers' presence.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Aberration
- senses:
- - Perception +15
- - darkvision
- languages:
- - Aklo
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- perception: 15
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 4
- int_mod: -3
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 12
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: bludgeoning
- automatic_abilities:
- - name: Gibbering
- action_cost: None
- traits:
- - auditory
- - aura
- - emotion
- - enchantment
- - incapacitation
- - mental
- - occult
- description: Each creature that begins its turn within 60 feet of a gibbering mouther must attempt a DC 19 Will save. On a failure, they are confused for 1 round. On a success, they are temporarily immune for 1 minute.
- raw_description: '**Gibbering** (__auditory__, __aura__, __emotion__, __enchantment__, __incapacitation__, __mental__, __occult__) Each creature that begins its turn within 60 feet of a gibbering mouther must attempt a DC 19 Will save. On a failure, they are confused for 1 round. On a success, they are temporarily immune for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: All-Around Vision
- action_cost: None
- traits:
- description:
- raw_description: '**All-Around Vision**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reactive Gnaw
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Reactive Gnaw** [Reaction] **Trigger** An adjacent creature deals the gibbering mouther slashing damage. **Effect** The gibbering mouther's wound opens into another maw. It makes a jaws Strike against the triggering creature."
- generic_description:
- frequency:
- trigger: An adjacent creature deals the gibbering mouther slashing damage.
- effect: The gibbering mouther's wound opens into another maw. It makes a jaws Strike against the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- - finesse
- damage:
- formula: 2d8+5
- type: piercing
- plus_damage:
- - formula: 1d4
- type: persistent bleed damage and Grab
- ranged:
- - action_cost: One Action
- name: spittle
- to_hit: 14
- traits:
- - range 30 feet
- damage:
- formula: 4d6
- type: acid and burn eyes
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Burn Eyes
- action_cost: None
- traits:
- description: A creature that takes damage from a gibbering mouther's spittle must succeed at a DC 22 Fortitude save or be __dazzled__ for 1 round (or __blinded__ for 1 round on a critical failure).
- raw_description: "**Burn Eyes** A creature that takes damage from a gibbering mouther's spittle must succeed at a DC 22 Fortitude save or be __dazzled__ for 1 round (or __blinded__ for 1 round on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Engulf
- action_cost: One Action
- traits:
- description: DC 22, 3d8 piercing, Escape DC 22, Rupture 8
- raw_description: '**Engulf** DC 22, 3d8 piercing, Escape DC 22, Rupture 8'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ground Manipulation
- action_cost: Two Actions
- traits:
- - occult
- - transmutation
- description: The gibbering mouther causes stone and earth under its body to grow soft and muddy, remaining so for 1 minute after the mouther moves off the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.
- raw_description: '**Ground Manipulation** [Two Actions] (__occult__, __transmutation__) The gibbering mouther causes stone and earth under its body to grow soft and muddy, remaining so for 1 minute after the mouther moves off the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gimmerling
- source:
- - abbr: Bestiary
- page_start: 177
- page_stop:
- description: >-
- Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is se eing these traps sprung or the weapons wielded. When on the Material Plane, they are frequently found in urban areas, particularly slums or other parts of town where they can either go unnoticed or be easily forgotten—and have plenty of victims to choose from.
-
-
-
-
- A typical gimmerling disguises itself as an endangered child, doing so in hopes of drawing creatures close enough to rob. The gimmerling puts itself in apparent danger using a trap, construct, or bribed ally, or even a coerced monster like a redcap.
-
-
-
-
- Because gimmerlings sometimes trade obscure smithing or trapping techniques in exchange for gifts that sate their curiosity, their greed, or their hunger, they have at times been worshipped as minor gods of the forge. Some disciplined gimmerlings work as honored artisans, elite guards, or spies for the demigods known as the Eldest who dwell in the depths of the First World.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 32
- level: 12
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Small
- traits:
- - Uncommon
- - LE
- - Small
- - Fey
- senses:
- - Perception +21
- - hungersense (imprecise) 30 feet
- - low-light vision
- languages:
- - Aklo
- - Common
- - Sylvan
- skills:
- - name: 'Crafting '
- bonus: 23
- misc:
- - name: 'Deception '
- bonus: 25
- misc:
- - name: 'Nature '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 25
- misc:
- - name: 'Thievery '
- bonus: 25
- misc:
- perception: 21
- ability_mods:
- str_mod: 4
- dex_mod: 7
- con_mod: 4
- int_mod: 5
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- - name: Hungersense
- action_cost: None
- traits:
- description: >+
- Hungersense allows the gimmerling to sense creatures that require food to live.
-
- raw_description: >+
- **Hungersense** Hungersense allows the gimmerling to sense creatures that require food to live.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 striking hand crossbow (20 bolts)
- ac: 34
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 25
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 235
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: cold iron
- automatic_abilities:
- - name: Treacherous Aura
- action_cost: None
- traits:
- - aura
- - primal
- - transmutation
- description: 15 feet. Tangled roots, jagged divots, sharp rocks and other hazards appear on surfaces in the aura, creating difficult terrain.
- raw_description: '**Treacherous Aura** (__aura__, __primal__, __transmutation__) 15 feet. Tangled roots, jagged divots, sharp rocks and other hazards appear on surfaces in the aura, creating difficult terrain.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trip Up
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Trip Up** [Reaction] **Trigger** A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling's treacherous aura. **Effect** The triggering creature must attempt a DC 32 Reflex save."
- generic_description:
- frequency:
- trigger: A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling's treacherous aura.
- effect: The triggering creature must attempt a DC 32 Reflex save.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The target is unaffected.
- raw_description: '**Critical Success** The target is unaffected.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The target is flat-footed until the start of its next turn.
- raw_description: '**Success** The target is flat-footed until the start of its next turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The target takes 2d10 bludgeoning damage and is flat-footed until the start of its next turn.
- raw_description: '**Failure** The target takes 2d10 bludgeoning damage and is flat-footed until the start of its next turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: As failure, and the target is knocked prone.
- raw_description: '**Critical Failure** As failure, and the target is knocked prone.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount:
- type: trickster's step
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 26
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+7
- type: slashing
- plus_damage:
- - formula:
- type: Disarm
- - action_cost: One Action
- name: jaws
- to_hit: 26
- traits:
- - finesse
- damage:
- formula: 3d8+7
- type: piercing
- plus_damage:
- - formula: 2d6
- type: poison
- ranged:
- - action_cost: One Action
- name: hand crossbow
- to_hit: 28
- traits:
- - range increment 60 feet
- - reload 1
- damage:
- formula: 2d6+3
- type: piercing
- plus_damage:
- - formula: 2d6
- type: poison
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The gimmerling changes into its natural form or that of any humanoid. In humanoid form, it loses its treacherous aura, and its equipment appears to be trinkets or toys. As a humanoid that lacks claws or fangs, it loses the matching Strike. If it loses its claw Strike, it gains a fist Strike that is identical except that it deals bludgeoning damage.
- raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The gimmerling changes into its natural form or that of any humanoid. In humanoid form, it loses its treacherous aura, and its equipment appears to be trinkets or toys. As a humanoid that lacks claws or fangs, it loses the matching Strike. If it loses its claw Strike, it gains a fist Strike that is identical except that it deals bludgeoning damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Disarm
- action_cost: Two Actions
- traits:
- description:
- raw_description: "**Disarm** [Two Actions] **Requirement** The gimmerling's last action was a success with a Strike that has Disarm in its damage entry. **Effect** The gimmerling knocks a held or carried weapon to the ground in the target's space."
- generic_description:
- frequency:
- trigger:
- effect: The gimmerling's last action was a success with a Strike that has Disarm in its damage entry.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The gimmerling deals 2d6 extra precision damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The gimmerling deals 2d6 extra precision damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trickster's Step
- action_cost: None
- traits:
- description: The gimmerling ignores difficult terrain and doesn't trigger traps with its movement.
- raw_description: "**Trickster's Step** The gimmerling ignores difficult terrain and doesn't trigger traps with its movement."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Glabrezu
- source:
- - abbr: Bestiary
- page_start: 79
- page_stop:
- description: >-
- Glabrezus are looming behemoths who revel in the act of twisting mortal desires into their ultimate ruin, betraying and manipulating as easily as they breathe. Desires granted by a glabrezu always come to fruition in the most destructive way possible, turning a wish or hope into a potent and devastating act of betrayal—although the long-term repercussions are not always immediately apparent. For example, 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.
-
-
-
-
- These massive demons have enormous pincers and a pair of smaller humanoid arms sprouting from their chests, but their size belies their skill at magic, and they possess formidable innate spells. Treachery demons arise from the souls of mortals engaged in treason and deception.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - CE
- - Huge
- - Demon
- - Fiend
- senses:
- - Perception +24
- - darkvision
- - true seeing
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- - tongues
- skills:
- - name: 'Deception '
- bonus: 28
- misc:
- - name: 'Diplomacy '
- bonus: 26
- misc:
- - name: 'Intimidation '
- bonus: 26
- misc:
- - name: 'Religion '
- bonus: 22
- misc:
- - name: 'Society '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- perception: 24
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 7
- int_mod: 3
- wis_mod: 3
- cha_mod: 7
- sense_abilities:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 19
- ref_misc:
- will: 24
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 280
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: cold iron
- - amount: 10
- type: good
- automatic_abilities:
- - name: Truth Vulnerability
- action_cost: None
- traits:
- description: A glabrezu's lies sustain them, and the truth can destroy them. Whenever a revelation effect counteracts or reveals the glabrezu's illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as __zone of truth__), the demon takes 3d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies.
- raw_description: "**Truth Vulnerability** A glabrezu's lies sustain them, and the truth can destroy them. Whenever a revelation effect counteracts or reveals the glabrezu's illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as __zone of truth__), the demon takes 3d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: pincer
- to_hit: 27
- traits:
- - deadly 2d10
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+13
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: evil and Grab
- - action_cost: One Action
- name: claw
- to_hit: 27
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d6+13
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: jaws
- to_hit: 27
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d12+13
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 34
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: illusory disguise
- frequency: at will
- requirement:
- - name: reverse gravity
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: dispel magic
- frequency: at will
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: confusion
- frequency: at will
- requirement:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: mirror image
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: telekinetic projectile
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 34
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Captive Rake
- action_cost: One Action
- traits:
- description:
- raw_description: "**Captive Rake** **Requirements** A creature is grabbed in the glabrezu's pincer. **Effect** 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 until after both Strikes."
- generic_description:
- frequency:
- trigger:
- effect: A creature is grabbed in the glabrezu's pincer.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Steady Spellcasting
- action_cost: None
- traits:
- 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.
- raw_description: "**Steady Spellcasting** When a reaction would disrupt a glabrezu's spell, the demon can attempt a DC 15 flat check, avoiding the disruption on a success."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sudden Betrayal
- action_cost: None
- traits:
- description: A glabrezu can always use __Deception__ when rolling initiative as long as they're aware of at least one opponent before initiative is rolled. When using __Deception__ for initiative, the demon gains a +2 circumstance bonus to __Deception__.
- raw_description: "**Sudden Betrayal** A glabrezu can always use __Deception__ when rolling initiative as long as they're aware of at least one opponent before initiative is rolled. When using __Deception__ for initiative, the demon gains a +2 circumstance bonus to __Deception__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Treacherous Veil
- action_cost: None
- traits:
- description: A glabrezu's __illusory disguise__ can allow it to appear as a creature of any size.
- raw_description: "**Treacherous Veil** A glabrezu's __illusory disguise__ can allow it to appear as a creature of any size."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Twisted Desires
- action_cost: None
- traits:
- - divination
- - divine
- description: Once per month, a glabrezu can grant a mortal humanoid the effects of a __miracle__ spell granted by an Abyssal patron, though the glabrezu always perverts the __miracle__ according to their own treacherous nature.
- raw_description: '**Twisted Desires** (__divination__, __divine__) Once per month, a glabrezu can grant a mortal humanoid the effects of a __miracle__ spell granted by an Abyssal patron, though the glabrezu always perverts the __miracle__ according to their own treacherous nature.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Glass Golem
- source:
- - abbr: Bestiary 2
- page_start: 131
- page_stop:
- description: >-
- Crafted of hardened glass and held together by magically treated lead, glass golems are both deadly guardians and works of exquisite art. Glass golems most often protect grand cathedrals or opulent palaces—testaments to the wealth and power of those they serve, or once served. Once spurred into action by the commands of their creators, glass golems are quicker and more agile than most other golems. Their sharp, blade-like limbs can easily sever veins and arteries, creating wounds that bleed profusely.
-
-
-
-
- Of all the various types of golems, the glass golem is the one most akin to a work of art. Just as powerful aristocrats might use an ice golem for temperature regulation or a wood golem as an ego-boosting statue, a glass golem's colorful glass construction can elevate the beauty of any chamber by its mere presence.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +14
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 4
- con_mod: 5
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 16
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - magic (see Golem Antimagic below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 10
- type: physical (except adamantine or bludgeoning)
- weaknesses:
- automatic_abilities:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by sonic (6d6, 2d6 from areas or __persistent damage__); healed by fire (area 2d6 HP); __slowed__ by cold
- raw_description: '**Golem Antimagic** harmed by sonic (6d6, 2d6 from areas or __persistent damage__); healed by fire (area 2d6 HP); __slowed__ by cold'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Shatter
- action_cost: None
- traits:
- description: A glass golem is affected by the __shatter__ spell as though the golem were an unattended object.
- raw_description: '**Vulnerable to Shatter** A glass golem is affected by the __shatter__ spell as though the golem were an unattended object.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spell Reflection
- action_cost: Reaction
- traits:
- - abjuration
- - arcane
- description:
- raw_description: '**Spell Reflection [Reaction]** (__abjuration__, __arcane__) **Trigger** The glass golem is targeted by a spell; **Effect** The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an __Acrobatics__ check for its counteract check. If it successfully counteract the spell, the effect is turned back on the caster.'
- generic_description:
- frequency:
- trigger: The glass golem is targeted by a spell
- effect: The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an __Acrobatics__ check for its counteract check. If it successfully counteract the spell, the effect is turned back on the caster.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: bladed limb
- to_hit: 20
- traits:
- - agile
- - magical
- - versatile P
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- - formula: 1d6
- type: bleed
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dazzling Brilliance
- action_cost: Two Actions
- traits:
- - evocation
- - light
- - visual
- description: "The glass golem creates waves of scintillating luminosity that cast bright light in a 60-foot emanation (and dim light for the next 60 feet). The light lasts until the start of the glass golem's next turn, after which the glass golem can't use Dazzling Brilliance for 1d4 rounds. A creature within the bright light or that enters the bright light must attempt a DC 23 Will save. \n\n"
- raw_description: "**Dazzling Brilliance** [Two Actions] (__evocation__, __light__, __visual__) The glass golem creates waves of scintillating luminosity that cast bright light in a 60-foot emanation (and dim light for the next 60 feet). The light lasts until the start of the glass golem's next turn, after which the glass golem can't use Dazzling Brilliance for 1d4 rounds. A creature within the bright light or that enters the bright light must attempt a DC 23 Will save. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is __dazzled__ for 1 round. \n\n**Critical Failure** The creature is __blinded__ for 1 round and then dazzled for an additional 4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected.
- failure: The creature is dazzled for 1 round.
- critical_failure: The creature is blinded for 1 round and then dazzled for an additional 4 rounds.
- full_description:
-- name: Gnoll Cultist
- source:
- - abbr: Bestiary
- page_start: 179
- page_stop:
- 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 birthed from the womb of the Mother of Monsters. Some gnoll clans worship lesser-known demon lords or entire pantheons of sinister patrons.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Gnoll
- - Humanoid
- senses:
- - Perception +8
- - darkvision
- languages:
- - Abyssal
- - Common
- - Gnoll
- skills:
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Medicine '
- bonus: 7
- misc:
- - name: 'Religion '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 2
- dex_mod: 2
- con_mod: 0
- int_mod: 0
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- items:
- - falchion
- - hide armor
- - wooden religious symbol
- ac: 19
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 6
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: falchion
- to_hit: 10
- traits:
- - forceful
- - sweep
- damage:
- formula: 1d10+3
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Prepared Spells
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: harm
- frequency: x4
- requirement:
- - name: spiritual weapon
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: command
- frequency:
- requirement:
- - name: fear
- frequency:
- requirement:
- - name: magic weapon
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: sigil
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- 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.
- raw_description: "**Pack Attack** A gnoll cultist deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll cultist's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rugged Travel
- action_cost: None
- traits:
- description: A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.
- raw_description: '**Rugged Travel** A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gnoll Hunter
- source:
- - abbr: Bestiary
- page_start: 178
- page_stop:
- description: >-
- Gnoll hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down escaped slaves.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Gnoll
- - Humanoid
- senses:
- - Perception +7
- - darkvision
- languages:
- - Gnoll
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 2
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - battle axe
- - leather armor
- - shortbow (20 arrows)
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 7
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 29
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: battle axe
- to_hit: 10
- traits:
- - sweep
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 10
- traits:
- - deadly 1d10
- - range increment 60 feet
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- 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.
- raw_description: "**Pack Attack** A gnoll hunter deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll hunter's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rugged Travel
- action_cost: None
- traits:
- description: A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.
- raw_description: '**Rugged Travel** A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gnoll Sergeant
- source:
- - abbr: Bestiary
- page_start: 179
- page_stop:
- description: >-
- When gnolls band together to form hunting or raiding parties, the strongest 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 disputes or negotiating with rival gnoll clans.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Gnoll
- - Humanoid
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- - Gnoll
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 2
- int_mod: 0
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - composite shortbow (20 arrows)
- - hide armor
- - scimitar
- ac: 21
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 10
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 14
- traits:
- - forceful
- - sweep
- damage:
- formula: 1d6+7
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 1d6+7
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: composite shortbow
- to_hit: 12
- traits:
- - deadly 1d10
- - propulsive
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bark Orders
- action_cost: One Action
- traits:
- - auditory
- - linguistic
- description: The gnoll sergeant commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step.
- raw_description: '**Bark Orders** (__auditory__, __linguistic__) The gnoll sergeant commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pack Attack
- action_cost: None
- traits:
- 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.
- raw_description: "**Pack Attack** A gnoll sergeant deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll sergeant's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rugged Travel
- action_cost: None
- traits:
- description: A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.
- raw_description: '**Rugged Travel** A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Goblin Commando
- source:
- - abbr: Bestiary
- page_start: 180
- page_stop:
- description: >-
- The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Goblin
- - Humanoid
- senses:
- - Perception +5
- - darkvision
- languages:
- - Common
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Intimidation '
- bonus: 5
- misc:
- - name: 'Nature '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 5
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 2
- int_mod: -1
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- items:
- - horsechopper
- - leather armor
- - shortbow (20 arrows)
- ac: 17
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 8
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 18
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Goblin Scuttle
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Goblin Scuttle** [Reaction] **Trigger** A goblin ally ends a move action adjacent to the commando. **Effect** The goblin commando Steps.'
- generic_description:
- frequency:
- trigger: A goblin ally ends a move action adjacent to the commando.
- effect: The goblin commando Steps.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: horsechopper
- to_hit: 8
- traits:
- - reach 10 feet
- - trip
- - versatile P
- damage:
- formula: 1d8+3
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 8
- traits:
- - deadly 1d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Goblin Dog
- source:
- - abbr: Bestiary
- page_start: 182
- page_stop:
- 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 to flee from a fight if injured, even if it means abandoning their pack-mates.
-
-
-
-
- Goblin dogs take their name from their long association with goblins, who breed the beasts as guard animals and mounts. Most goblins take issue with the name, as the average goblin is appalled at the suggestion that these, their favored mounts, have anything at all to do with actual dogs. Of course, being goblins, they haven't bothered to come up with their own, unique name for goblin dogs.
-
-
-
-
- Even the most pampered goblin dogs have itchy mange and prolific dander that tenaciously affects those who come in contact with them. This "goblin pox" causes itchy hives and festering sores that are as unsightly as they are irritating and distracting. Goblin dog dander causes allergic reactions in nearly all other creatures that don't share the goblin dogs' terrible hygiene—with the notable exception, of course, of goblins, who remain entirely immune to the disease regardless of cleanliness.
-
-
-
-
- Hunger can drive goblin dogs to bouts of uncharacteristic violence; many goblins purposefully starve their pets to make them more aggressive in battle. Goblin dogs subsist on whatever organic material they can scavenge, and they particularly enjoy fresh carrion. Although goblins are far from picky eaters, they value goblin dogs as pets because the noisome animals will consume food that even goblins won't dare to eat. "Will it eat?" is one of several games goblins enjoy playing with their goblin dog pets, where a wide range of mouth-sized morsels (not always edible or safe to consume) are dangled before a goblin dog's snout. "Will it die?" is often a game played after "Will it eat?" Goblin dogs who survive the second game earn renown for their digestive prowess and often become favored tribal pets treated better than most of the rank-and-file goblins.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +6
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 2
- int_mod: -4
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 8
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 17
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 17
- raw_description: '**Buck** [Reaction] DC 17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Irritating Dander
- action_cost: None
- traits:
- description: A creature that hits the goblin dog with an unarmed attack, tries to Grapple it, or otherwise touches it is exposed to goblin pox.
- raw_description: '**Irritating Dander** A creature that hits the goblin dog with an unarmed attack, tries to Grapple it, or otherwise touches it is exposed to goblin pox.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Juke
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Juke** [Reaction] **Requirement** A creature must be mounted on the goblin dog. **Trigger** The rider issues a command to the goblin dog. **Effect** The goblin dog Steps before following the command.'
- generic_description:
- frequency:
- trigger: A creature must be mounted on the goblin dog.
- effect: The rider issues a command to the goblin dog.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - formula:
- type: goblin pox
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Goblin Pox
- action_cost: None
- traits:
- - disease
- description: Goblins and goblin dogs are immune to goblin pox. **Saving Throw** DC 17 Fortitude; **Stage 1** __sickened__ 1 (1 round); **Stage 2** sickened 1 and __slowed__ 1 (1 round); **Stage 3** sickened 2 and can't reduce its sickened value below 1 (1 day).
- raw_description: "**Goblin Pox** (__disease__) Goblins and goblin dogs are immune to goblin pox. **Saving Throw** DC 17 Fortitude; **Stage 1** __sickened__ 1 (1 round); **Stage 2** sickened 1 and __slowed__ 1 (1 round); **Stage 3** sickened 2 and can't reduce its sickened value below 1 (1 day)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Scratch
- action_cost: Two Actions
- traits:
- - manipulate
- description: The goblin dog vigorously scratches itself, exposing all adjacent creatures to goblin pox.
- raw_description: '**Scratch** [Two Actions] (__manipulate__) The goblin dog vigorously scratches itself, exposing all adjacent creatures to goblin pox.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Goblin Pyro
- source:
- - abbr: Bestiary
- page_start: 181
- page_stop:
- 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 will burn—including their own allies.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Goblin
- - Humanoid
- senses:
- - Perception +4
- - darkvision
- languages:
- - Common
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Fire Lore '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 4
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: -1
- cha_mod: 3
- sense_abilities:
- items:
- - torch
- ac: 17
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 9
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Goblin Scuttle
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Goblin Scuttle** [Reaction] **Trigger** A goblin ally ends a move action adjacent to the pyro. **Effect** The goblin pyro Steps.'
- generic_description:
- frequency:
- trigger: A goblin ally ends a move action adjacent to the pyro.
- effect: The goblin pyro Steps.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: torch
- to_hit: 7
- traits:
- - fire
- damage:
- formula: 1d4
- type: bludgeoning
- plus_damage:
- - formula: 1
- type: fire
- ranged:
- spell_lists:
- - name: Arcane Spontaneous Spells
- dc: 16
- to_hit: 6
- misc: ''
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: burning hands
- frequency:
- requirement:
- - name: grease
- frequency: 3 slots
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: light
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: produce flame
- frequency:
- requirement:
- - name: tanglefoot
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Goblin War Chanter
- source:
- - abbr: Bestiary
- page_start: 181
- page_stop:
- description: >-
- While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are undeniably catchy, though whether they are actually enjoyable is entirely subjective.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Goblin
- - Humanoid
- senses:
- - Perception +5
- - darkvision
- languages:
- - Common
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- - name: 'Occultism '
- bonus: 4
- misc:
- - name: 'Performance '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 5
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 2
- int_mod: 1
- wis_mod: 0
- cha_mod: 4
- sense_abilities:
- items:
- - dogslicer
- - leather armor
- - shortbow (10 arrows)
- ac: 17
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 8
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 16
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Goblin Scuttle
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Goblin Scuttle** [Reaction] **Trigger** A goblin ally ends a move action adjacent to the war chanter. **Effect** The goblin war chanter Steps.'
- generic_description:
- frequency:
- trigger: A goblin ally ends a move action adjacent to the war chanter.
- effect: The goblin war chanter Steps.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: dogslicer
- to_hit: 8
- traits:
- - agile
- - backstabber
- - finesse
- damage:
- formula: 1d6+2
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 8
- traits:
- - deadly 1d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- spell_lists:
- - name: Occult Spontaneous Spells
- dc: 17
- to_hit: 7
- misc: ''
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: bless
- frequency:
- requirement:
- - name: soothe
- frequency: 2 slots
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: ghost sound
- frequency:
- requirement:
- - name: inspire courage
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Goblin Song
- action_cost: One Action
- traits:
- - concentrate
- description: The war chanter sings annoying goblin songs, distracting foes with silly and repetitive lyrics. The chanter attempts a __Performance__ check against the Will DCs of up to two enemies within 30 feet. This has the usual traits and restrictions for a Performance check.
- raw_description: '**Goblin Song** (__concentrate__) The war chanter sings annoying goblin songs, distracting foes with silly and repetitive lyrics. The chanter attempts a __Performance__ check against the Will DCs of up to two enemies within 30 feet. This has the usual traits and restrictions for a Performance check.**Critical Success** The target takes a -1 status penalty to __Perception__ checks and Will saves for 1 minute.**Success** As critical success, but the target is affected for only one round.**Critical Failure** The target is temporarily immune to Goblin Song for 1 hour.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target takes a -1 status penalty to Perception checks and Will saves for 1 minute.Success As critical success, but the target is affected for only one round.Critical Failure The target is temporarily immune to Goblin Song for 1 hour.
- success: As critical success, but the target is affected for only one round.Critical Failure The target is temporarily immune to Goblin Song for 1 hour.
- failure:
- critical_failure: The target is temporarily immune to Goblin Song for 1 hour.
- full_description:
-- name: Goblin Warrior
- source:
- - abbr: Bestiary
- page_start: 180
- page_stop:
- description: >-
- The frontline fighters of goblin tribes prefer to fight in large groups—especially when they can outnumber their foes at least three to one.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Goblin
- - Humanoid
- senses:
- - Perception +2
- - darkvision
- languages:
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 2
- misc:
- - name: 'Nature '
- bonus: 1
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 2
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 1
- int_mod: 0
- wis_mod: -1
- cha_mod: 1
- sense_abilities:
- items:
- - dogslicer
- - leather armor
- - shortbow (10 arrows)
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 7
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 6
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Goblin Scuttle
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Goblin Scuttle** [Reaction] **Trigger** A goblin ally ends a move action adjacent to the warrior. **Effect** The goblin warrior Steps.'
- generic_description:
- frequency:
- trigger: A goblin ally ends a move action adjacent to the warrior.
- effect: The goblin warrior Steps.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: dogslicer
- to_hit: 8
- traits:
- - agile
- - backstabber
- - finesse
- damage:
- formula: 1d6
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 8
- traits:
- - deadly 1d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Gogiteth
- source:
- - abbr: Bestiary
- page_start: 183
- page_stop:
- description: >-
- A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who witness it. Hives of these skittering monsters haunt the lowest reaches of the Darklands, competing with cave worms and other subterranean horrors for food and resources. A gogiteth is rarely seen alone, as these oversized vermin learned long ago that the best means of survival is sticking close to others of their own kind. Even the haughty drow know to seek cover when a gogiteth is spotted, for where there is one, a swarm is sure to follow.
-
-
-
-
- Gogiteths make a clacking sound as they move about. The joints in their many legs pop and crack with each movement, though they can suppress this sound voluntarily so that they can hunt without giving away their presence. The odd creatures can also make a high-pitched whistling sound that echoes throughout the caverns where they live. Some Darklands natives report that groups of gogiteths sometimes join together in eerie, discordant songs.
-
-
-
-
- Gogiteths' alien anatomies have inspired no shortage of speculative origin stories. Some believe they are the result of a fleshwarping experiment gone horribly wrong. Others think they may be related in some way to the Dominion of the Black—possibly the distant cousins or some strange exile of that alien entity; according to this mythos, once they made their way to this planet, the gogiteths crawled into the depths of the earth, shying away from the blazing sun above.
-
-
-
-
- Gogiteths are a menace to every other denizen of the Darklands. Drow and duergars in gogiteth-infested regions of Sekamina or Orv frequently organize hunting parties to eradicate the terrors, even calling for temporary truces with unlikely allies in times when a gogiteth presence must be addressed. Since even an average gogiteth hive can host up to two dozen of the horrors, missions to eradicate them when they become established are dangerous quests indeed.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Aberration
- senses:
- - Perception +21
- - darkvision
- languages:
- - Undercommon
- - (can't speak)
- skills:
- - name: 'Acrobatics '
- bonus: 19
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- - name: 'Survival '
- bonus: 17
- misc: +24 to Track
- perception: 21
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: -2
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 22
- ref_misc:
- will: 20
- will_misc:
- misc:
- hp: 250
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: poison
- weaknesses:
- automatic_abilities:
- - name: Skittering Reposition
- action_cost: Reaction
- traits:
- - move
- description:
- raw_description: "**Skittering Reposition** [Reaction] (__move__) **Trigger** A creature that starts its move outside the gogiteth's reach moves into its reach. **Effect** The gogiteth moves 10 feet. This does not trigger reactions."
- generic_description:
- frequency:
- trigger: A creature that starts its move outside the gogiteth's reach moves into its reach.
- effect: The gogiteth moves 10 feet. This does not trigger reactions.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 26
- traits:
- damage:
- formula: 3d10+12
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: leg
- to_hit: 26
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 3d6+12
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Carry Off Prey
- action_cost: None
- traits:
- description: The gogiteth can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along.
- raw_description: '**Carry Off Prey** The gogiteth can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 3d6+12 bludgeoning, DC 32
- raw_description: '**__Constrict__** 3d6+12 bludgeoning, DC 32'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Skittering Assault
- action_cost: Two Actions
- traits:
- 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 its multiple attack penalty until after making all its Strikes. If any of the Strikes result in a critical failure, Skittering Assault ends.
- raw_description: "**Skittering Assault** [Two Actions] 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 its multiple attack penalty until after making all its Strikes. If any of the Strikes result in a critical failure, Skittering Assault ends."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Goliath Spider
- source:
- - abbr: Bestiary
- page_start: 307
- page_stop:
- description: >-
- Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotami.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +22
- - darkvision
- - web sense
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 22
- misc:
- perception: 22
- ability_mods:
- str_mod: 8
- dex_mod: 5
- con_mod: 7
- int_mod: -5
- wis_mod: 3
- cha_mod: -4
- sense_abilities:
- - name: Web Sense
- action_cost: None
- traits:
- description: The goliath spider has imprecise tremorsense to detect the vibrations of creatures touching its web.
- raw_description: '**Web Sense** The goliath spider has imprecise tremorsense to detect the vibrations of creatures touching its web.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 21
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 220
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Spring Upon Prey
- action_cost: Reaction
- traits:
- - attack
- description:
- raw_description: "**Spring Upon Prey** [Reaction] (__attack__); **Requirement** Initiative has not yet been rolled. **Trigger** A creature touches the hunting spider's web while the spider is on it. **Effect** The hunting spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative."
- generic_description:
- frequency:
- trigger: Initiative has not yet been rolled.
- effect: A creature touches the hunting spider's web while the spider is on it.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 45
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 24
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+12
- type: piercing
- plus_damage:
- - formula:
- type: goliath spider venom
- ranged:
- - action_cost: One Action
- name: web
- to_hit: 22
- traits:
- - range increment 60 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Descend on a Web
- action_cost: One Action
- traits:
- - move
- 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 the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall.
- raw_description: "**Descend on a Web** (__move__) 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 the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Goliath Spider Venom
- action_cost: None
- traits:
- - incapacitation
- - poison
- description: '**Saving Throw** Fortitude DC 30; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and slowed 1 (1 round); **Stage 2** 2d6 poison and slowed 2 (1 round); **Stage 3** paralyzed for 2d4 hours.'
- raw_description: '**Goliath Spider Venom** (__incapacitation__, __poison__) **Saving Throw** Fortitude DC 30; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and slowed 1 (1 round); **Stage 2** 2d6 poison and slowed 2 (1 round); **Stage 3** paralyzed for 2d4 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Web Tether
- action_cost: None
- traits:
- description: A creature hit by the spider's web Strike is restrained and tethered to the spider, preventing it from moving farther away from the spider. The spider can have one creature tethered at a time. The DC to Escape or Force Open the web is 30. The tether can be severed with a Strike (AC 20, Hardness 5, HP 20), but this doesn't free the restrained creature.
- raw_description: "**Web Tether** A creature hit by the spider's web Strike is restrained and tethered to the spider, preventing it from moving farther away from the spider. The spider can have one creature tethered at a time. The DC to Escape or Force Open the web is 30. The tether can be severed with a Strike (AC 20, Hardness 5, HP 20), but this doesn't free the restrained creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gorgan
- source:
- - abbr: Bestiary 2
- page_start: 132
- page_stop:
- description: >-
- Though they may resemble constructs to the untrained eye due to their metallic, interlocking armor plates that look and feel like polished stone, gorgons are a creature of flesh and bone. These ill-tempered beasts greet interlopers with a charge or trample accompanied with belches of petrifying breath. Gorgons are dangerous on their own, and when they band together in herds, they become especially deadly.
-
-
-
-
- Gorgons typically subsist on petrified flesh or fossils. These supernatural beasts can gain sustenance from natural stone if they must, though they find raw stone flavorless, so it's not a preferred food source. In battle, gorgons use their petrifying breath to turn their prey into stone. They break up the resulting statues with their hooves or horns and swallow the stony chunks with loud chewing bites. Gorgons cannot digest unpetrified organic material, and if they try, they experience sickness and great gastrointestinal peril. Such discomforts are not life threatening to gorgons, but they do make the creatures even more ill tempered than usual—much to the chagrin of anyone they subsequently encounter.
-
-
-
-
- Gorgon flesh tastes vaguely like beef, but with a gritty, earthy texture and aftertaste that most meat connoisseurs find off-putting. Creatures with a close association to earth and stone are more likely to find the flavor appetizing; stone giants in particular consider gorgon steaks to be delicacies. Some cultures, notably dwarven cultures, consider the preparation of gorgon for meals as both a physical and a culinary challenge. Chefs who work with gorgon flesh can find renown for their skill in creating palatable dishes from such naturally unpalatable meat.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Beast
- senses:
- - Perception +19
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 6
- int_mod: -4
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 13
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- - petrification
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: horn
- to_hit: 20
- traits:
- damage:
- formula: 2d12+10
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: hoof
- to_hit: 18
- traits:
- damage:
- formula: 2d6+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - earth
- - incapacitation
- - primal
- - transmutation
- description: "The gorgon breathes a 60-foot cone of green gas. Each creature in the area must attempt a DC 25 Fortitude save. The gorgon can't use Breath Weapon again for 1d4 rounds. \n\n"
- raw_description: "**Breath Weapon** [Two Actions] (__earth__, __incapacitation__, __primal__, __transmutation__) The gorgon breathes a 60-foot cone of green gas. Each creature in the area must attempt a DC 25 Fortitude save. The gorgon can't use Breath Weapon again for 1d4 rounds. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature's body hardens and stiffens, causing it to become __slowed 1__ for 1 round. \n\n**Failure** The creature becomes __petrified__ for 1 minute. It can attempt a new save at the end of each of its turns. \n\n**Critical Failure** The creature becomes petrified permanently."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature's body hardens and stiffens, causing it to become slowed 1 for 1 round.
- failure: The creature becomes petrified for 1 minute. It can attempt a new save at the end of each of its turns.
- critical_failure: The creature becomes petrified permanently.
- full_description:
- - name: Powerful Charge
- action_cost: Two Actions
- traits:
- description: The gorgon Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 3d12+12.
- raw_description: "**Powerful Charge** [Two Actions] The gorgon Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 3d12+12."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, hoof, DC 26
- raw_description: '**__Trample__** [Three Actions] Medium or smaller, hoof, DC 26'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gorilla
- source:
- - abbr: Bestiary
- page_start: 23
- page_stop:
- description: >-
- Gorillas can be territorial creatures, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and powerful arms to bite and pummel trespassers with wild abandon.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 11
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- - reach 5 feet
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Frightening Display
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: >+
- The gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 20 Will save. While a creature is __frightened__ by this ability, it is __flat-footed__ to the gorilla.
-
- raw_description: >-
- **Frightening Display** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__) The gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 20 Will save. While a creature is __frightened__ by this ability, it is __flat-footed__ to the gorilla.
-
-
- **Critical Success** No effect and temporarily immune for 1 minute.
-
-
- **Success** The creature is unaffected.
-
-
- **Failure** The creature is __frightened 1__.
-
-
- **Critical Failure** The creature is __frightened 2__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: No effect and temporarily immune for 1 minute.
- success: The creature is unaffected.
- failure: The creature is frightened 1.
- critical_failure: The creature is frightened 2.
- full_description:
-- name: Gosreg
- source:
- - abbr: Bestiary 2
- page_start: 133
- page_stop:
- description: >-
- Gosregs are agents of the Dominion of the Black that insinuate themselves into humanoid societies to foster the goals of their sinister alien masters. They act as spies and special forces that can mingle with humanoid society while enacting plans for the rest of the Dominion in secret.
-
-
-
-
- In their natural forms, gosregs dart about in a jerky gallop due to their stumpy legs and gangly arms. They take on the appearances of humanoids to infiltrate societies, and they drop their disguises only when they feel they are ultimately compromised and must resort to physical violence to protect their agendas. Their brain-like heads and bestial legs suggest a potential link with a similar Dominion of the Black agent: the dreaded __intellect devourer__.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 30
- level: 11
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Aberration
- senses:
- - Perception +21
- - darkvision
- - thoughtsense 60 feet
- languages:
- - Aklo
- - Common
- - Undercommon
- - telepathy 100 feet
- skills:
- - name: 'Deception '
- bonus: 24
- misc:
- - name: 'Diplomacy '
- bonus: 22
- misc:
- - name: 'Occultism '
- bonus: 23
- misc:
- - name: 'Society '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- perception: 21
- ability_mods:
- str_mod: 3
- dex_mod: 6
- con_mod: 3
- int_mod: 6
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- - name: Thoughtsense
- action_cost: None
- traits:
- - divination
- - mental
- - occult
- description: The gosreg senses a creature's mental essence as a precise sense with the listed range; it cannot sense __mindless__ creatures with thoughtsense.
- raw_description: "**Thoughtsense** (__divination__, __mental__, __occult__) The gosreg senses a creature's mental essence as a precise sense with the listed range; it cannot sense __mindless__ creatures with thoughtsense."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 23
- ref_misc:
- will: 22
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 195
- hp_misc:
- immunities:
- - confused
- resistances:
- - amount: 10
- type: mental
- weaknesses:
- automatic_abilities:
- - name: Unsettled Aura
- action_cost: None
- traits:
- - aura
- - mental
- - occult
- description: 30 feet. Gosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-__mindless__ creature within 30 feet of a gosreg takes a -1 status penalty to Will saves.
- raw_description: '**Unsettled Aura** (__aura__, __mental__, __occult__) 30 feet. Gosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-__mindless__ creature within 30 feet of a gosreg takes a -1 status penalty to Will saves.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - finesse
- damage:
- formula: 2d10+7
- type: piercing
- plus_damage:
- - formula: 1d10
- type: mental
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 30
- to_hit: 22
- misc: ''
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: phantasmal calamity
- frequency:
- requirement:
- - name: phantom pain
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: mind probe
- frequency:
- requirement:
- - name: sending
- frequency:
- requirement:
- - name: subconscious suggestion
- frequency:
- requirement:
- - name: synaptic pulse
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: nightmare
- frequency:
- requirement:
- - name: suggestion
- frequency: ×3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: undetectable alignment
- frequency:
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: mage hand
- frequency:
- requirement:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- description: The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning).
- raw_description: "**__Change Shape__** (__concentrate__, __occult__, __polymorph__, __transmutation__) The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mind Bolt
- action_cost: Two Actions
- traits:
- - illusion
- - mental
- - occult
- description: A gosreg concentrates its field of discordant mental energy and projects it into the mind of an enemy within 60 feet. The target takes 6d6 mental damage (DC 30 basic Will save). On a critical failure, the creature is also __confused__ for 1d4 rounds.
- raw_description: '**Mind Bolt** [Two Actions] (__illusion__, __mental__, __occult__) A gosreg concentrates its field of discordant mental energy and projects it into the mind of an enemy within 60 feet. The target takes 6d6 mental damage (DC 30 basic Will save). On a critical failure, the creature is also __confused__ for 1d4 rounds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gourd Leshy
- source:
- - abbr: Bestiary
- page_start: 218
- page_stop:
- description: >-
- Gourd leshys are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Leshy
- - Plant
- senses:
- - Perception +5
- - low-light vision
- languages:
- - Common
- - Druidic
- - Sylvan
- - speak with plants (gourds only)
- skills:
- - name: 'Nature '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 5
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: -1
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Keepsake
- action_cost: None
- traits:
- - abjuration
- - primal
- description: The leshy can store an item of light Bulk or less in its head, concealing it as __nondetection__. If stored for 24 hours, the item benefits from __mending__.
- raw_description: '**Keepsake** (__abjuration__, __primal__) The leshy can store an item of light Bulk or less in its head, concealing it as __nondetection__. If stored for 24 hours, the item benefits from __mending__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Verdant Burst
- action_cost: None
- traits:
- - healing
- description: When a gourd leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each plant creature in a 30-foot emanation. This area is filled with gourds, becoming difficult terrain. If the terrain is not a viable environment for these gourds, they wither after 24 hours.
- raw_description: '**Verdant Burst** (__healing__) When a gourd leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each plant creature in a 30-foot emanation. This area is filled with gourds, becoming difficult terrain. If the terrain is not a viable environment for these gourds, they wither after 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+2
- type: bludgeoning
- plus_damage:
- - formula:
- type: ensnare
- ranged:
- - action_cost: One Action
- name: seed
- to_hit: 9
- traits:
- - range increment 30 feet
- damage:
- formula: 1d6+2
- type: bludgeoning
- plus_damage:
- - formula:
- type: ensnare
- spell_lists:
- - name: Primal Innate Spells
- dc: 15
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: speak with plants
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of __tree shape__.
- raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of __tree shape__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ensnare
- action_cost: None
- traits:
- description: When the gourd leshy damages a creature with a fist or seed Strike, vines lash out from the leshy (or seed) 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.
- raw_description: "**Ensnare** When the gourd leshy damages a creature with a fist or seed Strike, vines lash out from the leshy (or seed) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Granite Glyptodont
- source:
- - abbr: Bestiary 2
- page_start: 109
- page_stop:
- description: >-
- This squat and stony creature looks like an armadillo with a large raised back and a flail-like tail. The granite glyptodont has no true need to feed, as with all elementals, yet it does seem to linger after transforming the flesh of those it calcifies, as if the mere proximity of flesh fossilizing into stone pleases it somehow.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Earth
- - Elemental
- senses:
- - Perception +17
- - darkvision
- - tremorsense (imprecise) 90 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- perception: 17
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 6
- int_mod: 0
- wis_mod: 5
- cha_mod: 0
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 13
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 145
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 20
- type: burrow
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: tail
- to_hit: 20
- traits:
- - forceful
- - reach 10 feet
- - versatile piercing
- damage:
- formula: 2d12+9
- type: bludgeoning
- plus_damage:
- - formula:
- type: calcification
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Calcification
- action_cost: None
- traits:
- - incapacitation
- - primal
- - transmutation
- description: "A blow from a granite glyptodont's tail hardens the flesh of the creature struck. The target must succeed at a DC 26 Fortitude saving throw or become __slowed 1__ (or slowed 2 on a critical failure). Further failed saves against calcification increase the value of the slowed condition. Once a creature's actions are reduced to 0 by calcification, that creature becomes __petrified__. If the creature isn't petrified, the slowed conditions end once 1 minute passes without the creature failing a save against calcification. \n\n\n\nEvery 24 hours after it was petrified, the creature can attempt a DC 26 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, but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves."
- raw_description: "**Calcification** (__incapacitation__, __primal__, __transmutation__) A blow from a granite glyptodont's tail hardens the flesh of the creature struck. The target must succeed at a DC 26 Fortitude saving throw or become __slowed 1__ (or slowed 2 on a critical failure). Further failed saves against calcification increase the value of the slowed condition. Once a creature's actions are reduced to 0 by calcification, that creature becomes __petrified__. If the creature isn't petrified, the slowed conditions end once 1 minute passes without the creature failing a save against calcification. \n\n\n\nEvery 24 hours after it was petrified, the creature can attempt a DC 26 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, but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Earth Glide
- action_cost: None
- traits:
- description: A granite glyptodont can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** A granite glyptodont can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grauladon
- source:
- - abbr: 'Pathfinder #145: Hellknight Hill'
- page_start: 88
- page_stop:
- description: >-
- Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind. They make their dens in the shallows of fetid ponds or isolated corners of larger bodies of water, usually in rural swamps or woodlands. Driven almost entirely by their base desire to feed, grauladons spend most of their time swimming leisurely underwater looking for prey such as fish or waterfowl. Possessed of a greed befitting their more majestic dragon cousins, grauladons often take down prey larger than they need, jealously guarding the corpses to keep scavengers away even as the meat rots. A typical grauladon is 16 feet long from its snout to the tip of its tail and weighs 1,500 pounds.
-
-
-
-
- A grauladon's stench may seem supernaturally disgusting, but it is simply the result of the creature's fetid habitat and diet of rotting, waterlogged meat. As grauladons' exhalations bear a passing resemblance to dragons' breath, they have earned the nickname "mud drakes" from rural folk.
-
-
-
-
- Grauladons can be found in both fresh and brackish water in most temperate climates. They prefer to lair in shallow waters, particularly where reeds or other foliage conceal their bulk from unsuspecting prey. Grauladons are highly territorial and won't tolerate other predators living or hunting near their homes.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 18
- level: 2
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Dragon
- senses:
- - Perception +7
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- - can't speak any language
- skills:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 0
- con_mod: 4
- int_mod: -3
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 6
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Reactive Breath
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Reactive Breath** [Reaction] **Trigger** The grauladon takes damage from an adjacent creature. **Effect** The grauladon uses Noxious Breath, including the triggering creature in the area.'
- generic_description:
- frequency:
- trigger: The grauladon takes damage from an adjacent creature.
- effect: The grauladon uses Noxious Breath, including the triggering creature in the area.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- damage:
- formula: 1d12+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d8+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Body Slam
- action_cost: One Action
- traits:
- description:
- raw_description: '**Body Slam** **Requirements** More than one enemy is adjacent to the grauladon. **Effect** The grauladon swings its tail at each adjacent enemy and attempts to Trip each creature adjacent to it. It rolls only a single __Athletics__ check and compares the result to the Fortitude DC of each target.'
- generic_description:
- frequency:
- trigger:
- effect: More than one enemy is adjacent to the grauladon.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deep Breath
- action_cost: None
- traits:
- description: A grauladon can hold its breath for 225 rounds (22-1/2 minutes).
- raw_description: '**Deep Breath** A grauladon can hold its breath for 225 rounds (22-1/2 minutes).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Noxious Breath
- action_cost: One Action
- traits:
- description: The grauladon hisses and unleashes a nauseating cloud of halitosis in a 15-foot cone. Each creature in the area must succeed at a DC 18 Fortitude saving throw or be __sickened 1__ (__sickened 2__ on a critical failure). The grauladon can't use Noxious Breath or Reactive Breath again for 1d4 rounds.
- raw_description: "**Noxious Breath** The grauladon hisses and unleashes a nauseating cloud of halitosis in a 15-foot cone. Each creature in the area must succeed at a DC 18 Fortitude saving throw or be __sickened 1__ (__sickened 2__ on a critical failure). The grauladon can't use Noxious Breath or Reactive Breath again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Graveknight
- source:
- - abbr: Bestiary
- page_start: 191
- page_stop:
- description: >-
- Graveknights are undead warriors granted unlife by a cursed suit of armor.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Undead
- senses:
- - Perception +19
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Religion '
- bonus: 19
- misc:
- - name: 'Warfare Lore '
- bonus: 20
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 4
- int_mod: 2
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- - +1 resilient full plate
- - composite longbow (20 arrows)
- - greatsword
- ac: 31
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 19
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 175
- hp_misc: negative healing, rejuvenation
- immunities:
- - cold
- - death
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Sacrilegious Aura
- action_cost: None
- traits:
- description: 30 feet. +17
- raw_description: '**Sacrilegious Aura** 30 feet. +17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: frost greatsword
- to_hit: 24
- traits:
- - cold
- - magical
- - versatile P
- damage:
- formula: 2d12+10
- type: slashing
- plus_damage:
- - formula: 1d6
- type: cold
- - action_cost: One Action
- name: fist
- to_hit: 23
- traits:
- - agile
- - cold
- damage:
- formula: 2d6+10
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: cold
- ranged:
- - action_cost: One Action
- name: frost composite longbow
- to_hit: 21
- traits:
- - cold
- - deadly 1d10
- - magical
- - range increment 100 feet
- - reload 0
- - volley 30 feet
- damage:
- formula: 2d8+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: cold
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Devastating Blast
- action_cost: Two Actions
- traits:
- - arcane
- - cold
- - evocation
- description: 6d12 cold, DC 29
- raw_description: '**Devastating Blast** [Two Actions] (__arcane__, __cold__, __evocation__) 6d12 cold, DC 29'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Graveknight's Curse
- action_cost: None
- traits:
- description: DC 33
- raw_description: "**Graveknight's Curse** DC 33"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Phantom Mount
- action_cost: Three Actions
- traits:
- - arcane
- - conjuration
- description: HP 58; AC 27, Fort +17, Ref +15, Will +14.
- raw_description: '**Phantom Mount** [Three Actions] (__arcane__, __conjuration__) HP 58; AC 27, Fort +17, Ref +15, Will +14.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Weapon Master
- action_cost: None
- traits:
- description:
- raw_description: '**Weapon Master**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Graveshell
- source:
- - abbr: 'Pathfinder #145: Hellknight Hill'
- page_start: 89
- page_stop:
- description: >-
- The graveshell is a dangerous predator that draws scavengers and explorers into its grasp using a morbid lure: the corpse of a former victim impaled upon the spikes that protrude from its large, turtle-like shell. Aside from its shell, the monster resembles no known animal. Small but bright yellow eyes watch from the sagging flesh of its head, the most prominent feature of which is a curiously shaped, toothy maw twisted into a perpetual grin. Its stubby arms and legs are impractical for both walking and swimming, though the algae-caked claws tipping each limb are deadly weapons.
-
-
-
-
- Graveshells are intelligent—a fact that surprises many who encounter them—and surrender rather than fight to the death. These monsters have little to offer in exchange for their lives, though the waterlogged treasures on their collection of corpses may entice opportunists.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 17
- level: 1
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Beast
- senses:
- - Perception +4
- - darkvision
- - wavesense (imprecise) 30 feet
- languages:
- - Common
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 4
- misc:
- perception: 4
- ability_mods:
- str_mod: 3
- dex_mod: -1
- con_mod: 3
- int_mod: -3
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- - name: Corpse Disguise
- action_cost: None
- traits:
- - exploration
- description: The graveshell conceals its true nature over the course of a few minutes by impaling a corpse (typically humanoid) on its spiky shell before partially submerging itself in water. It has an automatic result of 22 on Deception checks and DCs to pass as a corpse floating in the water.
- raw_description: '**Corpse Disguise** (__exploration__) The graveshell conceals its true nature over the course of a few minutes by impaling a corpse (typically humanoid) on its spiky shell before partially submerging itself in water. It has an automatic result of 22 on Deception checks and DCs to pass as a corpse floating in the water.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 17
- ac_special:
- - descr: 19 while withdrawn into its shell
- saves:
- fort: 8
- fort_misc:
- ref: 2
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Shell Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shell Block** [Reaction] **Trigger** The graveshell takes damage from a physical attack while withdrawn into its shell (see Shell Game below). **Effect** The graveshell reduces the damage from the attack by an amount equal to its shell's Hardness. A graveshell's shell has a Hardness of 6, 10 Hit Points, and a Broken Threshold of 5. If its shell is broken, the graveshell can't attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell's AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week."
- generic_description:
- frequency:
- trigger: The graveshell takes damage from a physical attack while withdrawn into its shell (see Shell Game below).
- effect: The graveshell reduces the damage from the attack by an amount equal to its shell's Hardness. A graveshell's shell has a Hardness of 6, 10 Hit Points, and a Broken Threshold of 5. If its shell is broken, the graveshell can't attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell's AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 8
- traits:
- - agile
- damage:
- formula: 1d4+3
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: shell spikes
- to_hit: 8
- traits:
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: The graveshell can hold its breath for 200 rounds (20 minutes).
- raw_description: '**Deep Breath** The graveshell can hold its breath for 200 rounds (20 minutes).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shell Game
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Shell Game** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gray Ooze
- source:
- - abbr: Bestiary 2
- page_start: 194
- page_stop:
- description: >-
- These dangerous oozes are the bane of any who travel through swamps, marshes, or damp caves. Easily masquerading as pools of clear water or patches of wet stone, gray oozes lie in wait for unwary victims to reach down for a drink or step into what appears to be a puddle, then lash out with whiplike pseudopods to ensnare and consume their hapless prey.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Mindless
- - Ooze
- senses:
- - Perception +8
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 10
- misc: +12 in moist environments
- perception: 8
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A gray ooze can sense nearby creatures through vibration and air or water movement.
- raw_description: '**Motion Sense** A gray ooze can sense nearby creatures through vibration and air or water movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Puddled Ambush
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Puddled Ambush [Reaction]** **Trigger** A creature enters a space occupied by a gray ooze; **Requirements** Initiative has not yet been rolled; **Effect** The gray ooze automatically notices the creature, then makes a pseudopod Strike against one creature adjacent to itself before rolling initiative.'
- generic_description:
- frequency:
- trigger: A creature enters a space occupied by a gray ooze
- effect: Initiative has not yet been rolled
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 14
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 10
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- - acid
- - critical hits
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- - amount: 5
- type: slashing
- - amount: 5
- type: piercing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 13
- traits:
- - agile
- damage:
- formula: 1d6+5
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: acid and Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d6 bludgeoning plus 1d6 acid, DC 21
- raw_description: '**__Constrict__** 1d6 bludgeoning plus 1d6 acid, DC 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Gray Ooze Acid
- action_cost: None
- traits:
- description: A gray ooze's acid damages only metal and organic materials, not stone.
- raw_description: "**Gray Ooze Acid** A gray ooze's acid damages only metal and organic materials, not stone."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Great Cyclops
- source:
- - abbr: Bestiary
- page_start: 69
- page_stop:
- description: >-
- Gigantic, dim-witted loners, the great cyclopes embody their lesser kin writ large. They are both stronger and more violent, but their uncontrolled vision into possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury, and out of a desperate desire for peace, quiet, and an end to their hunger, they lash out at all who come near. Wise creatures avoid great cyclopes at all cost.
-
-
-
-
- Debate has long raged over the origins of these massive, destructive giants. They are so large that it had long been assumed they were used as beasts of burden by their lesser kin, but they are now free to hunt and kill without restraint. Other scholars believe the great cyclops is the ultimate fate of the entire cyclops species. Whatever foolish decision or wayward curse caused the end of their civilization is still playing out, occasionally causing a cyclops to withdraw from its own kind, lose all semblance of intellect, and mutate into a lumbering, feral colossus. It is fortunate indeed that the great cyclops prefers to dwell far from humanoid settlements, because its immeasurable bloodlust inspires it to destroy virtually anything that moves, from dinosaurs and other monsters to the occasional explorer or soon-to-be-lost caravan.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32
- level: 12
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Uncommon
- - CE
- - Huge
- - Giant
- - Humanoid
- - Mutant
- senses:
- - Perception +22
- - low-light vision
- languages:
- - Common
- - Cyclops
- - Jotun
- skills:
- - name: 'any one Lore '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Survival '
- bonus: 22
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 1
- con_mod: 6
- int_mod: -2
- wis_mod: 4
- cha_mod: -1
- sense_abilities:
- items:
- - greatclub
- - hide armor
- ac: 32
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 19
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 235
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Catch Rock** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flash of Brutality
- action_cost: Free Action
- traits:
- - divination
- - fortune
- - occult
- description:
- raw_description: '**Flash of Brutality** [Free Action] (__divination__, __fortune__, __occult__) **Frequency** once per day, and recharges when the great cyclops uses Ferocity; **Trigger** The great cyclops succeeds at an attack roll. **Effect** The attack becomes a critical success.'
- generic_description:
- frequency: once per day, and recharges when the great cyclops uses Ferocity
- trigger: The great cyclops succeeds at an attack roll.
- effect: The attack becomes a critical success.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: greatclub
- to_hit: 25
- traits:
- - backswing
- - reach 15 feet
- - shove
- damage:
- formula: 3d10+13
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 25
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 25
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 3d4+13
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 23
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 4d6+7
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Powerful Charge
- action_cost: Two Actions
- traits:
- 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 to 3d10+20.
- raw_description: "**Powerful Charge** [Two Actions] 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 to 3d10+20."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Great White Shark
- source:
- - abbr: Bestiary
- page_start: 291
- page_stop:
- description: >-
- An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- - Aquatic
- senses:
- - Perception +11
- - blood scent
- - scent (imprecise) 100 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- - name: 'Survival '
- bonus: 9
- misc:
- perception: 11
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: -4
- wis_mod: 1
- cha_mod: -4
- sense_abilities:
- - name: Blood Scent
- action_cost: None
- traits:
- description: The shark can smell blood in the water from up to 1 mile away.
- raw_description: '**Blood Scent** The shark can smell blood in the water from up to 1 mile away.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 10
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 1d12+8
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breach
- action_cost: Two Actions
- traits:
- 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 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.
- raw_description: "**Breach** [Two Actions] 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 30 feet of the water's surface). After the Strike, the shark splashes back down into the water."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Savage
- action_cost: One Action
- traits:
- description:
- raw_description: '**Savage** **Requirement** The shark hit with a jaws Strike on its most recent action this turn. **Effect** The creature the shark hit takes 1d12 slashing damage.'
- generic_description:
- frequency:
- trigger:
- effect: The shark hit with a jaws Strike on its most recent action this turn.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Strafing Chomp
- action_cost: One Action
- traits:
- description: The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.
- raw_description: '**Strafing Chomp** The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Greater Barghest
- source:
- - abbr: Bestiary
- page_start: 37
- page_stop:
- 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 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 of gluttons, hunters of humanity, and tyrants of goblinoid tribes. More than a few grow accustomed to such lives on the Material Plane and wholly abandon the end goal of returning to the Abyss, despite the fact that those who do make such a return home often grow even more powerful over time, gaining eerie new abilities and qualities absorbed from the raw chaos of the Abyss itself.
-
-
-
-
- In addition to greater barghests being more powerful than typical barghests, the process of transforming into a greater barghest results in hideous mutations that often grant deadly abilities. Some barghests grow large bat-like wings upon their transformation. Others develop toxic breath or vestigial limbs. The options detailed in the stats below represent only the tip of the proverbial iceberg for barghest mutations—feel free to use these as inspiration for coming up with new mutations of your own design.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Fiend
- - Mutant
- senses:
- - Perception +16
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Abyssal
- - Common
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Diplomacy '
- bonus: 14
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- - name: 'Survival '
- bonus: 14
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: 3
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 15
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 105
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: fire
- - amount: 10
- type: physical (except magical)
- weaknesses:
- - amount: 5
- type: good
- - amount: 5
- type: lawful
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d10+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 2d8+6
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: blink
- frequency: at will
- requirement:
- - name: confusion
- frequency:
- requirement:
- - name: dimension door
- frequency:
- requirement:
- - name: enlarge
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: levitate
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form.
- raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mutations
- action_cost: None
- traits:
- description: The process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. A greater barghest has one mutation, typically chosen from the following options.
- raw_description: "**Mutations** The process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. A greater barghest has one mutation, typically chosen from the following options. \n\n * **Fangs** (__poison__) The barghest grows elongated fangs that seep poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison damage.\n\n * **Toxic Breath** (__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.\n\n * **Vestigial Arm Strike** [Free Action] **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 attack penalty, nor does that penalty apply on the attack.\n\n * **Wings** The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Fangs
- action_cost: None
- traits:
- - poison
- description: The barghest grows elongated fangs that seep poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison damage.
- raw_description: '**Fangs** (__poison__) The barghest grows elongated fangs that seep poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Toxic Breath
- action_cost: Two Actions
- traits:
- - divine
- - evocation
- - poison
- description: 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.
- raw_description: "**Toxic Breath** [Two Actions] (__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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vestigial Arm Strike
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Vestigial Arm Strike** [Free Action] **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 attack penalty, nor does that penalty apply on the attack."
- generic_description:
- 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 attack penalty, nor does that penalty apply on the attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wings
- action_cost: None
- traits:
- description: The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet.
- raw_description: '**Wings** The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Greater Nightmare
- source:
- - abbr: Bestiary
- page_start: 244
- page_stop:
- description: >-
- The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 28
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: NE
- size: Huge
- traits:
- - NE
- - Huge
- - Beast
- - Fiend
- senses:
- - Perception +22
- - darkvision
- languages:
- - Abyssal
- - Daemonic
- - Infernal
- skills:
- - name: 'Acrobatics '
- bonus: 23
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Survival '
- bonus: 20
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 5
- int_mod: 2
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- - name: Smoke
- action_cost: None
- traits:
- - aura
- description: 20 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 28 Fortitude 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.
- raw_description: "**Smoke** (__aura__) 20 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 28 Fortitude 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 24
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 200
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 60
- type: Land
- - amount: 120
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 24
- traits:
- - evil
- - magical
- damage:
- formula: 2d10+11
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: hoof
- to_hit: 24
- traits:
- - agile
- - evil
- - fire
- - magical
- damage:
- formula: 1d8+11
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: evil and 2d8 fire
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 30
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: ethereal jaunt
- frequency: self and rider only
- requirement:
- - name: plane shift
- frequency: self and rider only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Flaming Gallop
- action_cost: Two Actions
- traits:
- - fire
- 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 greater nightmare moves adjacent to during its gallop.
- raw_description: "**Flaming Gallop** [Two Actions] (__fire__) 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 greater nightmare moves adjacent to during its gallop."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, hoof, DC 30
- raw_description: '**Trample** [Three Actions] Large or smaller, hoof, DC 30'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Greater Shadow
- source:
- - abbr: Bestiary
- page_start: 289
- page_stop:
- description: >-
- Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Incorporeal
- - Undead
- senses:
- - Perception +14
- - darkvision
- languages:
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- perception: 14
- ability_mods:
- str_mod: -5
- dex_mod: 5
- con_mod: 0
- int_mod: 0
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 18
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 10
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance against non-magical)
- weaknesses:
- - amount:
- type: light vulnerability
- automatic_abilities:
- - name: Light Vulnerability
- action_cost: None
- traits:
- description: An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow.
- raw_description: '**Light Vulnerability** An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: shadow hand
- to_hit: 18
- traits:
- - finesse
- - magical
- damage:
- formula: 2d10+6
- type: negative
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Shadow Spawn
- action_cost: None
- traits:
- 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 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.
- raw_description: "**Shadow Spawn** 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slink in Shadows
- action_cost: None
- traits:
- description: The greater shadow can Hide or end its Sneak in a creature's or object's shadow.
- raw_description: "**Slink in Shadows** The greater shadow can Hide or end its Sneak in a creature's or object's shadow."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Steal Shadow
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description:
- raw_description: "**Steal Shadow** (__divine__, __necromancy__) **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 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). __Enfeebled__ from Steal Shadow decreases by 1 every hour."
- generic_description:
- frequency:
- trigger:
- effect: The greater shadow hit a living creature with a shadow hand Strike on its previous action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Green Hag
- source:
- - abbr: Bestiary
- page_start: 201
- page_stop:
- 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 by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Hag
- - Humanoid
- senses:
- - Perception +10
- - darkvision
- languages:
- - Aklo
- - Common
- - Jotun
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Deception '
- bonus: 10
- misc:
- - name: 'Nature '
- bonus: 8
- misc:
- - name: 'Occultism '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 10
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 3
- int_mod: 2
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- - name: Coven
- action_cost: None
- traits:
- description: A green hag adds __entangle__, __outcast's curse__, and __wall of thorns__ to her coven's spells.
- raw_description: "**Coven** A green hag adds __entangle__, __outcast's curse__, and __wall of thorns__ to her coven's spells."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 11
- ref_misc:
- will: 12
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 70
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- - name: Sound Imitation
- action_cost: None
- traits:
- description: A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check.
- raw_description: '**Sound Imitation** A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- - magical
- damage:
- formula: 1d10+5
- type: slashing
- plus_damage:
- - formula:
- type: enfeebling humors
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 20
- to_hit: 14
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will
- requirement:
- - name: tree shape
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: acid splash
- frequency:
- requirement:
- - name: dancing lights
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: water breathing
- frequency:
- requirement:
- - level: -1
- heightened_level: 1
- spells:
- - name: pass without trace
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Betraying Touch
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Betraying Touch** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- 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, but might change the damage type her Strikes deal (typically to bludgeoning).
- raw_description: "**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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, but might change the damage type her Strikes deal (typically to bludgeoning)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Enfeebling Humors
- action_cost: None
- traits:
- - necromancy
- - occult
- 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.
- raw_description: "**Enfeebling Humors** (__necromancy__, __occult__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Exhale Miasma
- action_cost: Two Actions
- traits:
- - necromancy
- - occult
- 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.
- raw_description: "**Exhale Miasma** [Two Actions] (__necromancy__, __occult__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grendel
- source:
- - abbr: Bestiary 2
- page_start: 136
- page_stop:
- description: >-
- This reaver of the cold marsh is not just a monster; he is a force of nature. Where there is peace and prosperity in the world, Grendel strikes, eager to prove that tranquility is transitory and death is the only constant. He stalks the edge of his fens, seeking settlements where joy holds sway. He strikes under cover of night, primarily targeting celebrations or festivals. The more happiness or joy he can extinguish, the better.
-
-
-
-
- Although Grendel is a unique creature, killing him won't save the world from his ravages for long. Once Grendel's mother instinctively feels the pain of her violent son's death, she soon births a replacement. The new Grendel seems to avoid the sites his elder brothers terrorized, as if he instinctively knows that such a place hosts heroes powerful enough to defeat him.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 49
- level: 19
- rarity: Rare
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Rare
- - CE
- - Large
- - Humanoid
- senses:
- - Perception +35
- - darkvision
- - keen hearing 120 feet
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 34
- misc:
- - name: 'Athletics '
- bonus: 39
- misc:
- - name: 'Intimidation '
- bonus: 34
- misc:
- - name: 'Stealth '
- bonus: 34
- misc:
- - name: 'Survival '
- bonus: 33
- misc:
- perception: 35
- ability_mods:
- str_mod: 10
- dex_mod: 5
- con_mod: 7
- int_mod: 0
- wis_mod: 6
- cha_mod: 5
- sense_abilities:
- - name: Keen Hearing
- action_cost: None
- traits:
- description: Grendel's hearing is a precise sense to a range of 120 feet.
- raw_description: "**Keen Hearing** Grendel's hearing is a precise sense to a range of 120 feet."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 44
- ac_special:
- saves:
- fort: 36
- fort_misc:
- ref: 32
- ref_misc:
- will: 31
- will_misc:
- misc:
- hp: 360
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: all (except unarmed attacks)
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 60 feet, DC 38.
- raw_description: >-
- **Frightful Presence** 60 feet, DC 38. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Grendel gains an extra reaction at the start of each of his turns that he can use only to make an Attack of Opportunity with his claw. He can't use more than one Attack of Opportunity triggered by the same action.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Unstoppable
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Unstoppable [Reaction]** **Trigger** Grendel would take __persistent damage__ or gain one of the following conditions: __blinded__, __clumsy__, __confused__, __controlled__, __dazzled__, __deafened__, __doomed__, __drained__, __enfeebled__, __fascinated__, __fatigued__, __fleeing__, __frightened__, __paralyzed__, __petrified__, __sickened__, __slowed__, __stunned__, or __stupefied__; **Effect** The persistent damage or condition from the triggering effect doesn't affect Grendel."
- generic_description:
- frequency:
- trigger: 'Grendel would take __persistent damage__ or gain one of the following conditions: __blinded__, __clumsy__, __confused__, __controlled__, __dazzled__, __deafened__, __doomed__, __drained__, __enfeebled__, __fascinated__, __fatigued__, __fleeing__, __frightened__, __paralyzed__, __petrified__, __sickened__, __slowed__, __stunned__, or __stupefied__'
- effect: The persistent damage or condition from the triggering effect doesn't affect Grendel.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 37
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 4d8+18
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: jaws
- to_hit: 37
- traits:
- - magical
- - reach 10 feet
- - versatile B
- damage:
- formula: 4d10+18
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 37
- traits:
- - brutal
- - range increment 150 feet
- damage:
- formula: 2d12+18
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Hands of the Murderer
- action_cost: None
- traits:
- description: Grendel's fist Strikes deal 18 bludgeoning damage on a failure (but no damage on a critical failure).
- raw_description: "**Hands of the Murderer** Grendel's fist Strikes deal 18 bludgeoning damage on a failure (but no damage on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tooth Grind
- action_cost: One Action
- traits:
- description:
- raw_description: "**Tooth Grind** **Requirements** Grendel is grabbing a creature; **Effect** Grendel makes a bludgeoning jaws Strike against the creature he's grabbing. On a hit, the creature also takes 2d6 __persistent bleed damage__ and becomes __wounded 1__, or increases its wounded value by 1 if already wounded. On a critical hit, the creature instead becomes wounded 2, or increases its wounded value by 2 if already wounded. If a creature dies from Tooth Grind, Grendel regains 40 HP; this is a __healing__ effect."
- generic_description:
- frequency:
- trigger:
- effect: Grendel is grabbing a creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**__Throw Rock__** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Griffon
- source:
- - abbr: Bestiary
- page_start: 194
- page_stop:
- description: >-
- Griffons are regal beasts revered as symbols of freedom and strength 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 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 owl—though this is not always the case. Some griffons lack wings altogether. These wingless griffons, known as alces, result from a rare mutation. Among a clutch of other griffons, the alce is typically considered the runt, so few of these offshoots survive their fledgling stage. Those alces that do make it to adulthood tend to be tougher, more violent, and more aloof than most griffons.
-
-
-
-
- Wild griffons rely on their powerful wings to hold them aloft and their keen eyesight to spy out prey. The speed with which they plunge toward the ground and grab up their victims is shocking. They may tear open victim's flesh with their razor-sharp beaks, but usually just take their prey to a high, secluded location where they can enjoy their feast without interruptions. On the ground, they take cover and leap out to ambush prey, then fly off with their prize. The exception to this is when a griffon is hunting to feed its offspring, in which case it will almost never purposefully bring a living creature back to its nest for fear of endangering its chicks.
-
-
-
-
- Skilled animal trainers long ago learned how to raise griffons as mounts for military forces or powerful individuals. Such mounts are known for their strength, bravery, and unfailing loyalty. They are among the smartest of animals and possess a wisdom not normally afforded most animals; it is thought that a griffon chooses its rider as much as a rider chooses the griffon. The process of training a griffon to accept and carry a rider in flight is a long and expensive ordeal. Griffon trainers charge rich sums for their services, and a ruler who can boast of owning a stable of griffons is the subject of great respect and envy.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +11
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Survival '
- bonus: 9
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 3
- int_mod: -4
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 13
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 14
- traits:
- - deadly 1d10
- damage:
- formula: 2d8+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: talon
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 2d6+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 14
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Flying Strafe
- action_cost: Two Actions
- traits:
- description: The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.
- raw_description: '**Flying Strafe** [Two Actions] The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack.
- raw_description: '**Pounce** The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grig
- source:
- - abbr: Bestiary
- page_start: 308
- page_stop:
- description: >-
- Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CN
- size: Tiny
- traits:
- - CN
- - Tiny
- - Fey
- - Sprite
- senses:
- - Perception +7
- - low-light vision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 2
- misc: 6 to High Jump or Long Jump
- - name: 'Performance '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: -2
- dex_mod: 4
- con_mod: 1
- int_mod: 0
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 9
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 1d4-2
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dissonant note
- to_hit: 9
- traits:
- - evocation
- - magical
- - range 30 feet
- - sonic
- damage:
- formula: 1d8
- type: sonic
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 18
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: glitterdust
- frequency:
- requirement:
- - name: invisibility
- frequency: self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: illusory disguise
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: ghost sound
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Fiddle
- action_cost: One Action
- traits:
- - auditory
- - emotion
- - enchantment
- - mental
- - primal
- description: A grig can rub its legs together to create a catchy fiddling tune that compels others within 30 feet to dance about, with varying effects depending on a DC 18 Will save. A listener is temporarily immune for 10 minutes on a success, but otherwise, if the grig continues to Fiddle each round, the creature receives no additional saves.
- raw_description: '**Fiddle** (__auditory__, __emotion__, __enchantment__, __mental__, __primal__) A grig can rub its legs together to create a catchy fiddling tune that compels others within 30 feet to dance about, with varying effects depending on a DC 18 Will save. A listener is temporarily immune for 10 minutes on a success, but otherwise, if the grig continues to Fiddle each round, the creature receives no additional saves.**Success** No effect.**Failure** Flat-footed and -10-foot status penalty to Speeds.**Critical Failure** As failure, and also slowed 1.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: No effect.Failure Flat-footed and -10-foot status penalty to Speeds.Critical Failure As failure, and also slowed 1.
- failure: Flat-footed and -10-foot status penalty to Speeds.Critical Failure As failure, and also slowed 1.
- critical_failure: As failure, and also slowed 1.
- full_description:
-- name: Grikkitog
- source:
- - abbr: Bestiary
- page_start: 195
- page_stop:
- 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 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 for the perfect handhold.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: NE
- size: Huge
- traits:
- - NE
- - Huge
- - Aberration
- - Earth
- senses:
- - Perception +29
- - darkvision
- - manifold vision
- - tremorsense (imprecise) 30 feet
- languages:
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 28
- misc:
- - name: 'Deception '
- bonus: 27
- misc: +31 to imitate stone
- - name: 'Survival '
- bonus: 25
- misc:
- perception: 29
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 5
- int_mod: 2
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- - name: Implant Core
- action_cost: Three Actions
- traits:
- - manipulate
- description: The 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 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 while implanted.
- raw_description: "**Implant Core** [Three Actions] (__manipulate__) The 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 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 while implanted."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Manifold Vision
- action_cost: None
- traits:
- description: 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 vision.
- raw_description: '**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 vision.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 23
- ref_misc:
- will: 24
- will_misc:
- misc:
- hp: 200
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Infestation Aura
- action_cost: None
- traits:
- - aura
- - earth
- - occult
- description: 120 feet. While its core is implanted, a grikkitog infests all earth and stone within 120 feet, as long as there is a contiguous physical connection between the earth, including stone objects touching on the ground. This effect spreads even if the grikkitog does not have line of effect, though it can affect earth or stone on the surface and exposed to the air only if at least part of its core is exposed as well. Within the aura, it can grow maws and eyes everywhere. It can make jaws attacks against any creature, originating from any earth or stone in the aura adjacent to that creature. Determine cover from the origin point of the attack, not from the grikkitog's core.
- raw_description: "**Infestation Aura** (__aura__, __earth__, __occult__) 120 feet. While its core is implanted, a grikkitog infests all earth and stone within 120 feet, as long as there is a contiguous physical connection between the earth, including stone objects touching on the ground. This effect spreads even if the grikkitog does not have line of effect, though it can affect earth or stone on the surface and exposed to the air only if at least part of its core is exposed as well. Within the aura, it can grow maws and eyes everywhere. It can make jaws attacks against any creature, originating from any earth or stone in the aura adjacent to that creature. Determine cover from the origin point of the attack, not from the grikkitog's core."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 29
- traits:
- - magical
- damage:
- formula: 3d12+14
- type: piercing
- plus_damage:
- - formula:
- type: barbed maw
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Barbed Maw
- action_cost: None
- traits:
- description: Upon Striking a creature with its jaws, the grikkitog can extend its barbed teeth, immobilizing the target unless it succeeds at a DC 34 Reflex save. While __immobilized__, the victim takes 3d8 persistent bleed damage and the grikkitog feeds upon its flesh. The creature is immobilized until the grikkitog ends the effect as a free action or the target succeeds at a DC 38 check to Escape. The grikkitog can immobilize any number of creatures with these maws.
- raw_description: '**Barbed Maw** Upon Striking a creature with its jaws, the grikkitog can extend its barbed teeth, immobilizing the target unless it succeeds at a DC 34 Reflex save. While __immobilized__, the victim takes 3d8 persistent bleed damage and the grikkitog feeds upon its flesh. The creature is immobilized until the grikkitog ends the effect as a free action or the target succeeds at a DC 38 check to Escape. The grikkitog can immobilize any number of creatures with these maws.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Earth Glide
- action_cost: None
- traits:
- description: The grikkitog can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** The grikkitog can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grim Reaper
- source:
- - abbr: Bestiary
- page_start: 196
- page_stop:
- description: >-
- The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down and finishes creatures that have evaded death for far too long. Sometimes the Grim Reaper comes without warning, while at others it comes to finish the work that other creatures could not. The Grim Reaper serves no god, fiend, or aeon. It is both despised and feared by psychopomps and celestials, but few—if any—dare to stand in its way. Like some eternal plague, it kills those who try to cure the multiverse of its presence. It stands alone and holds only its own council, and the pleading and reasoning of mortals and immortals alike fall on deaf ears once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal ears and inscrutable to the mortal mind, but no matter the reason, the result is unyielding and final.
-
-
-
-
- While some legends hold that the Grim Reaper appears before everyone as they die, the truth is quite a bit more disturbing. Such vigils in fact lie within the providence of the psychopomps, a race of immortals charged with the protection and guidance of mortal souls through the afterlife. The Grim Reaper has little interest in protecting souls or guiding them. It is instead compelled by sinister agendas arising within the nighted realm of Abaddon, where the Horsemen of the Apocalypse rule. Indeed there are many similarities in shape and form between the Grim Reaper and Charon, the Horseman of Death, but no recorded instance exists of these two powerful entities working together. Instead, the Grim Reaper serves as something of a manifestation of Abaddon itself, and in this regard is believed by some to be an incarnation of the mysterious First Horseman. When the Grim Reaper comes to a world, it does so not as an angel of mercy, but as a relentless harvester of life. Those who fall to the Grim Reaper were not destined to die as much as they were selected, hunted, and murdered.
-
-
-
-
- Perhaps the most frightening legends surrounding the Grim Reaper concern its nature as a singular entity, for some believe that more than one grim reaper exists in the Great Beyond. These whispers tell of a cabal of at least nine of these creatures that stalk reality, culling the living as inexplicable servants of true entropy. According to the teaching of some death cults, the final goal of the Grim Reaper is to end the entire cycle of life and death and serve as a silent lord of an empty universe.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 52
- level: 21
- rarity: Rare
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Rare
- - NE
- - Medium
- - Undead
- senses:
- - Perception +41
- - darkvision
- - see invisibility
- - status sight
- - true seeing
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 43
- misc:
- - name: 'Athletics '
- bonus: 38
- misc:
- - name: 'Deception '
- bonus: 40
- misc:
- - name: 'Intimidation '
- bonus: 43
- misc:
- - name: 'Religion '
- bonus: 39
- misc:
- - name: 'Society '
- bonus: 36
- misc:
- - name: 'Stealth '
- bonus: 43
- misc:
- perception: 41
- ability_mods:
- str_mod: 8
- dex_mod: 10
- con_mod: 8
- int_mod: 5
- wis_mod: 7
- cha_mod: 8
- sense_abilities:
- - name: Death's Grace
- action_cost: None
- traits:
- description: The grim reaper can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the grim reaper still never counts as a living creature.
- raw_description: "**Death's Grace** The grim reaper can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the grim reaper still never counts as a living creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Status Sight
- action_cost: None
- traits:
- description: >+
- The grim reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see.
-
- raw_description: >+
- **Status Sight** The grim reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - scythe
- ac: 47
- ac_special:
- saves:
- fort: 37
- fort_misc:
- ref: 41
- ref_misc:
- will: 38
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 320
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 15
- type: all damage
- weaknesses:
- automatic_abilities:
- - name: Aura of Misfortune
- action_cost: None
- traits:
- - aura
- - divination
- - divine
- - misfortune
- description: 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result.
- raw_description: '**Aura of Misfortune** (__aura__, __divination__, __divine__, __misfortune__) 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Negative Healing
- action_cost: None
- traits:
- description: The grim reaper can choose whether or not it takes positive damage.
- raw_description: '**Negative Healing** The grim reaper can choose whether or not it takes positive damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lurking Death
- action_cost: Reaction
- traits:
- - teleportation
- description:
- raw_description: '**Lurking Death** [Reaction] (__teleportation__); **Trigger** A creature within 100 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. **Effect** The grim reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the grim reaper disrupts the triggering action.'
- generic_description:
- frequency:
- trigger: A creature within 100 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait.
- effect: The grim reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the grim reaper disrupts the triggering action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 75
- type: fly
- melee:
- - action_cost: One Action
- name: keen scythe
- to_hit: 40
- traits:
- - agile
- - deadly 3d10
- - magical
- - reach 10 feet
- - trip
- damage:
- formula: 4d10+23
- type: slashing
- plus_damage:
- - formula:
- type: death strike and energy drain
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 47
- to_hit: 37
- misc: ''
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: finger of death
- frequency: x4
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- - level: -1
- heightened_level: 3
- spells:
- - name: haste
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Death Strike
- action_cost: None
- traits:
- - death
- 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.
- raw_description: "**Death Strike** (__death__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Energy Drain
- action_cost: None
- traits:
- description: When the grim reaper hits and deals damage with its scythe, it regains 20 Hit Points, and the target must succeed at a DC 43 Fortitude save or become __doomed 1__. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 3).
- raw_description: '**Energy Drain** When the grim reaper hits and deals damage with its scythe, it regains 20 Hit Points, and the target must succeed at a DC 43 Fortitude save or become __doomed 1__. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 3).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Final Death
- action_cost: None
- traits:
- description: A creature killed by the grim reaper can't be brought back to life by any means short of divine intervention.
- raw_description: "**Final Death** A creature killed by the grim reaper can't be brought back to life by any means short of divine intervention."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infuse Weapon
- action_cost: None
- traits:
- - divine
- - evocation
- 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.
- raw_description: "**Infuse Weapon** (__divine__, __evocation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grimstalker
- source:
- - abbr: Bestiary 2
- page_start: 137
- page_stop:
- description: >-
- These violently murderous fey have one purpose: to stealthily hunt down and slay humanoids brazen enough to dare set foot in the wilderness. Though they prefer to hunt from the shadows, grimstalkers do not fear taking their grisly work to the very edges of civilization. This boldness serves as a reminder that nature can be cruel, capricious, and owes no debt to humanity. Grimstalkers are happy to perform nature's dirty work and particularly enjoy targeting loggers, hunters, and explorers, regardless of whether they respect the natural setting they work or travel within.
-
-
-
-
- Grimstalkers are gaunt and hairless, and their mottled, green and brown flesh gives them the appearance of moss-draped bark. When damaged, they bleed a thick, sap-like blood. They mark their territories by lopping off the heads of their victims and stringing them up in the surrounding trees, a practice that often lures dangerous scavengers into their lands. Carnivorous and thorny plants are often found in wilds where grimstalkers dwell, filling roles that pets might in human society, though grimstalkers tend to treat these "pets" poorly at best.
-
-
-
-
- There are few accounts of grimstalkers working with other fey—for the most part, grimstalkers see their kin from the First World as cowards or weaklings, or perhaps both. Even notoriously violent fey such as redcaps shy from them, as grimstalkers consider their own kind the only company worth keeping.
-
-
-
-
- Grimstalkers hunt in small bands, using stealth to approach their targets. They surround enemies first, then work to unnerve them by knocking on trees or howling out threats in Aklo to distract and panic their quarry. Of course, a band of grimstalkers won't stay together for long, quickly succumbing to bickering and infighting. These violent arguments are common pastimes among grimstalkers, often ending with each grimstalker going its own way. Not even the presence of more powerful fey or commanding creatures can keep grimstalkers from their predisposed bickering. Some scholars theorize that this quality speaks to an ancient curse that once afflicted fey who were judged too cantankerous, but in truth, it's just part of what makes a grimstalker what it is: ill-tempered, confrontational, and bitter.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Fey
- senses:
- - Perception +12
- - low-light vision
- languages:
- - Aklo
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 13
- misc:
- - name: 'Nature '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 12
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 2
- int_mod: 2
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- - name: Camouflage
- action_cost: None
- traits:
- description: A grimstalker can __Hide__ in natural environments, even if it doesn't have cover.
- raw_description: "**Camouflage** A grimstalker can __Hide__ in natural environments, even if it doesn't have cover."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 15
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: climb
- - amount:
- type: woodland stride
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- damage:
- formula: 2d6+7
- type: slashing
- plus_damage:
- - formula:
- type: grimstalker sap
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 22
- to_hit: 14
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: earthbind
- frequency:
- requirement:
- - name: wall of thorns
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: entangle
- frequency:
- requirement:
- - name: pass without trace
- frequency:
- requirement:
- - name: tree shape
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: tanglefoot
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Grimstalker Sap
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __clumsy 1__ (1 round), **Stage 3** 2d6 poison damage and clumsy 2 (1 round)'
- raw_description: '**Grimstalker Sap** (__poison__) **Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __clumsy 1__ (1 round), **Stage 3** 2d6 poison damage and clumsy 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Woodland Stride
- action_cost: None
- traits:
- description: A grimstalker can always find a path, almost as if foliage parts before it. A grimstalker ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede its progress.
- raw_description: "**Woodland Stride** A grimstalker can always find a path, almost as if foliage parts before it. A grimstalker ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede its progress."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grindylow
- source:
- - abbr: Bestiary 2
- page_start: 138
- page_stop:
- description: >-
- The top half of a grindylow looks vaguely like that of a goblin, but from the waist down, their bodies split into a tangle of suckered, wriggling tentacles. They dwell mostly in shallow waters both fresh and briny, including lakes, rivers, coastal regions, and near coral reefs. Grindylows generally organize into schools ranging from a few individuals to a few hundred. Smaller schools can sometimes be brought under the leadership of a powerful aquatic creature, though such alliances last only until the school faces a major setback, at which point the surviving grindylows scatter and form smaller schools of their own.
-
-
-
-
- Grindylows aren't territorial, but they are pragmatic; while they rarely build permanent structures, they will adopt a good hunting ground for generations until driven away by predators. They often lair in mobile shelters, such as a sargasso of seaweed or the hull of an abandoned ship. They are skilled scavengers and hunters that eat anything they can sink their teeth into.
-
-
-
-
- Grindylows respect the power of bigger sea predators but have a special hatred for squids (or anything they believe looks like a squid). Sailors plying grindylow-infested waters often paint the images of squids on the bottoms of their hulls in hopes of warding the little terrors off. While this can keep smaller schools at bay, it can also backfire, potentially inciting larger groups to gather for a coordinated attack; this becomes especially more likely if the ship's route becomes predictable. This hatred of squids does not extend to other tentacled creatures; grindylows consider octopuses to be the epitome of grace and power.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Aberration
- - Amphibious
- senses:
- - Perception +5
- - darkvision
- languages:
- - Aquan
- skills:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 5
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 2
- int_mod: -1
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- - spear
- ac: 15
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 14
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: A grindylow gains 1 extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with a tentacle. It can't use more than one Attack of Opportunity triggered by the same choice.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 7
- traits:
- - finesse
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tentacle
- to_hit: 7
- traits:
- - agile
- - finesse
- - trip
- damage:
- formula: 1d4+1
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: spear
- to_hit: 5
- traits:
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spear
- to_hit: 7
- traits:
- - thrown 20 feet
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Clinging Suckers
- action_cost: None
- traits:
- description: When a grindylow __Grabs__ a creature larger than itself, it attaches to that creature. The __grabbed__ creature is not __immobilized__, but if it moves, the grindylow moves with it. If the creature is Medium or smaller, it takes a -5-foot status penalty to its Speeds while the grindylow is attached. The grindylow is flat-footed while it is attached to a creature.
- raw_description: '**Clinging Suckers** When a grindylow __Grabs__ a creature larger than itself, it attaches to that creature. The __grabbed__ creature is not __immobilized__, but if it moves, the grindylow moves with it. If the creature is Medium or smaller, it takes a -5-foot status penalty to its Speeds while the grindylow is attached. The grindylow is flat-footed while it is attached to a creature.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jet
- action_cost: Two Actions
- traits:
- - move
- description: The grindylow moves up to 60 feet in a straight line through the water without triggering reactions.
- raw_description: '**Jet** [Two Actions] (__move__) The grindylow moves up to 60 feet in a straight line through the water without triggering reactions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grippli Archer
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 87
- page_stop:
- description: >-
- These sharpshooters are renowned for their patience and their accuracy.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Grippli
- - Humanoid
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- - Grippli
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Nature '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 11
- misc: +13 in forests
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 10
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- items:
- - leather armor
- - shortbow (30 arrows)
- - shortsword
- ac: 20
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 11
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 44
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 11
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 11
- traits:
- - deadly 1d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Hail of Arrows
- action_cost: Two Actions
- traits:
- description: The grippli archer makes three ranged Strikes with their shortbow, all against a single target. Combine the damage of any Strikes that hit for the purpose of resistances and weaknesses.
- raw_description: '**Hail of Arrows** [Two Actions] The grippli archer makes three ranged Strikes with their shortbow, all against a single target. Combine the damage of any Strikes that hit for the purpose of resistances and weaknesses.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jungle Stride
- action_cost: None
- traits:
- description: A grippli ignores difficult terrain in forests and jungles.
- raw_description: '**Jungle Stride** A grippli ignores difficult terrain in forests and jungles.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grippli Greenspeaker
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 87
- page_stop:
- description: >-
- The unofficial healers of gripplikind are known as greenspeakers.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Grippli
- - Humanoid
- senses:
- - Perception +13
- - darkvision
- languages:
- - Common
- - Grippli
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Diplomacy '
- bonus: 10
- misc:
- - name: 'Medicine '
- bonus: 11
- misc:
- - name: 'Nature '
- bonus: 14
- misc:
- - name: 'Religion '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 1
- int_mod: 1
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- - name: Green Empathy
- action_cost: None
- traits:
- description: >+
- The greenspeaker can use __Diplomacy__ to Make an Impression on and make very simple Requests of plants and fungi.
-
- raw_description: >+
- **Green Empathy** The greenspeaker can use __Diplomacy__ to Make an Impression on and make very simple Requests of plants and fungi.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - dart (4)
- - staff
- ac: 21
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 13
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 71
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: staff
- to_hit: 11
- traits:
- - two-hand d8
- damage:
- formula: 1d4+4
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dart
- to_hit: 13
- traits:
- - agile
- - thrown 20 feet
- damage:
- formula: 1d4+4
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Prepared Spells
- dc: 23
- to_hit: 13
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: animal form
- frequency:
- requirement:
- - name: summon plant or fungus
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: barkskin
- frequency:
- requirement:
- - name: entangle
- frequency:
- requirement:
- - name: speak with animals
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: jump
- frequency:
- requirement:
- - name: pass without trace
- frequency:
- requirement:
- - name: shillelagh
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: acid splash
- frequency:
- requirement:
- - name: guidance
- frequency:
- requirement:
- - name: know direction
- frequency:
- requirement:
- - name: produce flame
- frequency:
- requirement:
- - name: tanglefoot
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Jungle Stride
- action_cost: None
- traits:
- description: A grippli ignores difficult terrain in forests and jungles.
- raw_description: '**Jungle Stride** A grippli ignores difficult terrain in forests and jungles.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grippli Scout
- source:
- - abbr: Bestiary 2
- page_start: 139
- page_stop:
- description: >-
- Gripplis make their homes in the treetops of tropical jungles and forests. These frog-like humanoids are uniquely adapted to their environment, with oversized eyes that give them keen vision in both light and dark and large toes that allow them to easily scale trees. Gripplis vary widely in physical appearance, with their physiologies influenced by their surrounding environment. Those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled-brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis stand just over 2 feet tall and weigh approximately 30 pounds.
-
-
-
-
- Whatever region they come from, gripplis tend to be peaceful hunter-gatherers. Due to their modest understanding of agriculture, gripplis don't maintain typical farms like other humanoids do. Rather, they cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. While most gripplis hunt insects, some societies also capture and breed them, nurturing herds of giant dragonflies or beetles that they eventually slaughter for food. Particularly enterprising gripplis might even seek out and tame larger flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes.
-
-
-
-
- Gripplis usually construct their villages in particularly dense copses, stringing thin rope bridges between wide wooden platforms built around each trunk. They make use of broad leaves and thick branches to further obscure their villages, making them especially difficult to spot from the forest floor, and riddle the surrounding forest with labyrinthine trails that only they can navigate.
-
-
-
-
- Grippli scouts typically keep watch on the outskirts of grippli settlements. More potent gripplis inhabit the settlements, be they religious leaders, powerful druids, or agile warriors that, due to their small size, focus more on finesse weapons and ranged attacks than on melee tactics.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Grippli
- - Humanoid
- senses:
- - Perception +8
- - darkvision
- languages:
- - Common
- - Grippli
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 4
- misc:
- - name: 'Nature '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 7
- misc: +9 in forests
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 8
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- items:
- - dart (5)
- - leather armor
- - net
- - sickle
- ac: 18
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: climb
- - amount:
- type: jungle stride
- melee:
- - action_cost: One Action
- name: sickle
- to_hit: 9
- traits:
- - agile
- - finesse
- - trip
- damage:
- formula: 1d4+1
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dart
- to_hit: 9
- traits:
- - agile
- - thrown 20 feet
- damage:
- formula: 1d4+1
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Hurl Net
- action_cost: One Action
- traits:
- description:
- raw_description: '**Hurl Net** **Requirements** The grippli is wielding a net in two hands; **Effect** The grippli makes a ranged Strike (with a +9 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is __flat-footed__ and takes a -10-foot circumstance penalty to its Speeds. On a critical hit, the creature is __restrained__ instead. The DC to __Escape__ the net is 16. A creature adjacent to the target can Interact with the net to remove it.'
- generic_description:
- frequency:
- trigger:
- effect: The grippli is wielding a net in two hands
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jungle Stride
- action_cost: None
- traits:
- description: Gripplis ignore difficult terrain in forests and jungles.
- raw_description: '**Jungle Stride** Gripplis ignore difficult terrain in forests and jungles.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grizzly Bear
- source:
- - abbr: Bestiary
- page_start: 40
- page_stop:
- description: >-
- This large and powerful omnivore inhabits forested hills. While it 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 its assault until its foe seems like it is no longer a threat, though if the bear is hungry, it will not hesitate to feed.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +10
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 5
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 6
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 2d8+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d10+4
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mauler
- action_cost: None
- traits:
- description: The grizzly bear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.
- raw_description: '**Mauler** The grizzly bear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rush
- action_cost: Two Actions
- traits:
- description: The grizzly bear Strides and makes a Strike at the end of that movement. During the Stride, the grizzly bear gains a +10-foot circumstance bonus to its Speed.
- raw_description: '**Rush** [Two Actions] The grizzly bear Strides and makes a Strike at the end of that movement. During the Stride, the grizzly bear gains a +10-foot circumstance bonus to its Speed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grodair
- source:
- - abbr: Bestiary 2
- page_start: 140
- page_stop:
- description: >-
- Grodairs are bizarre fishlike creature native to the First World. Their supernatural physiology includes a strange organ with an extradimensional space capable of storing thousands of gallons of water. This grants grodairs the ability to create a suitable environment for themselves anywhere by releasing the water, quickly transforming any surrounding land into a shallow bog. When grodairs wish to leave for a new location, they simply suck up all the water back up. When necessary, grodairs can also travel on land by walking upon the tangle of long, fleshy tentacles that dangle from their bellies.
-
-
-
-
- Grodairs have two sets of eyes that function independently. While this makes the creatures difficult to surprise, it also makes them easy to distract. During conversations, they have a tendency to lose focus quickly and have difficulty remembering things. Still, they are avid conversationalists and enjoy hearing tales about the world. While this quality makes grodairs quite likable, they aren't reliable. They have difficulty following plans or schedules, and they can keep a secret only if they happen to forget it first. For these reasons, grodairs don't always make the best allies.
-
-
-
-
- Grodairs are voracious and curious omnivores who love trying new foods—in fact, the pursuit of new and interesting food is the most common reason that they venture out of First World. They can also capture and store within their throats any small animals and plants easily suspended in water, and eject them for consumption at a later time.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - CN
- - Medium
- - Amphibious
- - Beast
- - Fey
- - Water
- senses:
- - Perception +13
- - darkvision
- languages:
- - Aquan
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Nature '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 4
- int_mod: 1
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 9
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 88
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Death Flood
- action_cost: None
- traits:
- - conjuration
- - primal
- - water
- description: When a grodair dies, its body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 22 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).
- raw_description: '**Death Flood** (__conjuration__, __primal__, __water__) When a grodair dies, its body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 22 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- damage:
- formula: 2d8+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tentacle
- to_hit: 15
- traits:
- damage:
- formula: 1d10+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- - action_cost: One Action
- name: water jet
- to_hit: 13
- traits:
- - range increment 60 feet
- damage:
- formula: 3d6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 10 feet
- spell_lists:
- - name: Primal Innate Spells
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Muddy Field
- action_cost: One Action
- traits:
- - primal
- - transmutation
- - water
- description: The grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs.
- raw_description: '**Muddy Field** (__primal__, __transmutation__, __water__) The grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Organ of Endless Water
- action_cost: One Action
- traits:
- - conjuration
- - manipulate
- - primal
- - water
- description: The grodair causes water to pour from a magical sac on its spine, either a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long stream at a rate of 5 gallons per round. It can stop the flow of water as a single action.
- raw_description: '**Organ of Endless Water** (__conjuration__, __manipulate__, __primal__, __water__) The grodair causes water to pour from a magical sac on its spine, either a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long stream at a rate of 5 gallons per round. It can stop the flow of water as a single action.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Grothlut
- source:
- - abbr: Bestiary
- page_start: 158
- page_stop:
- description: >-
- Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torsos are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, perhaps as the last remnants of their shattered human consciousness pleads to be free from their horrid warped form.
-
-
-
-
- Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation all but stamps out the human consciousness. Others disagree, arguing that warping the creature's mind makes it all the more useful, since its stupidity makes it pliable and easy to herd. Drow typically use grothluts as guardians that slowly patrol the edges of their enclaves. Once in position, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more-valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts' exploded organs and flesh.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Aberration
- - Mindless
- senses:
- - Perception +5
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- perception: 5
- ability_mods:
- str_mod: 4
- dex_mod: -2
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -3
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 5
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- - acid
- - mental
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Disgusting Demise
- action_cost: None
- traits:
- - acid
- - poison
- description: When the grothlut is reduced to 0 Hit Points, its digestive organs rupture, unleashing alchemical acid and poison upon all creatures in a 30-foot emanation. Each creature in the area must succeed at a DC 19 Fortitude save or take 2d6 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure).
- raw_description: '**Disgusting Demise** (__acid__, __poison__) When the grothlut is reduced to 0 Hit Points, its digestive organs rupture, unleashing alchemical acid and poison upon all creatures in a 30-foot emanation. Each creature in the area must succeed at a DC 19 Fortitude save or take 2d6 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Piteous Moan
- action_cost: None
- traits:
- - aura
- - auditory
- - emotion
- - mental
- - occult
- description: 60 feet. Each non-grothlut creature that enters or starts its turn within the area must succeed at a DC 17 Will saving throw or become sickened 1 (sickened 2 on a critical failure). The creature then becomes temporarily immune for 1 minute. The grothlut can activate or deactivate the aura by using a single free action that has the concentrate trait. A grothlut usually does not begin moaning until it senses the presence of a non-grothlut creature, and it usually stops once it doesn't sense any more such creatures.
- raw_description: "**Piteous Moan** (__aura__, __auditory__, __emotion__, __mental__, __occult__) 60 feet. Each non-grothlut creature that enters or starts its turn within the area must succeed at a DC 17 Will saving throw or become sickened 1 (sickened 2 on a critical failure). The creature then becomes temporarily immune for 1 minute. The grothlut can activate or deactivate the aura by using a single free action that has the concentrate trait. A grothlut usually does not begin moaning until it senses the presence of a non-grothlut creature, and it usually stops once it doesn't sense any more such creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d10+8
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: digestive spew
- to_hit: 7
- traits:
- - acid
- - range increment 15 feet
- - splash
- damage:
- formula: 2d6
- type: acid damage
- plus_damage:
- - formula: 1d6
- type: splash acid damage
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Guard Dog
- source:
- - abbr: Bestiary
- page_start: 102
- page_stop:
- description: >-
- The typical guard dog is loyal to and beloved by many communities. Often adored as pets, they also excel as protectors and trackers, and can be fearless when defending a beloved master or family member. The statistics presented below work well for any number of breeds of dog ranging from 20 to 50 pounds in weight. Wild dogs can also use these statistics, but their untamed nature makes them far more unpredictable and threatening. Feral dogs are perhaps even more dangerous, for unlike their wild cousins, feral dogs often lack the instinctual fear of humanity that stops wild creatures from interacting with people.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +6
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- - name: 'Survival '
- bonus: 4
- misc:
- perception: 6
- ability_mods:
- str_mod: 1
- dex_mod: 2
- con_mod: 2
- int_mod: -4
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 8
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: Jaws
- to_hit: 6
- traits:
- damage:
- formula: 1d4+1
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The dog's Strikes deal 1d4 extra damage to creatures within the __reach__ of at least two of the dog's allies.
- raw_description: "**Pack Attack** The dog's Strikes deal 1d4 extra damage to creatures within the __reach__ of at least two of the dog's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Guardian Naga
- source:
- - abbr: Bestiary
- page_start: 243
- page_stop:
- description: >-
- The opposite of dark nagas in many ways, guardian nagas are benevolent and wise protectors of places of great natural or supernatural significance: ancient oak groves, forgotten holy temples, and vaults of sacred power are just a few examples of locations that these nagas protect. Guardian nagas believe that the beautiful elements of the cosmos are worthy of protection and that devotion to such a grand effort is its own reward. A guardian naga may join a group with similar values, such as a sect of priests or monks, to aid it in its holy endeavors and to exchange knowledge of the heavens.
-
-
-
-
- Guardian nagas usually encourage their young, upon reaching adulthood, to depart the nest and seek out their own natural wonders or ancient ruins to protect. Sometimes generations of guardian nagas might guard the same place, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents the peace of mind that the site they protect will continue to be guarded by their descendants.
-
-
-
-
- It is difficult for many societies that vilify serpents or see them as symbols of evil to accept the fact that guardian nagas are benevolent and kindly. Fortunately for these people, guardian nagas are also patient and understanding, and see encounters with such societies as opportunities to educate and expand worldviews.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: LG
- size: Large
- traits:
- - Uncommon
- - LG
- - Large
- - Aberration
- senses:
- - Perception +22
- - darkvision
- languages:
- - Celestial
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Diplomacy '
- bonus: 21
- misc:
- - name: 'Heaven Lore '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- perception: 22
- ability_mods:
- str_mod: 5
- dex_mod: 6
- con_mod: 5
- int_mod: 3
- wis_mod: 5
- cha_mod: 4
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 21
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 22
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - formula:
- type: guardian naga venom
- ranged:
- - action_cost: One Action
- name: spit
- to_hit: 22
- traits:
- - agile
- - poison
- - range increment 30 feet
- damage:
- plus_damage:
- spell_lists:
- - name: Divine Spontaneous Spells
- dc: 29
- to_hit: 21
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: breath of life
- frequency:
- requirement:
- - name: death ward
- frequency:
- requirement:
- - name: flame strike
- frequency:
- requirement:
- - name: heal
- frequency: 4 slots
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: air walk
- frequency:
- requirement:
- - name: freedom of movement
- frequency:
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - name: restoration
- frequency: 4 slots
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: neutralize poison
- frequency:
- requirement:
- - name: remove disease
- frequency:
- requirement:
- - name: searing light
- frequency: 4 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: calm emotions
- frequency:
- requirement:
- - name: restoration
- frequency:
- requirement:
- - name: see invisibility
- frequency:
- requirement:
- - name: sound burst
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: bless
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: protection
- frequency:
- requirement:
- - name: spirit link
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: stabilize
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Guardian Naga Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison (1 round); **Stage 2** 3d6 poison and __drained 1__ (1 round)'
- raw_description: '**Guardian Naga Venom** (__poison__) **Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison (1 round); **Stage 2** 3d6 poison and __drained 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gug
- source:
- - abbr: Bestiary
- page_start: 198
- page_stop:
- 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 writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore.
-
-
-
-
- Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw-prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs' wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of titanic blocks of stone far underground, where powerful gug leaders preach their vile doctrines to mobs of howling gugs.
-
-
-
-
- Gugs have a strange relationship with ghouls, which seems to date from their shared origin in a distant subterranean world. Gugs live in fear of ghouls, despite towering over them; however, this strange fear doesn't apply to ghasts, whom gugs consume as voraciously as they do other creatures.
-
-
-
-
- Gugs stand 16 feet tall and weigh 2,000 pounds, although they have an eerie, graceful gait that belies their immense size. Their light step and ability to squeeze through very small crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres.
-
-
-
-
- Some particularly bloodthirsty gugs gain awful powers as gifts from their eldritch patrons. These monsters are known as savants, are never less than 12th level in power, and gain several occult innate spells. Though each savant's precise mix of spells varies, normally, these spells grant invisibility, offer power to manipulate and change rock, or invoke awful and destructive energies upon living flesh.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Aberration
- senses:
- - Perception +19
- - darkvision
- languages:
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 19
- misc: +23 to Squeeze
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 6
- int_mod: 0
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 17
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Eerie Flexibility
- action_cost: None
- traits:
- 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.
- raw_description: "**Eerie Flexibility** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Furious Claws
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Furious Claws** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Guthallath
- source:
- - abbr: Bestiary
- page_start: 199
- page_stop:
- description: >-
- A guthallath is an enormous construct created long ago by some unknown empire, probably as a war machine. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time such a relic is buried up to its neck, covered in moss and stranded in some forgotten place. Yet, every so often, one of these harbingers of destruction reactivates in response to some unknown stimulus or rallying call, and when this happens, woe be unto any who stand in its way.
-
-
-
-
- While the guthallath's ancient enemies are gone, it is an engine of pure destruction, designed to rampage for weeks or even months. While not intelligent enough to enjoy or regret its acts, the guthallath cannot be reasoned with—it is unaffected by most magic, and is unpredictable in how it selects its targets (and creatures it spares).
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 44
- level: 19
- rarity: Rare
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - Rare
- - N
- - Gargantuan
- - Construct
- senses:
- - Perception +30
- - darkvision
- - true seeing
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Athletics '
- bonus: 40
- misc:
- perception: 30
- ability_mods:
- str_mod: 10
- dex_mod: 2
- con_mod: 8
- int_mod: -4
- wis_mod: 0
- cha_mod: -1
- sense_abilities:
- items:
- ac: 43
- ac_special:
- saves:
- fort: 38
- fort_misc:
- ref: 32
- ref_misc:
- will: 30
- will_misc:
- misc:
- hp: 325
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - magic (see below)
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 15
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Erosion Aura
- action_cost: None
- traits:
- - aura
- - primal
- description: 120 feet. The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their hardness and resistances reduced by 10. At the start of its turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage (basic Fortitude DC 39).
- raw_description: "**Erosion Aura** (__aura__, __primal__) 120 feet. The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their hardness and resistances reduced by 10. At the start of its turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage (basic Fortitude DC 39)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Immunity to Magic
- action_cost: None
- traits:
- description: The guthallath is immune to spells of lower than 7th level and the activated effects of magic items of lower than 14th level.
- raw_description: '**Immunity to Magic** The guthallath is immune to spells of lower than 7th level and the activated effects of magic items of lower than 14th level.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 50
- type: burrow
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 38
- traits:
- - deadly 3d12
- - magical
- - reach 20 feet
- damage:
- formula: 4d12+18
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab or Improved Push 20 feet
- - action_cost: One Action
- name: foot
- to_hit: 38
- traits:
- - deadly 3d12
- - magical
- - reach 20 feet
- damage:
- formula: 4d8+18
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Knockdown
- ranged:
- spell_lists:
- - name: Innate Primal Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 8
- spells:
- - name: true seeing
- frequency:
- requirement:
- - level: -1
- heightened_level: 3
- spells:
- - name: haste
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Annihilation Beams
- action_cost: Two Actions
- traits:
- description: A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes the effect of a hit from a 10th-level __disintegrate__ spell (DC 41 Fortitude). 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.
- raw_description: "**Annihilation Beams** [Two Actions] A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes the effect of a hit from a 10th-level __disintegrate__ spell (DC 41 Fortitude). 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deadly Throw
- action_cost: One Action
- traits:
- description:
- raw_description: '**Deadly Throw** **Requirements** The guthallath has a creature grabbed. **Effect** The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 41 basic Reflex save.'
- generic_description:
- frequency:
- trigger:
- effect: The guthallath has a creature grabbed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Powerful Blows
- action_cost: None
- traits:
- description: If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.
- raw_description: '**Powerful Blows** If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, foot, DC 45
- raw_description: '**Trample** [Three Actions] Huge or smaller, foot, DC 45'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Gylou
- source:
- - abbr: Bestiary 2
- page_start: 75
- page_stop:
- description: >-
- Though gylous are deeply entrenched in the expansive and complex machinations of __Hell__, they are highly skilled agents capable of nuanced diplomacy, masterful deception, physical finesse, and nearly any other tasks they set their minds to. This versatility has led to gylous becoming widespread throughout all layers of Hell, enabling them to filter key information to their masters regarding other devils' plots and schemes. Their allegiance is no secret, but their skills are so great that powerful devils employ one or more gylous regardless. While most gylous have a feminine form (combined with their role, this is the source of their common moniker of "handmaiden"), some have other gender presentations, and nearly all gylous take on carefully cultivated illusions to best suit the roles they fill. More often than not, gylous arise when lesser devils who have demonstrated exceptional utility and invaluable skills are uplifted into a new form, though on rare occasions they are shaped from the souls of evil mortals who showed unparalleled savvy within bureaucratic enterprises.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Devil
- - Fiend
- senses:
- - Perception +28
- - greater darkvision
- - true seeing
- languages:
- - Celestial
- - Common
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 27
- misc:
- - name: 'Arcana '
- bonus: 25
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- - name: 'Deception '
- bonus: 30
- misc:
- - name: 'Diplomacy '
- bonus: 28
- misc:
- - name: 'Religion '
- bonus: 26
- misc:
- - name: 'Stealth '
- bonus: 27
- misc:
- perception: 28
- ability_mods:
- str_mod: 4
- dex_mod: 7
- con_mod: 4
- int_mod: 5
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 25
- ref_misc:
- will: 28
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 240
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 10
- type: physical (except silver)
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- - name: Reflexive Grab
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Reflexive Grab [Reaction]** **Trigger **A creature leaves a square within the gylou's reach using a __move__ action or attempts a melee Strike against the gylou; **Effect **The gylou lashes out with a tentacle, attempting to Grapple the triggering creature. If the triggering Strike was with a melee weapon, the attacking creature can __Release__ the weapon to cause the gylou to automatically fail the __Athletics__ check."
- generic_description:
- frequency:
- trigger: A creature leaves a square within the gylou's reach using a __move__ action or attempts a melee Strike against the gylou
- effect: The gylou lashes out with a tentacle, attempting to Grapple the triggering creature. If the triggering Strike was with a melee weapon, the attacking creature can __Release__ the weapon to cause the gylou to automatically fail the __Athletics__ check.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: climb
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 30
- traits:
- - agile
- - evil
- - finesse
- - magical
- damage:
- formula: 3d8+12
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: tentacle
- to_hit: 30
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d12+12
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 36
- to_hit: 28
- misc: ''
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: dominate
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: black tentacles
- frequency:
- requirement:
- - name: dimension door
- frequency:
- requirement:
- - name: illusory object
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: ×3
- requirement:
- - name: dimension door
- frequency: at will
- requirement:
- - name: enthrall
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 7
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: The gylou adopts the appearance of any Small or Medium __humanoid__. This doesn't change their Speed or the attack and damage modifiers of their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning).
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) The gylou adopts the appearance of any Small or Medium __humanoid__. This doesn't change their Speed or the attack and damage modifiers of their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Indispensable Savvy
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Indispensable Savvy** [Reaction] **Frequency **once per day; **Trigger **The gylou attempts a skill check but hasn't rolled yet; **Effect **The gylou demonstrates a preternatural ability for the task at hand. They use their __Deception__ modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first."
- generic_description:
- frequency: once per day
- trigger: The gylou attempts a skill check but hasn't rolled yet
- effect: The gylou demonstrates a preternatural ability for the task at hand. They use their __Deception__ modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tentacle Encage
- action_cost: One Action
- traits:
- - attack
- description:
- raw_description: "**Tentacle Encage** (__attack__) **Requirements **The gylou has a Medium or smaller creature __grabbed__; **Effect **The gylou transfers the grabbed creature into their lower body's net of encaging tentacles, freeing their limbs and tentacles to make Strikes. This has the same effects as __Swallow Whole__ (Medium, 2d12+12 bludgeoning, Rupture 30), except the encaged creature is not at risk of suffocation, and the gylou can bring the encaged creature with them when they cast __dimension door__. A gylou can have only one creature encaged at a time."
- generic_description:
- frequency:
- trigger:
- effect: The gylou has a Medium or smaller creature __grabbed__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hadrosaurid
- source:
- - abbr: Bestiary 2
- page_start: 81
- page_stop:
- description: >-
- Hadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for feeding on vegetation. Also known as "duck-billed dinosaurs" due to the unusual shape of their jaws, hadrosaurids are lumbering creatures that can rival an elephant for size, although they tend to be much less aggressive and are prone to flight when confronted with danger rather than stubbornly standing their ground. Many species of hadrosaurids have uniquely shaped crests on their heads that give each species its own unusual profile, making them easily recognizable even to an amateur dinosaur watcher.
-
-
-
-
- Giants and other oversized creatures have been known to domesticate hadrosaurids to serve as livestock. Despite their ability to sprint quickly, they don't make particularly viable mounts due to their timid natures, but in a large group, a panicked gathering of hadrosaurids can wreak great damage with their trampling.
-
-
-
-
- A hadrosaurid can walk for short distances on its hind legs but prefers to graze and travel on all fours. The typical hadrosaurid is 20 to 30 feet long and can weigh up to 10,000 pounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- - Dinosaur
- senses:
- - Perception +13
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 10
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: tail
- to_hit: 14
- traits:
- - reach 15 feet
- damage:
- formula: 2d6+8
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 12
- traits:
- - reach 15 feet
- damage:
- formula: 2d4+8
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sprint
- action_cost: Two Actions
- traits:
- description:
- raw_description: '**Sprint** [Two Actions] **Frequency **once per minute; **Effect **The hadrosaurid Strides twice. It has a +20-foot circumstance bonus to its Speed during these Strides.'
- generic_description:
- frequency: once per minute
- trigger:
- effect: The hadrosaurid Strides twice. It has a +20-foot circumstance bonus to its Speed during these Strides.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 21
- raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hamatula
- source:
- - abbr: Bestiary 2
- page_start: 74
- page_stop:
- description: >-
- Hamatulas are forged in Erebus to protect infernal vaults from those foolish enough to try to rob the archdevil __Mammon__. In case the vicious spines protruding from their bodies and ability to teleport weren't deadly enough, they are also clever wielders of warding glyphs. They are effective conjured guardians, though they resent being pulled away from their duties in __Hell__. Unlike most fiends, hamatulas are formed from several souls that lack any features distinctive enough to merit another role.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Devil
- - Fiend
- senses:
- - Perception +24
- - greater darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 23
- misc:
- - name: 'Arcana '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Religion '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- - name: 'Survival '
- bonus: 22
- misc:
- perception: 24
- ability_mods:
- str_mod: 7
- dex_mod: 6
- con_mod: 5
- int_mod: 1
- wis_mod: 5
- cha_mod: 4
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 20
- ref_misc:
- will: 20
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 165
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 10
- type: physical (except silver)
- - amount: 10
- type: poison
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Barb only. A hamatula gains an extra reaction at the start of each of its turns that it can use only to make an __Attack of Opportunity__. It can't use more than one Attack of Opportunity triggered by the same action. In addition to the normal trigger, a hamatula can make an Attack of Opportunity against a creature that touches it or an adjacent creature that attempts a melee Strike against it.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: barb
- to_hit: 24
- traits:
- - evil
- - magical
- damage:
- formula: 3d8+13
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and bloodletting
- ranged:
- - action_cost: One Action
- name: hurled barb
- to_hit: 23
- traits:
- - evil
- - magical
- - range increment 60 feet
- damage:
- formula: 2d8+13
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and bloodletting
- spell_lists:
- - name: Divine Innate Spells
- dc: 27
- to_hit: 21
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: glyph of warding
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: harm
- frequency:
- requirement:
- - name: paralyze
- frequency: ×2
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: produce flame
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Bloodletting
- action_cost: None
- traits:
- description: On a critical hit, the hamatula's barbs deal 3d6 __persistent bleed damage__.
- raw_description: "**Bloodletting** On a critical hit, the hamatula's barbs deal 3d6 __persistent bleed damage__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Strike
- action_cost: Free Action
- traits:
- - divine
- - emotion
- - enchantment
- - fear
- - mental
- description:
- raw_description: '**Frightful Strike** [Free Action] (__divine__, __emotion__, __enchantment__, __fear__, __mental__) **Trigger **The hamatula hits a creature with a barb Strike; **Effect **The creature struck must succeed at a DC 27 Will save or become __frightened 2__ (or frightened 3 on a critical failure). Regardless of the result of its saving throw, the creature is then temporarily immune to Frightful Strike for 24 hours.'
- generic_description:
- frequency:
- trigger: The hamatula hits a creature with a barb Strike
- effect: The creature struck must succeed at a DC 27 Will save or become __frightened 2__ (or frightened 3 on a critical failure). Regardless of the result of its saving throw, the creature is then temporarily immune to Frightful Strike for 24 hours.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Impaling Barb
- action_cost: Two Actions
- traits:
- description: The hamatula makes a barb Strike, then Strides up to half its Speed without triggering reactions. If the Strike hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional 2d8 piercing damage to the target and pins it to an adjacent surface, rendering it __immobilized__ (__Escape__ DC 29).
- raw_description: '**Impaling Barb** [Two Actions] The hamatula makes a barb Strike, then Strides up to half its Speed without triggering reactions. If the Strike hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional 2d8 piercing damage to the target and pins it to an adjacent surface, rendering it __immobilized__ (__Escape__ DC 29).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Warden of Erebus
- action_cost: None
- traits:
- description: A hamatula's __glyph of warding__ innate spell can contain any common spell from the Core Rulebook that meets the criteria in glyph of warding; the hamatula doesn't need to provide the spell.
- raw_description: "**Warden of Erebus** A hamatula's __glyph of warding__ innate spell can contain any common spell from the Core Rulebook that meets the criteria in glyph of warding; the hamatula doesn't need to provide the spell."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Harpy
- source:
- - abbr: Bestiary
- page_start: 204
- page_stop:
- description: >-
- Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating songs to lure creatures in, then murder them while they stand transfixed. They enjoy causing confusion and fear in their prey before they strike, believing it 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 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 make better efforts to keep clean, though these efforts have mixed results.
-
-
-
-
- Harpies live in family groups or larger clans. They are lightweight despite their size, standing 5 feet tall and weighing only around 90 pounds. While most use relatively simple weapons, some harpies take pride in learning and mastering the use of more complex tools of war such as swords and slings. Those who master the use of the bow, in particular, are often regarded as heroes among their kind and terrors among their victims.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- senses:
- - Perception +12
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Deception '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Performance '
- bonus: 14
- misc: +16 singing
- perception: 12
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 0
- int_mod: -1
- wis_mod: 1
- cha_mod: 4
- sense_abilities:
- items:
- - club
- ac: 22
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 15
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 68
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: club
- to_hit: 12
- traits:
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: talon
- to_hit: 15
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6+4
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: club
- to_hit: 15
- traits:
- - thrown 10 feet
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Captivating Song
- action_cost: One Action
- traits:
- - auditory
- - concentrate
- - enchantment
- - incapacitation
- - mental
- - primal
- 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 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.
-
- raw_description: >-
- **Captivating Song** (__auditory__, __concentrate__, __enchantment__, __incapacitation__, __mental__, __primal__) 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 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 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.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- 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_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.
- full_description:
-- name: Harrow Doll
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 81
- page_stop:
- description: >-
- Harrow dolls are unique constructs that can make predictions about the future. The more elite circuses and traveling shows frequently feature a harrow doll, and many use the doll's abilities to learn more about locals to better customize shows to their tastes—or to find easy marks for later cons. Upset patrons that try to harm a harrow doll or reclaim their payment quickly learn that the construct is more than capable of defending itself.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Construct
- senses:
- - Perception +14
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Fortune-Telling Lore '
- bonus: 16
- misc:
- perception: 14
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- - name: Uncanny Divination
- action_cost: None
- traits:
- description: >+
- A harrow doll can cast __augury__ as part of a harrow reading, which takes the usual 10 minutes. When casting __locate__, the harrow doll doesn't need to have previously observed a specific object to learn its direction, but instead can detail the direction only vaguely, using such phrases as "beside a weeping mound" or "beneath the lost sky." When the harrow doll casts __mind reading__, there is no effect if the target critically succeeds its save. Each time a harrow doll makes a harrow reading, it also changes which saving throw is affected by its fortune's favor ability.
-
- raw_description: >+
- **Uncanny Divination** A harrow doll can cast __augury__ as part of a harrow reading, which takes the usual 10 minutes. When casting __locate__, the harrow doll doesn't need to have previously observed a specific object to learn its direction, but instead can detail the direction only vaguely, using such phrases as "beside a weeping mound" or "beneath the lost sky." When the harrow doll casts __mind reading__, there is no effect if the target critically succeeds its save. Each time a harrow doll makes a harrow reading, it also changes which saving throw is affected by its fortune's favor ability.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - metal harrow deck
- ac: 26
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 16
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 5
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Fortune's Favor
- action_cost: None
- traits:
- - fortune
- description: "Whenever the harrow doll attempts a specific type of saving throw, it rolls twice and takes the higher result. The type of saving throw is determined by the suit that featured most prominently in the doll's most recent harrow reading: Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns). If the suit of its latest harrow reading is unknown, roll 1d6 at the beginning of combat to randomly determine it."
- raw_description: "**Fortune's Favor** (__fortune__) Whenever the harrow doll attempts a specific type of saving throw, it rolls twice and takes the higher result. The type of saving throw is determined by the suit that featured most prominently in the doll's most recent harrow reading: Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns). If the suit of its latest harrow reading is unknown, roll 1d6 at the beginning of combat to randomly determine it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 17
- traits:
- - agile
- - magical
- damage:
- formula: 2d12+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- - action_cost: One Action
- name: harrow card
- to_hit: 18
- traits:
- - magical
- - range increment 60 feet
- damage:
- formula: 2d8+6
- type: slashing
- plus_damage:
- - formula:
- type: harrowing misfortune
- spell_lists:
- - name: Arcane Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: locate
- frequency:
- requirement:
- - name: mind reading
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: augury
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Harrowing Misfortune
- action_cost: None
- traits:
- - curse
- - misfortune
- description: "A creature struck by one of the harrow doll's cards must attempt a DC 25 Will save or be cursed with misfortune, which forces the creature to roll twice and take the lower result on its next roll of a specific type, determined by the card's suit (roll 1d6 to randomly determine the suit). A creature can be cursed with only one effect from harrowing misfortune at a time, with a new curse overriding any previous curse. The curse ends after 1 minute or after the specified roll is made, whichever comes first. The suits and their effects are: Hammers (melee attack roll), Keys (Reflex save), Shields (Fortitude save), Books (skill check), Stars (Will save), and Crowns (spell attack roll)."
- raw_description: "**Harrowing Misfortune** (__curse__, __misfortune__) A creature struck by one of the harrow doll's cards must attempt a DC 25 Will save or be cursed with misfortune, which forces the creature to roll twice and take the lower result on its next roll of a specific type, determined by the card's suit (roll 1d6 to randomly determine the suit). A creature can be cursed with only one effect from harrowing misfortune at a time, with a new curse overriding any previous curse. The curse ends after 1 minute or after the specified roll is made, whichever comes first. The suits and their effects are: Hammers (melee attack roll), Keys (Reflex save), Shields (Fortitude save), Books (skill check), Stars (Will save), and Crowns (spell attack roll)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hell Hound
- source:
- - abbr: Bestiary
- page_start: 205
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Beast
- - Fiend
- - Fire
- senses:
- - Perception +9
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Infernal
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 9
- misc: +11 to Track
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 2
- int_mod: -2
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 5
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 13
- traits:
- - magical
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and 1d6 fire
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: One Action
- traits:
- - divine
- - evocation
- - fire
- 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 Weapon again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges.
- raw_description: "**Breath Weapon** (__divine__, __evocation__, __fire__) 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 Weapon again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hellcat
- source:
- - abbr: Bestiary 2
- page_start: 141
- page_stop:
- description: >-
- Hellcats are devious predators native to the fiery pits of Hell. While the fiendish creatures appears as skeletal smilodons, their bones smoking with heat and dripping with boiling blood, they are not undead. They are living hellspawn with transparent flesh that reveals their burning skeletons. A typical hellcat is 9 feet long and weighs 1,000 pounds.
-
-
-
-
- Left to their own devices, hellcats spend their time hunting—that is, seeking and stalking prey just for the thrill of the chase. As fiendish creatures, they do not require mortal sustenance, but they do devour their prey for the sheer pleasure of inflicting pain. They are also far more intelligent than most assume, and they resent being treated as unintelligent animals; those who treat a hellcat as a one may find themself made into a trophy for its pack, as a hellcat goes to great lengths to coordinate elaborate revenge upon those who fail to show proper respect.
-
-
-
-
- Though they can't speak, hellcats know Infernal and can communicate by telepathy with any creature capable of speech. They rarely say much except to make whispered threats and to acknowledge the orders of their diabolic masters.
-
-
-
-
- Hellcats are quick to retreat if they are clearly outmatched or up against foes they're unable to reach, but they never forget prey that escapes them. They often track potential victims and recruit allies, including other hellcats, to make coordinated attacks or ambushes against their foes.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 23
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Beast
- - Fiend
- senses:
- - Perception +16
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Infernal
- - can't speak any language
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- - name: 'Survival '
- bonus: 14
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 17
- ref_misc:
- will: 12
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 110
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: fire
- - amount: 5
- type: physical (except silver)
- weaknesses:
- - amount: 5
- type: good
- automatic_abilities:
- - name: Fade into the Light
- action_cost: Reaction
- traits:
- - divine
- - illusion
- description:
- raw_description: '**Fade into the Light [Reaction]** (__divine__, __illusion__) **Trigger** The hellcat begins its turn in bright light; **Effect** The hellcat becomes __invisible__ until its no longer in bright light. If the hellcat uses a hostile action, the invisibility ends after that hostile action is completed.'
- generic_description:
- frequency:
- trigger: The hellcat begins its turn in bright light
- effect: The hellcat becomes __invisible__ until its no longer in bright light. If the hellcat uses a hostile action, the invisibility ends after that hostile action is completed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 18
- traits:
- damage:
- formula: 2d12+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 18
- traits:
- - agile
- damage:
- formula: 2d8+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Fearful Attack
- action_cost: None
- traits:
- description: The hellcat deals an additional 1d6 precision damage to __frightened__ creatures.
- raw_description: '**Fearful Attack** The hellcat deals an additional 1d6 precision damage to __frightened__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infernal Mindlink
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - divination
- description: The hellcat telepathically link its senses to all other hellcats within 100 feet for 10 minutes. It loses this contact with any hellcat that moves out of a 100-foot radius. While linked to at least one ally, the hellcat can't be flanked and gains a +2 status bonus to Will saving throws.
- raw_description: "**Infernal Mindlink** (__concentrate__, __divine__, __divination__) The hellcat telepathically link its senses to all other hellcats within 100 feet for 10 minutes. It loses this contact with any hellcat that moves out of a 100-foot radius. While linked to at least one ally, the hellcat can't be flanked and gains a +2 status bonus to Will saving throws."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Menacing Growl
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: "The hellcat produces a low growl to disorient and frighten foes. The hellcat can cause this vocalization to originate from somewhere else within 30 feet. Non-__fiends__ in a 15-foot burst must attempt a DC 25 Will save. The hellcat can't issue another Menacing Growl for 1d4 rounds. \n\n"
- raw_description: "**Menacing Growl** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__) The hellcat produces a low growl to disorient and frighten foes. The hellcat can cause this vocalization to originate from somewhere else within 30 feet. Non-__fiends__ in a 15-foot burst must attempt a DC 25 Will save. The hellcat can't issue another Menacing Growl for 1d4 rounds. \n\n**Critical Success** The creature is unaffected and is temporarily immune for 24 hours. \n\n**Success** The creature is __frightened 1__. \n\n**Failure** The creature is frightened 2. \n\n**Critical Failure** The creature is frightened 4."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is temporarily immune for 24 hours.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The hellcat Strides and makes a Strike at the end of that movement. If the hellcat began this action __hidden__, it remains hidden until after the ability's Strike.
- raw_description: "**Pounce** The hellcat Strides and makes a Strike at the end of that movement. If the hellcat began this action __hidden__, it remains hidden until after the ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hellcrown
- source:
- - abbr: 'Pathfinder #145: Hellknight Hill'
- page_start: 90
- page_stop:
- description: >-
- The life of a Hellknight is bloody, brutal, and often short. Many who perish in service to a Hellknight order are glad to rest after having served their masters so faithfully, but others seek to continue their work even in death. When a Hellknight is decapitated, the ghostly undead known as a hellcrown is an occasional result. Consumed by the desire to bring about order by inflicting cruelty, hellcrowns 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 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.
-
-
-
-
- A hellcrown usually manifests hours or longer after its body's death, and only when its body is unattended; this might even take days if the Hellknight perished in a major battle. Typically, no recognizable fragment of the Hellknight's former personality survives the grisly transformation into a hellcrown, but in rare and particularly tragic cases a hellcrown might remember its life and hold grudges against those it views as the cause of its death. Regardless of whether they retain memories of their lives or have lost all former sense of self, hellcrowns linger around the site of their death, reminding all they encounter of the merciless principles of their order.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 17
- level: 1
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Tiny
- traits:
- - Uncommon
- - LE
- - Tiny
- - Undead
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Intimidation '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 10
- ability_mods:
- str_mod: -2
- dex_mod: 4
- con_mod: 3
- int_mod: -1
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 6
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 20
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: fly
- melee:
- ranged:
- - action_cost: One Action
- name: nail
- to_hit: 9
- traits:
- - range increment 20 feet
- damage:
- formula: 1d4+2
- type: piercing
- plus_damage:
- - formula:
- type: bleeding nail
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bleeding Nail
- action_cost: None
- traits:
- description: If the hellcrown hits with a nail Strike, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it __enfeebled 1__ for 1 minute and giving it 1 persistent bleed damage (__enfeebled 2__ and 1d4 persistent bleed damage on a critical failure). Each additional embedded nail increases the __enfeebled__ value by 1 (to a maximum of __enfeebled 4__) and the bleed damage by 1. A creature can remove a nail with an Interact action to reduce the __enfeeblement__ and amount of bleed damage. Pulling out the last nail removes both conditions.
- raw_description: '**Bleeding Nail** If the hellcrown hits with a nail Strike, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it __enfeebled 1__ for 1 minute and giving it 1 persistent bleed damage (__enfeebled 2__ and 1d4 persistent bleed damage on a critical failure). Each additional embedded nail increases the __enfeebled__ value by 1 (to a maximum of __enfeebled 4__) and the bleed damage by 1. A creature can remove a nail with an Interact action to reduce the __enfeeblement__ and amount of bleed damage. Pulling out the last nail removes both conditions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrifying Stare
- action_cost: One Action
- traits:
- - fear
- - mental
- - visual
- 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 __frightened__. Any creature that attempts a save is then temporarily immune for 10 minutes.
- raw_description: "**Terrifying Stare** (__fear__, __mental__, __visual__) 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 __frightened__. Any creature that attempts a save is then temporarily immune for 10 minutes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Herecite of Zevgavizeb
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 80
- page_stop:
- description: >-
- Secreted away in the dark corners of unnamed libraries, necromancer's dens, and heretical scriptoriums, obscure texts describe a horrifying ritual that combines sacrifice and suffering to create a powerful undead being known as a herecite. These monsters, stripped of personal will or desire, are born into the service of an evil god whom they worship unerringly and untiringly, often in spite of any opposing religious leanings they may have had in life. Every herecite harbors an unquenchable self-hatred because it was defiled by such a foul resurrection—a rage it turns outward in an attempt to rob others of their faith and lives.
-
-
-
-
- Herecites often outlast the cults that create them. Stranded herecites are drawn to others of their kind, even if they are dedicated to different evil deities, and when brought together they perform rites to magically bind themselves in a group known as a cabal. While cabal members share enhanced magic and defenses, induction into a cabal appears to hold even deeper significance for herecites. The presence of others of their kind with whom they can pray—in verses warped to venerate wicked gods—seems the only solace these tormented beings can find in undeath. Such a fellowship of sorrow is nigh unbreakable, as many an overzealous crusader has discovered far too late.
-
-
-
-
- Customarily found within heavily modified temples to the pantheon of gods they collectively worship, herecites act in service to their creators or as protectors of unholy ground. High priests of different evil gods may even trade herecites among themselves, allowing their minions to form cabals strengthened by their varied faiths. A lone herecite cut off from its creators—often because it is the sole remnant of a destroyed temple or its master has perished—may wander far and wide in search of a cabal to join. Other times, the herecite seeks out a place sacred to the deity it worshipped in life. Whether motivated by a desire for contrition or vengeance, the end result of this baleful pilgrimage is always the desecration of the holy site and the slaughter of its congregants, who may in turn rise as lesser forms of undead.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Undead
- senses:
- - Perception +20
- - darkvision
- - detect alignment (good only)
- languages:
- - Common
- - Draconic
- - Infernal
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- - name: 'Religion '
- bonus: 22
- misc:
- - name: 'Zevgavizeb Lore '
- bonus: 19
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 5
- int_mod: 1
- wis_mod: 4
- cha_mod: 7
- sense_abilities:
- - name: Cabal
- action_cost: None
- traits:
- description: Multiple herecites can form a cabal to gain increased magical abilities and defenses. A cabal consists of two to five herecites. The ritual to form a cabal (or to welcome new herecites into an existing cabal) requires 24 hours of worship, prayer, and vile sacrifice, after which point the herecites become magically bound to one another. All herecites in a cabal gain the cleric domain spells granted by each individual herecite's deity, and each herecite's focus pool increases to 3 Focus Points. As long as the cabal exists, herecites in the cabal gain a +2 status bonus to Perception checks and fast healing 10. These benefits persist as long as the cabal consists of two or more herecites that remain within 1 mile of one another.
- raw_description: "**Cabal** Multiple herecites can form a cabal to gain increased magical abilities and defenses. A cabal consists of two to five herecites. The ritual to form a cabal (or to welcome new herecites into an existing cabal) requires 24 hours of worship, prayer, and vile sacrifice, after which point the herecites become magically bound to one another. All herecites in a cabal gain the cleric domain spells granted by each individual herecite's deity, and each herecite's focus pool increases to 3 Focus Points. As long as the cabal exists, herecites in the cabal gain a +2 status bonus to Perception checks and fast healing 10. These benefits persist as long as the cabal consists of two or more herecites that remain within 1 mile of one another."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Herecite Deity
- action_cost: None
- traits:
- description: >+
- A herecite is associated with one evil god and is always of the same alignment as that god. Whenever it wields its deity's favored weapon, that weapon gains the __unholy__ rune. The herecite's creators select two domains from their deity; the herecite can cast the domain spells and the advanced domain spells from those domains as cleric focus spells. The herecite can cast the deity's other granted cleric spells as divine innate spells. Most herecites have 2 Focus Points in their focus pool. The herecite presented here is a herecite of __Zevgavizeb__.
-
- raw_description: >+
- **Herecite Deity** A herecite is associated with one evil god and is always of the same alignment as that god. Whenever it wields its deity's favored weapon, that weapon gains the __unholy__ rune. The herecite's creators select two domains from their deity; the herecite can cast the domain spells and the advanced domain spells from those domains as cleric focus spells. The herecite can cast the deity's other granted cleric spells as divine innate spells. Most herecites have 2 Focus Points in their focus pool. The herecite presented here is a herecite of __Zevgavizeb__.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 striking spiked gauntlet
- ac: 30
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 20
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 200
- hp_misc: negative healing
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- - name: Perverse Prayer
- action_cost: Reaction
- traits:
- - auditory
- - divine
- - evil
- description:
- raw_description: "**Perverse Prayer** [Reaction] (__auditory__, __divine__, __evil__) **Trigger** A creature within 30 feet uses the Sustain a Spell action to sustain a divine spell or the Cast a Spell action to cast a divine spell with a verbal component; **Effect** The herecite warps the caster's prayers into a sacrilegious echo praising the evils of its own deity. The triggering caster must succeed at a DC 29 Will saving throw or their spell is disrupted and their action wasted."
- generic_description:
- frequency:
- trigger: A creature within 30 feet uses the Sustain a Spell action to sustain a divine spell or the Cast a Spell action to cast a divine spell with a verbal component
- effect: The herecite warps the caster's prayers into a sacrilegious echo praising the evils of its own deity. The triggering caster must succeed at a DC 29 Will saving throw or their spell is disrupted and their action wasted.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: unholy spiked gauntlet
- to_hit: 22
- traits:
- - agile
- - free-hand
- damage:
- formula: 2d4+10
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: ravening maw
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: crisis of faith
- frequency:
- requirement:
- - name: harm
- frequency: at will
- requirement:
- - name: meld into stone
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: x3
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ray of enfeeblement
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: detect alignment
- frequency: good only
- requirement:
- - name: Cleric Focus Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: enduring might
- frequency:
- requirement:
- - name: nature's bounty
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: athletic rush
- frequency:
- requirement:
- - name: vibrant thorns
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: consecrate
- frequency:
- requirement:
- proactive_abilities:
- - name: Assault the Soul
- action_cost: Three Actions
- traits:
- - concentrate
- - divine
- - evil
- - necromancy
- description:
- raw_description: '**Assault the Soul** [Three Actions] (__concentrate__, __divine__, __evil__, __necromancy__) **Requirements** The herecite is in a cabal of three or more members, two of which are within 60 feet and have used Cabal Communion within the last round; **Effect** The herecite casts __bind soul__, __spirit blast__, or __spiritual epidemic__ (DC 31). Once a herecite has used this ability (whether or not it was successful), the cabal must wait 24 hours before one of its members can use Assault the Soul again.'
- generic_description:
- frequency:
- trigger:
- effect: The herecite is in a cabal of three or more members, two of which are within 60 feet and have used Cabal Communion within the last round
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cabal Communion
- action_cost: Two Actions
- traits:
- - auditory
- - concentrate
- description: With murmurs and chants, the herecite casts its consciousness toward the other members of its cabal. For 1 round, it senses what other members are sensing, knows their thoughts, and knows their exact location.
- raw_description: '**Cabal Communion** [Two Actions] (__auditory__, __concentrate__) With murmurs and chants, the herecite casts its consciousness toward the other members of its cabal. For 1 round, it senses what other members are sensing, knows their thoughts, and knows their exact location.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Curse of Defiled Idols
- action_cost: Two Actions
- traits:
- - curse
- - divine
- - evil
- description: Recalling the cruelty of the foul ritual that birthed it, the herecite curses an enemy with a fragment of its blasphemy. The herecite targets one creature within 30 feet, which must attempt a DC 29 Will save. On a failure, the creature is cursed. As long as the creature is cursed, any art object, symbol, or implement of religious significance in the creature's possession—such as a divine spellcasting focus, holy text, fetish, or rendering of a deity—becomes physically corrupted in a way that debases the deity's tenets (a depiction of __Shelyn's__ songbird, for example, might lose its beautiful plumage to reveal a hideous skeletal form beneath). While these items continue to function normally, the cursed creature is __stupefied__ 2 as long as it possesses an object corrupted in this fashion. The creature can cast off its corrupted objects to remove the stupefied condition, but any new religious objects it takes into its possession become similarly corrupted. The curse can be lifted by a __remove curse__ spell or by an __atone__ ritual. After a creature is targeted with this ability, regardless of whether it was affected, it becomes immune to herecites' Curse of Defiled Idols for 1 day.
- raw_description: "**Curse of Defiled Idols** [Two Actions] (__curse__, __divine__, __evil__) Recalling the cruelty of the foul ritual that birthed it, the herecite curses an enemy with a fragment of its blasphemy. The herecite targets one creature within 30 feet, which must attempt a DC 29 Will save. On a failure, the creature is cursed. As long as the creature is cursed, any art object, symbol, or implement of religious significance in the creature's possession—such as a divine spellcasting focus, holy text, fetish, or rendering of a deity—becomes physically corrupted in a way that debases the deity's tenets (a depiction of __Shelyn's__ songbird, for example, might lose its beautiful plumage to reveal a hideous skeletal form beneath). While these items continue to function normally, the cursed creature is __stupefied__ 2 as long as it possesses an object corrupted in this fashion. The creature can cast off its corrupted objects to remove the stupefied condition, but any new religious objects it takes into its possession become similarly corrupted. The curse can be lifted by a __remove curse__ spell or by an __atone__ ritual. After a creature is targeted with this ability, regardless of whether it was affected, it becomes immune to herecites' Curse of Defiled Idols for 1 day."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hezrou
- source:
- - abbr: Bestiary 2
- page_start: 67
- page_stop:
- description: "Hezrous dwell in the vast and endless Abyssal swamps, mires, and waterways and are equally at home on land and in the water. A hezrou's presence has an obvious effect on nearby flora and water, causing plant life to twist and knot and infusing water with a foul odor and brackish taste—signs much easier to spot on the Material Plane than in the Abyss. Long exposure to this corruption can cause vile transformations and hideous mutations, and entire miserable communities of corrupted creatures sometimes rise in swamplands where a hezrou dwells. Hezrous themselves prefer simple pleasures, and they often waste their considerable intellect in the pursuit of comfortable places to slumber, squealing meals to eat, or objects of beauty to deface. They do not seek out cults to fawn over them but will not turn away those who seek to worship on their own. Hezrous form from the souls of those who abused and polluted their environs or neighbors, either through the introduction of toxins to the region or the insidious spread of drugs and poisons through a society. \n\n\n\n**__Recall Knowledge - Fiend__ (__Religion__)**: DC 28"
- level: 11
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Amphibious
- - Demon
- - Fiend
- senses:
- - Perception +21
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Arcana '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 20
- misc: +24 in swamps
- perception: 21
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 6
- int_mod: 4
- wis_mod: 5
- cha_mod: 4
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 18
- ref_misc:
- will: 22
- will_misc:
- misc: +1 to all saves vs. magic
- hp: 245
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: cold iron
- - amount: 10
- type: good
- automatic_abilities:
- - name: Purity Vulnerability
- action_cost: None
- traits:
- description: A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via __purify food and drink__) or a toxin is neutralized (such as via __neutralize poison__) within 30 feet of a hezrou, the demon takes 6d6 __mental__ damage.
- raw_description: '**Purity Vulnerability** A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via __purify food and drink__) or a toxin is neutralized (such as via __neutralize poison__) within 30 feet of a hezrou, the demon takes 6d6 __mental__ damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 Fortitude save or become __sickened 1__ (plus __slowed 1__ for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against __disease__ and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws (evil, magical, reach 10 feet
- to_hit: 24<
- traits:
- damage:
- plus_damage:
- - action_cost: One Action
- name: claw (agile, evil, magical, reach 10 feet
- to_hit: 24<
- traits:
- damage:
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: divine wrath
- frequency:
- requirement:
- - name: paranoia
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: abyssal plague
- frequency:
- requirement:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: divine wrath
- frequency: at will
- requirement:
- - name: gaseous form
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: blight
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Poisonous Pustules
- action_cost: One Action
- traits:
- - poison
- description:
- raw_description: "**Poisonous Pustules** (__poison__) **Requirement **The hezrou is grappling a creature; **Effect **Toxic fluids spurt from burst boils and weeping wens on the hezrou's body. A creature __grabbed__ or __restrained__ by the hezrou takes 2d12+6 poison damage (DC 30 basic Fortitude save)."
- generic_description:
- frequency:
- trigger:
- effect: The hezrou is grappling a creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hill Giant
- source:
- - abbr: Bestiary
- page_start: 170
- page_stop:
- description: >-
- Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A hill giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Earth
- - Giant
- - Humanoid
- senses:
- - Perception +13
- - low-light vision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 0
- con_mod: 4
- int_mod: -2
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - greatpick
- - hide armor
- - sack with 5 rocks
- ac: 24
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 12
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 140
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Catch Rock** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: greatclub
- to_hit: 19
- traits:
- - backswing
- - reach 10 feet
- - shove
- damage:
- formula: 1d10+14
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 19
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 19
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 1d8+14
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wide Swing
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Wide Swing** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hippocampus
- source:
- - abbr: Bestiary 2
- page_start: 142
- page_stop:
- description: >-
- Hippocampi serve as steeds for aquatic humanoids or roam wild in the sea.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Aquatic
- senses:
- - Perception +6
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 4
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 4
- int_mod: -4
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 4
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 24
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 17
- raw_description: '**__Buck__ [Reaction]** DC 17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 5
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: tail
- to_hit: 7
- traits:
- - reach 10 feet
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sudden Retreat
- action_cost: Two Actions
- traits:
- description: The hippocampus makes a tail Strike, then __Swims__ with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement.
- raw_description: '**Sudden Retreat** [Two Actions] The hippocampus makes a tail Strike, then __Swims__ with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hippogriff
- source:
- - abbr: Bestiary 2
- page_start: 143
- page_stop:
- description: >-
- With the proud bearing of a great raptor and the magnificence of a powerful horse, hippogriffs are thought to be an accidental fusion of creatures or perhaps the creation of a flesh-warping wizard with a keen aesthetic sense. Regardless of their original source, these animals are now a common sight in the skies above their favored plains or hill country.
-
-
-
-
- Hippogriffs bear the wings, forelegs, and head of a bird of prey, with feather coloration similar to that of a hawk or eagle, though some breeders have managed to produce specimens with stark-white or coal-black feathers. Their torso, hindquarters, and tail resemble those of a horse and usually are colored bay, chestnut, or gray, with some coats bearing black, pinto, or even palomino coloration.
-
-
-
-
- Hippogriffs are similar in size to large horses. Much like their equine cousins, hippogriffs often have to keep wary eyes on the skies above them, as both are preferred meals for hungry griffons and wyverns. Only hippogriffs' superior speed helps protect them from these predators.
-
-
-
-
- Hippogriffs are exceptionally territorial and fiercely protect the lands under their domain. They typically favor sweeping grasslands, rolling hills, and prairies. Exceptionally hardy hippogriffs make their homes nestled into niches on canyon walls, from which they comb the rocky deserts for coyotes, deer, and the occasional humanoid. Hippogriffs prefer mammalian prey, but they graze after every meal to aid in digestion.
-
-
-
-
- Since hippogriff hunting habits can be dangerous to both ranchers and their livestock, such communities often set bounties on hippogriffs. As a result, preserved hippogriffs frequently decorate frontier taverns and remote outposts alongside the taxidermic remains of deer, elk, and bears.
-
-
-
-
- However, other communities train hippogriffs from hatching to be ridden by elite soldiers in combat— the most notable among these groups in the Inner Sea region is the Sable Company Mercenaries in the city-state of Korvosa. Attempts are sometimes made to train adult hippogriffs in the same manner, but this often proves far more difficult. Hippogriff riders must use special saddles and combat techniques that allow them to act in concert with their mount, fighting effectively while avoiding interfering with the movement of their companion's wings.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +8
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 32
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 17
- raw_description: '**__Buck__ [Reaction]** DC 17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 65
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 9
- traits:
- damage:
- formula: 1d10+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: talon
- to_hit: 9
- traits:
- - agile
- damage:
- formula: 1d6+3
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 9
- traits:
- - reach 10 feet
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Flying Strafe
- action_cost: Two Actions
- traits:
- description: The hippogriff __Flies__ up to its fly speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.
- raw_description: '**Flying Strafe** [Two Actions] The hippogriff __Flies__ up to its fly speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hippopotamus
- source:
- - abbr: Bestiary 2
- page_start: 144
- page_stop:
- description: >-
- Typical adult hippos move quickly on land and attack stealthily in the water. Though herbivorous, hippos are notoriously aggressive and territorial.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +11
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 11
- misc: +13 in water
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 11
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 6
- int_mod: -4
- wis_mod: 4
- cha_mod: -2
- sense_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: The hippopotamus can hold its breath for 5 minutes.
- raw_description: '**Deep Breath** The hippopotamus can hold its breath for 5 minutes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 9
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 85
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- - deadly d10
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 13
- traits:
- damage:
- formula: 1d10+8
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Aquatic Ambush
- action_cost: One Action
- traits:
- description: 30 feet
- raw_description: '**__Aquatic Ambush__** 30 feet'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Capsize
- action_cost: One Action
- traits:
- - attack
- description: The hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an __Athletics__ check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's __Sailing Lore__ DC, whichever is higher.
- raw_description: "**Capsize** (__attack__) The hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an __Athletics__ check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's __Sailing Lore__ DC, whichever is higher."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, foot, DC 23
- raw_description: '**__Trample__** [Three Actions] Medium or smaller, foot, DC 23'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hive Mother
- source:
- - abbr: Bestiary
- page_start: 22
- page_stop:
- description: >-
- Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence of a large pair of razor-sharp, mantis-like arms.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Animal
- senses:
- - Perception +16
- - darkvision
- - tremorsense (imprecise) 90 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 15
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: burrow
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 20
- traits:
- - acid
- damage:
- formula: 2d8+6
- type: piercing
- plus_damage:
- - formula: 2d6
- type: acid
- ranged:
- - action_cost: One Action
- name: acid spit
- to_hit: 17
- traits:
- - acid
- - range 30 feet
- damage:
- formula: 5d6
- type: acid
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Armor-Rending Bite
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Armor-Rending Bite** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frenzy Pheromone
- action_cost: Two Actions
- traits:
- 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 rounds.
- raw_description: "**Frenzy Pheromone** [Two Actions] 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 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spray Acid
- action_cost: Two Actions
- traits:
- - acid
- 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 again for 1d4 rounds.
- raw_description: "**Spray Acid** [Two Actions] (__acid__) 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 again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hobgoblin Archer
- source:
- - abbr: Bestiary
- page_start: 207
- page_stop:
- 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 captain.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Goblin
- - Humanoid
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 10
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- - crossbow (20 bolts)
- - scale mail
- - shortsword
- ac: 23
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 12
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Formation
- action_cost: None
- traits:
- description: When it's adjacent to at least two other allies, the hobgoblin archer gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects.
- raw_description: "**Formation** When it's adjacent to at least two other allies, the hobgoblin archer gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 12
- traits:
- - agile
- - versatile S
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: crossbow
- to_hit: 14
- traits:
- - range increment 120 feet
- - reload 1
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- - formula:
- type: crossbow precision
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Crossbow Precision
- action_cost: None
- traits:
- description: The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage.
- raw_description: '**Crossbow Precision** The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Perfect Aim
- action_cost: None
- traits:
- 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.
- raw_description: "**Perfect Aim** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Running Reload
- action_cost: One Action
- traits:
- description: The archer Strides, Steps, or Sneaks, then Interacts to reload.
- raw_description: '**Running Reload** The archer Strides, Steps, or Sneaks, then Interacts to reload.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hobgoblin General
- source:
- - abbr: Bestiary
- page_start: 207
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Goblin
- - Humanoid
- senses:
- - Perception +13
- - darkvision
- languages:
- - Common
- - Goblin
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 2
- int_mod: 0
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- - name: General's Cry
- action_cost: None
- traits:
- description: >+
- When a hobgoblin general rolls initiative, as long as they can perceive at least one foe, they can yell a mighty battle cry. The hobgoblin general attempts an Intimidate check to Demoralize a single foe within 60 feet as a free action. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action.
-
- raw_description: >+
- **General's Cry** When a hobgoblin general rolls initiative, as long as they can perceive at least one foe, they can yell a mighty battle cry. The hobgoblin general attempts an Intimidate check to Demoralize a single foe within 60 feet as a free action. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 glaive
- - composite shortbow (20 arrows)
- - half plate
- ac: 25
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 15
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Formation
- action_cost: None
- traits:
- description: When it's adjacent to at least two other allies, the hobgoblin general gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects.
- raw_description: "**Formation** When it's adjacent to at least two other allies, the hobgoblin general gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: glaive
- to_hit: 17
- traits:
- - deadly 1d8
- - forceful
- - reach
- damage:
- formula: 1d8+10
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: composite shortbow
- to_hit: 15
- traits:
- - brutal
- - deadly 1d10
- - propulsive
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6+8
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Polearm Critical Specialization
- action_cost: None
- traits:
- description: On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general's choice.
- raw_description: "**Polearm Critical Specialization** On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general's choice."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hobgoblin Soldier
- source:
- - abbr: Bestiary
- page_start: 206
- page_stop:
- description: >-
- Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Goblin
- - Humanoid
- senses:
- - Perception +7
- - darkvision
- languages:
- - Common
- - Goblin
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- - hide armor
- - longsword
- - shortbow (10 arrows)
- - wooden shield (Hardness 3, HP 12, BT 6)
- ac: 18
- ac_special:
- - descr: 20 with shield raised
- saves:
- fort: 5
- fort_misc:
- ref: 6
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Formation
- action_cost: None
- traits:
- description: When it's adjacent to at least two other allies, the hobgoblin soldier gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects.
- raw_description: "**Formation** When it's adjacent to at least two other allies, the hobgoblin soldier gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: longsword
- to_hit: 8
- traits:
- - versatile P
- damage:
- formula: 1d8+3
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 8
- traits:
- - deadly 1d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Hodag
- source:
- - abbr: Bestiary 2
- page_start: 145
- page_stop:
- description: >-
- Because they are often described only in drunken retellings of loggers' or miners' tales, hodags are considered by many to exist only in the local folklore of remote areas. However, some individuals have actually encountered these dangerous beasts firsthand, and even fewer have lived to tell their tales.
-
-
-
-
- Hodags are reptilian creatures the size of bulls. These vicious predators' long claws can tear creatures apart in seconds. Their backs sport dozens of long spines that run from their snouts all the way down the length of their powerful tails. Their wide mouths are full of sharp and twisted rows of teeth not unlike those of a shark. The hodags' rough, scaly hides carry hues of green and brown, allowing them to blend into their forest surroundings where they ambush prey. Only their glowing red eyes reveal their presence, though hodags have learned to use this to their advantage by drawing attention to their eyes in one area, then closing their eyes and stealthily moving to another area to cause their prey to misconstrue their location.
-
-
-
-
- In the wintertime, when snow and ice blankets a region, hodags grow a foul-smelling coat of greasy, dark-brown fur that sprouts in tufts from between their scales. A typical hodag measures over 10 feet long from snout to tail and weighs upward of 700 pounds.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Beast
- senses:
- - Perception +14
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - can't speak any language
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 14
- misc: +16 in forests
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 4
- con_mod: 5
- int_mod: -2
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- - name: Trackless
- action_cost: None
- traits:
- description: A hodag sweeps the ground behind it with its tail as it moves, obscuring its tracks. The DCs of checks to __Track__ a hodag are increased by 10.
- raw_description: '**Trackless** A hodag sweeps the ground behind it with its tail as it moves, obscuring its tracks. The DCs of checks to __Track__ a hodag are increased by 10.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 14
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 15
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: spiked tail
- to_hit: 17
- traits:
- - reach 10 feet
- - versatile P
- damage:
- formula: 2d6+8
- type: bludgeoning
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Rip and Tear
- action_cost: Two Actions
- traits:
- description: The hodag makes two claw Strikes and one jaws Strike in any order.
- raw_description: '**Rip and Tear** [Two Actions] The hodag makes two claw Strikes and one jaws Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Toss
- action_cost: Two Actions
- traits:
- description: The hodag Strides, then makes a Strike against a target in reach. If it moves at least 20 feet and succeeds at its Strike, the hodag deals damage normally and then attempts an __Athletics__ check against the creature's Fortitude DC to toss the enemy into the air. On a success, the tossed creature is thrown 10 feet in a straight line in the direction of the hodag's choice and then lands __prone__. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage as well before landing prone. The hodag can instead toss a creature straight up in the air. The creature lands in the same square where it started, takes 1d6 bludgeoning damage, and lands prone.
- raw_description: "**Toss** [Two Actions] The hodag Strides, then makes a Strike against a target in reach. If it moves at least 20 feet and succeeds at its Strike, the hodag deals damage normally and then attempts an __Athletics__ check against the creature's Fortitude DC to toss the enemy into the air. On a success, the tossed creature is thrown 10 feet in a straight line in the direction of the hodag's choice and then lands __prone__. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage as well before landing prone. The hodag can instead toss a creature straight up in the air. The creature lands in the same square where it started, takes 1d6 bludgeoning damage, and lands prone."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Homunculus
- source:
- - abbr: Bestiary
- page_start: 208
- page_stop:
- description: >-
- A homunculus is a tiny servitor construct created by a crafter to 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. Homunculi left to their own devices never stray far from their masters.
-
-
-
-
- In most cases, a homunculus doesn't survive the death of its master for long. Deprived of its creator, a homunculus loses focus and grows increasingly self-destructive, and some even end up battering themselves to destruction. Rarely, a homunculus with a slain master survives the trauma with its mind intact, often seeing itself as its deceased creator's child or successor and attempting to further its creator's legacy as best it can. In such cases, and if the homunculus was in close proximity to its master upon that creature's death, a portion of the dead master's soul "infects" the surviving homunculus as it passes on to the afterlife. This doesn't result in a truly soulbound homunculus (see sidebar), since only a fragment of the soul is left behind, but this is still enough to grant the homunculus a greater personality, free will of its own, and perhaps most importantly, the ability to speak. Over time, a few of these "awakened" homunculi even go so far as to become convinced that they are the reincarnation of their prior masters, although their actual personalities never quite reach the depth and complexity of a truly living creature. They are, at best, caricatures of the master, and at worst they become awful, bitter-minded parodies of life itself. Still, a free-willed homunculus might pursue studies in its creator's class, becoming a unique creature with the abilities of that class if time and fortune permit.
-
-
-
-
- Homunculi are created from a mixture of clay, ash, mandrake root, spring water, and a pint of the creator's own blood. It is possible for a separate donor to provide the blood, but the process is more difficult.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Construct
- senses:
- - Perception +3
- - darkvision
- languages:
- - Common
- - (can't speak any language)
- - master link
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 3
- ability_mods:
- str_mod: -1
- dex_mod: 3
- con_mod: 0
- int_mod: 0
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- - name: Master Link
- action_cost: None
- traits:
- - arcane
- - divination
- - mental
- description: A 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 1,500 feet. 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 homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near.
- raw_description: "**Master Link** (__arcane__, __divination__, __mental__) A 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 1,500 feet. 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 homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 2
- fort_misc:
- ref: 7
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 17
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 7
- traits:
- - finesse
- - magical
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- - formula:
- type: homunculus poison
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Homunculus Poison
- action_cost: None
- traits:
- - poison
- description: A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action. **Saving Throw** DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison and __enfeebled 1__ (1 round)
- raw_description: '**Homunculus Poison** (__poison__) A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action. **Saving Throw** DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison and __enfeebled 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Horned Archon
- source:
- - abbr: Bestiary
- page_start: 27
- page_stop:
- 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 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, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures. Because they roam the wilds of Nirvana and Elysium, horned archons are among the best at understanding the perspectives of other celestials.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: LG
- size: Medium
- traits:
- - LG
- - Medium
- - Archon
- - Celestial
- senses:
- - Perception +11
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Nature '
- bonus: 11
- misc:
- - name: 'Religion '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 11
- misc: +15 to Track
- perception: 11
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 3
- int_mod: 1
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- - composite longbow (20 arrows)
- ac: 22
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 10
- ref_misc:
- will: 11
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 65
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: evil
- automatic_abilities:
- - name: Menacing Guardian
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- description: 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 19 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.
- raw_description: "**Menacing Guardian** (__aura__, __divine__, __enchantment__) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 19 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Retributive Strike
- action_cost: Reaction
- traits:
- description: A horned archon can also make a Retributive Strike with its composite longbow.
- raw_description: '**Retributive Strike** [Reaction] A horned archon can also make a Retributive Strike with its composite longbow.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: horn
- to_hit: 11
- traits:
- - magical
- damage:
- formula: 2d8+3
- type: piercing
- plus_damage:
- - formula: 1d6
- type: good and Push
- ranged:
- - action_cost: One Action
- name: composite longbow
- to_hit: 14
- traits:
- - deadly 1d10
- - magical
- - range increment 100 feet
- - reload 0
- - volley
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - formula: 1d6
- type: good
- spell_lists:
- - name: Divine Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: x3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: animal messenger
- frequency: x3
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency: animals only, x3
- requirement:
- - name: true strike
- frequency: x3
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Archon's Door
- action_cost: None
- traits:
- description: Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__ has enough distance, the archon appears the same distance and direction from the creature as before either used __dimension door__.
- raw_description: "**Archon's Door** Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__ has enough distance, the archon appears the same distance and direction from the creature as before either used __dimension door__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Touch of Charity
- action_cost: One Action
- traits:
- - healing
- - manipulate
- - necromancy
- 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.
- raw_description: "**Touch of Charity** (__healing__, __manipulate__, __necromancy__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hound Archon
- source:
- - abbr: Bestiary 2
- page_start: 22
- page_stop:
- description: >-
- Among the rank-and-file soldiers of Heaven's armies, few individuals are more dependable and truer to the cause than the noble hound archons, embodiments of the virtue of diligence. Unlike __horned archons__, who perform at a similar level along Heaven's grand hierarchy, hound archons do not scout ahead for evil or perform reconnaissance missions in hostile territory. A hound archon's role is as a soldier in the heart of battle or, occasionally, as a sentinel tasked with protecting a particular strategic location or holy site.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: LG
- size: Medium
- traits:
- - LG
- - Medium
- - Archon
- - Celestial
- senses:
- - Perception +13
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 10
- misc:
- - name: 'Religion '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- items:
- - full plate
- - greatsword
- ac: 22
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 8
- ref_misc:
- will: 11
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 70
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: evil
- automatic_abilities:
- - name: Retributive Strike
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Retributive Strike__ [Reaction]**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: greatsword
- to_hit: 14
- traits:
- - good
- - magical
- - versatile P
- damage:
- formula: 1d12+6
- type: slashing
- plus_damage:
- - formula: 1d6
- type: good
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- - agile
- - good
- - magical
- damage:
- formula: 1d6+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 19
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: message
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Archon's Door
- action_cost: None
- traits:
- description: Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door.
- raw_description: "**Archon's Door** Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: A hound archon can take the appearance of any canid __animal__ of Small to Large size. This doesn't change their Speed or the attack and damage bonuses for their Strikes, but if the canid's bite attack has the __Knockdown__ ability, then the hound archon's bite attack gains that ability while they are in that form.
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) A hound archon can take the appearance of any canid __animal__ of Small to Large size. This doesn't change their Speed or the attack and damage bonuses for their Strikes, but if the canid's bite attack has the __Knockdown__ ability, then the hound archon's bite attack gains that ability while they are in that form."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Diligent Assault
- action_cost: Two Actions
- traits:
- description: The hound archon carefully makes one greatsword Strike and one jaws Strike in any order. These attacks count toward the hound archon's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.
- raw_description: "**Diligent Assault** [Two Actions] The hound archon carefully makes one greatsword Strike and one jaws Strike in any order. These attacks count toward the hound archon's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hound Of Tindalos
- source:
- - abbr: Bestiary 2
- page_start: 146
- page_stop:
- description: >+
- Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception back or forward in time. Powerful spellcasters can draw them from the __Dimension of Time__ via rare rituals, but doing so attracts the hounds' ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures—other than to hunt and destroy those who have attracted their unblinking attention.
-
-
-
-
- Once a hound catches scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 28
-
- level: 7
- rarity: Rare
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Rare
- - NE
- - Medium
- - Aberration
- - Time
- senses:
- - Perception +17
- - greater darkvision
- languages:
- - Aklo
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Occultism '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- - name: 'Survival '
- bonus: 13
- misc: +17 to Track
- perception: 17
- ability_mods:
- str_mod: 4
- dex_mod: 6
- con_mod: 2
- int_mod: 6
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 17
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- - controlled
- - emotion
- resistances:
- - amount: 10
- type: mental
- - amount: 10
- type: poison
- - amount: 10
- type: physical
- weaknesses:
- automatic_abilities:
- - name: Otherworldly Mind
- action_cost: None
- traits:
- - mental
- description: >-
- Whenever a creature targets the hound with a __mental__ effect,
-
-
- that creature takes 4d6 mental damage (DC 25 basic Will save). On a critical failure, it
-
-
- also becomes __confused__ for 1d4 rounds.
- raw_description: >-
- **Otherworldly Mind** (__mental__) Whenever a creature targets the hound with a __mental__ effect,
-
-
- that creature takes 4d6 mental damage (DC 25 basic Will save). On a critical failure, it
-
-
- also becomes __confused__ for 1d4 rounds.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ripping Gaze
- action_cost: None
- traits:
- - aura
- - evocation
- - occult
- - visual
- description: 30 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 4d6 slashing damage (DC 25 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours.
- raw_description: "**Ripping Gaze** (__aura__, __evocation__, __occult__, __visual__) 30 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 4d6 slashing damage (DC 25 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Curved Space
- action_cost: None
- traits:
- description: When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes __sickened 1__. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle.
- raw_description: "**Vulnerable to Curved Space** When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes __sickened 1__. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d10+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 2d8+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: discern location
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimensional anchor
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: haste
- frequency:
- requirement:
- - name: slow
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Angled Entry
- action_cost: One Action
- traits:
- description: >-
- The hound of Tindalos casts a 4th-level __dimension door__ spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges.
-
-
- Once per day, the hound can use this ability to plane shift to or from the __Dimension of Time__, with the same restrictions on what angles it can appear next to.
- raw_description: >-
- **Angled Entry** The hound of Tindalos casts a 4th-level __dimension door__ spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges.
-
-
- Once per day, the hound can use this ability to plane shift to or from the __Dimension of Time__, with the same restrictions on what angles it can appear next to.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hunting Spider
- source:
- - abbr: Bestiary
- page_start: 306
- page_stop:
- description: >-
- Hunting spiders are the most common type of giant spider, though not the largest.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - darkvision
- - web sense
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 1
- int_mod: -5
- wis_mod: 2
- cha_mod: -4
- sense_abilities:
- - name: Web Sense
- action_cost: None
- traits:
- description: The hunting spider has imprecise tremorsense to detect the vibrations of creatures touching its web.
- raw_description: '**Web Sense** The hunting spider has imprecise tremorsense to detect the vibrations of creatures touching its web.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 16
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Spring Upon Prey
- action_cost: Reaction
- traits:
- - attack
- description:
- raw_description: "**Spring Upon Prey** [Reaction] (__attack__); **Requirement** Initiative has not yet been rolled. **Trigger** A creature touches the hunting spider's web while the spider is on it. **Effect** The hunting spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative."
- generic_description:
- frequency:
- trigger: Initiative has not yet been rolled.
- effect: A creature touches the hunting spider's web while the spider is on it.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 9
- traits:
- - finesse
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - formula:
- type: hunting spider venom
- ranged:
- - action_cost: One Action
- name: web
- to_hit: 7
- traits:
- - range increment 30 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Descend on a Web
- action_cost: One Action
- traits:
- - move
- 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 the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall.
- raw_description: "**Descend on a Web** (__move__) 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 the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hunting Spider Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 16; **Maximum Duration** 6 rounds; **Stage 1** 1d10 poison and flat-footed (1 round); **Stage 2** 1d12 poison, clumsy 1, and flat-footed (1 round); **Stage 3** 2d6 poison, clumsy 2, and flat-footed (1 round).'
- raw_description: '**Hunting Spider Venom** (__poison__) **Saving Throw** Fortitude DC 16; **Maximum Duration** 6 rounds; **Stage 1** 1d10 poison and flat-footed (1 round); **Stage 2** 1d12 poison, clumsy 1, and flat-footed (1 round); **Stage 3** 2d6 poison, clumsy 2, and flat-footed (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Web Trap
- action_cost: None
- traits:
- description: A creature hit by the hunting spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 17).
- raw_description: "**Web Trap** A creature hit by the hunting spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 17)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hyaenodon
- source:
- - abbr: Bestiary
- page_start: 211
- page_stop:
- description: >-
- Hyaenodons are the ferocious primeval cousins of the smaller hyena. Looming, shaggy-furred creatures nearly the size of a horse, hyaenodons are truly formidable predators to be reckoned with, due both to their size and to their bone-crushing jaws. Gnoll clans find these creatures particularly useful as mounts and guardians.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +9
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 9
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 8
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 12
- traits:
- damage:
- formula: 1d10+5
- type: piercing
- plus_damage:
- - formula:
- type: Knockdown and bonecrunching bite
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bonecrunching Bite
- action_cost: None
- traits:
- description: A creature that is critically hit by a hyaenodon must succeed at a DC 20 Fortitude save or become __wounded 1__ as the creature's bones or cartilage are crushed by the beast's jaws.
- raw_description: "**Bonecrunching Bite** A creature that is critically hit by a hyaenodon must succeed at a DC 20 Fortitude save or become __wounded 1__ as the creature's bones or cartilage are crushed by the beast's jaws."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drag
- action_cost: One Action
- traits:
- description: The hyaenodon makes a jaws Strike against a __prone__ enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along.
- raw_description: '**Drag** The hyaenodon makes a jaws Strike against a __prone__ enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The hyaenodon deals an extra 1d6 damage to any creature within reach of at least two of the hyaenodon's allies.
- raw_description: "**Pack Attack** The hyaenodon deals an extra 1d6 damage to any creature within reach of at least two of the hyaenodon's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hydra
- source:
- - abbr: Bestiary
- page_start: 210
- page_stop:
- description: >-
- Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Beast
- senses:
- - Perception +17
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 12
- misc: +15 in water
- perception: 17
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 5
- int_mod: -3
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 12
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 90
- hp_misc: (body), hydra regeneration
- immunities:
- - area damage
- resistances:
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Head Regrowth
- action_cost: None
- traits:
- description: >-
- A hydra ordinarily has five heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn.
-
-
- A hydra can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies.
- raw_description: >-
- **Head Regrowth** A hydra ordinarily has five heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn.
-
-
- A hydra can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hydra Regeneration
- action_cost: None
- traits:
- description: The hydra has regeneration equal to 3 x the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 25 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies.
- raw_description: "**Hydra Regeneration** The hydra has regeneration equal to 3 x the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 25 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Multiple Opportunities
- action_cost: None
- traits:
- description: A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Attack of Opportunity it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round.
- raw_description: "**Multiple Opportunities** A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Attack of Opportunity it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 16
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+7
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Focused Assault
- action_cost: Two Actions
- traits:
- description: The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs 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 of attacks equal to the number of heads the hydra has.
- raw_description: "**Focused Assault** [Two Actions] The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs 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 of attacks equal to the number of heads the hydra has."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Storm of Jaws
- action_cost: Two Actions
- traits:
- 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 the hydra makes all its attacks.
- raw_description: "**Storm of Jaws** [Two Actions] 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 the hydra makes all its attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Hyena
- source:
- - abbr: Bestiary
- page_start: 211
- page_stop:
- description: >-
- Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. Though all hyenas are often maligned as cowardly carrion eaters, their tactics depend on their specific breed: spotted hyenas are active pack hunters that kill most of their prey themselves, while striped and brown hyenas are more likely to be scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize a victim and pull it to the rest of the pack.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +6
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 8
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d8+3
- type: piercing
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drag
- action_cost: One Action
- traits:
- description: The hyena makes a jaws Strike against a __prone__ enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along.
- raw_description: '**Drag** The hyena makes a jaws Strike against a __prone__ enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The hyena deals an extra 1d4 damage to any creature that's within reach of at least two of the hyena's allies.
- raw_description: "**Pack Attack** The hyena deals an extra 1d4 damage to any creature that's within reach of at least two of the hyena's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ice Golem
- source:
- - abbr: Bestiary 2
- page_start: 129
- page_stop:
- description: >-
- Ice golems are either carved from massive blocks of ice, or pieced together from individual components that are then fused together through heat and refreezing. In most cases, the resulting shape is little more than a crude approximation of a humanoid form, but given the right talent, an ice golem could be an exquisitely carved statue of a mythical creature, famous persona, or even a deity.
-
-
-
-
- While ice golems most frequently serve as guardians in freezing climates, the magic that holds an ice golem together keeps it from melting in warmer temperatures. This, combined with the fact that ice golems lie on the lower end of the scale as far as cost and difficulty to create, gives these constructs unusual features that puts them in great demand. The rich and powerful in hot, arid regions often commission ice golems not only as guardians for their estates and vaults, but for comfort—the presence of an ice golem standing quietly sentinel in the corner of a room can help to keep the chamber at a comfortable temperature. The truly decadent use ice golems as servants to keep drinks cold.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 22
- level: 5
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Uncommon
- - N
- - Medium
- - Cold
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +9
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- perception: 9
- ability_mods:
- str_mod: 5
- dex_mod: 0
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 11
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- - bleed
- - cold
- - death effects
- - disease
- - doomed
- - drained
- - electricity
- - fatigued
- - healing
- - magic (see Golem Antimagic below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 5
- type: physical (except adamantine and bludgeoning)
- weaknesses:
- automatic_abilities:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by fire (4d6, 1d10 from areas or __persistent damage__); healed by cold (area 1d6 HP); __slowed__ by water
- raw_description: '**Golem Antimagic** harmed by fire (4d6, 1d10 from areas or __persistent damage__); healed by cold (area 1d6 HP); __slowed__ by water'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Icy Demise
- action_cost: None
- traits:
- - arcane
- - cold
- - evocation
- description: When an ice golem is destroyed, its body explodes in a blast of frigid air and razor-sharp ice, dealing 2d6 slashing damage and 2d6 cold damage to creatures in a 20-foot emanation, with a DC 19 basic Reflex save.
- raw_description: '**Icy Demise** (__arcane__, __cold__, __evocation__) When an ice golem is destroyed, its body explodes in a blast of frigid air and razor-sharp ice, dealing 2d6 slashing damage and 2d6 cold damage to creatures in a 20-foot emanation, with a DC 19 basic Reflex save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Endure Elements
- action_cost: None
- traits:
- description: An ice golem can be targeted with __endure elements__ even if it's not willing. If it is targeted, for 1 round it can't use Breath Weapon or benefit from creeping cold, and its fist attack doesn't deal cold damage.
- raw_description: "**Vulnerable to Endure Elements** An ice golem can be targeted with __endure elements__ even if it's not willing. If it is targeted, for 1 round it can't use Breath Weapon or benefit from creeping cold, and its fist attack doesn't deal cold damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 15
- traits:
- - magical
- - versatile P
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: cold
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - cold
- - evocation
- description: The ice golem exhales a blast of freezing mist that deals 6d6 cold damage in a 30-foot cone (DC 22 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __cold__, __evocation__) The ice golem exhales a blast of freezing mist that deals 6d6 cold damage in a 30-foot cone (DC 22 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Creeping Cold
- action_cost: None
- traits:
- - arcane
- - cold
- - evocation
- description: When the ice golem gets a critical hit with a fist Strike, the target also takes 2d6 __persistent cold damage__ and is __slowed 1__ for 1 round.
- raw_description: '**Creeping Cold** (__arcane__, __cold__, __evocation__) When the ice golem gets a critical hit with a fist Strike, the target also takes 2d6 __persistent cold damage__ and is __slowed 1__ for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ice Linnorm
- source:
- - abbr: Bestiary
- page_start: 225
- page_stop:
- description: >-
- The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 38
- level: 17
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Uncommon
- - CE
- - Gargantuan
- - Cold
- - Dragon
- senses:
- - Perception +29
- - darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Aklo
- - Draconic
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 28
- misc:
- - name: 'Athletics '
- bonus: 32
- misc:
- perception: 29
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 7
- int_mod: -3
- wis_mod: 6
- cha_mod: 7
- sense_abilities:
- items:
- ac: 41
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 28
- ref_misc:
- will: 27
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 330
- hp_misc: regeneration 10 (deactivated by cold iron)
- immunities:
- - cold
- - curse
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold iron
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Curse of Frost
- action_cost: None
- traits:
- - cold
- - curse
- - primal
- description: When a creature slays an ice linnorm, it must succeed at a DC 40 Will save or permanently gain weakness to cold 15.
- raw_description: '**Curse of Frost** (__cold__, __curse__, __primal__) When a creature slays an ice linnorm, it must succeed at a DC 40 Will save or permanently gain weakness to cold 15.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 100
- type: fly
- - amount: 40
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 34
- traits:
- - reach 25 feet
- - magical
- damage:
- formula: 3d12+17
- type: piercing
- plus_damage:
- - formula:
- type: ice linnorm venom
- - action_cost: One Action
- name: claw
- to_hit: 34
- traits:
- - reach 20 feet
- - agile
- - magical
- damage:
- formula: 3d8+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 34
- traits:
- - reach 25 feet
- - agile
- - magical
- damage:
- formula: 3d6+17
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 8
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - level: -1
- heightened_level: 7
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - cold
- - evocation
- - primal
- description: The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic Reflex save). The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is __immobilized__ by the ice until it succeeds at a check to Escape or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still 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, 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 for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__cold__, __evocation__, __primal__) The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic Reflex save). The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is __immobilized__ by the ice until it succeeds at a check to Escape or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still 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, 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 for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d6+18 bludgeoning, DC 38
- raw_description: '**__Constrict__** 2d6+18 bludgeoning, DC 38'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ice Linnorm Venom
- action_cost: None
- traits:
- - cold
- - injury
- - poison
- description: '**Saving Throw** DC 38 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 5d6 cold damage and __drained 1__; **Stage 2** 7d6 cold damage and __drained 2__.'
- raw_description: '**Ice Linnorm Venom** (__cold__, __injury__, __poison__) **Saving Throw** DC 38 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 5d6 cold damage and __drained 1__; **Stage 2** 7d6 cold damage and __drained 2__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ice Mephit
- source:
- - abbr: Bestiary 2
- page_start: 112
- page_stop:
- description: >-
- Though capable of the same depths of cruelty as their fire mephit kin, ice mephits carry theirs out in a more calculating way. Unlike most mephits, these pale blue mephits prefer solitude to company. Lacking in empathy, they are known for their callousness, and have a reputation for brutal honesty. They also have few moral qualms about acting selfishly and exploiting weakness for their own gain, should the chance arise.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 17
- level: 1
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Small
- traits:
- - Uncommon
- - N
- - Small
- - Air
- - Elemental
- - Water
- senses:
- - Perception +3
- - darkvision
- languages:
- - Aquan
- - Auran
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Intimidation '
- bonus: 5
- misc:
- perception: 3
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 0
- int_mod: -2
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 9
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 18
- hp_misc: fast healing 2 (when touching ice or snow)
- immunities:
- - bleed
- - cold
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 3
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 9
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4
- type: slashing and 1d4 cold
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 17
- to_hit: 9
- misc: ''
- spell_groups:
- - level: 0
- heightened_level: 1
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - cold
- description: The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 basic Reflex save). The ice mephit can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __cold__) The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 basic Reflex save). The ice mephit can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Icewyrm
- source:
- - abbr: Bestiary 2
- page_start: 115
- page_stop:
- description: >-
- Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within icebergs and enjoy striking out at passing ships or creatures. They're especially common in frigid stretches of ocean in the Plane of Water, where icebergs cluster together into enormous islands of ice.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Amphibious
- - Cold
- - Elemental
- - Water
- senses:
- - Perception +19
- - darkvision
- languages:
- - Aquan
- skills:
- - name: 'Athletics '
- bonus: 21
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 7
- con_mod: 5
- int_mod: -1
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 21
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 185
- hp_misc:
- immunities:
- - bleed
- - cold
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Explosion
- action_cost: None
- traits:
- - cold
- description: When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 basic Reflex save).
- raw_description: '**Explosion** (__cold__) When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: ice burrow
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 23
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d6+13
- type: slashing
- plus_damage:
- - formula: 1d6
- type: persistent cold
- ranged:
- - action_cost: One Action
- name: ice shard
- to_hit: 23
- traits:
- - range increment 60 feet
- damage:
- formula: 1d6+13
- type: piercing
- plus_damage:
- - formula: 1d6
- type: persistent cold
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - cold
- - evocation
- - primal
- description: The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold damage and 3d12 piercing damage to every creature in the line (DC 29 basic Reflex save). The icewyrm can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__cold__, __evocation__, __primal__) The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold damage and 3d12 piercing damage to every creature in the line (DC 29 basic Reflex save). The icewyrm can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ice Burrow
- action_cost: None
- traits:
- description: The Icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Ice Burrow** The Icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Icicle Snake
- source:
- - abbr: Bestiary 2
- page_start: 114
- page_stop:
- description: >-
- Translucent and capable of hanging suspended and near motionless, icicle snakes sense the heat of living creatures as a threat and attempt to use their camouflage and chilling bite against foes.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Cold
- - Elemental
- - Water
- senses:
- - Perception +7
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- - bleed
- - cold
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- - finesse
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- - formula: 1d6
- type: persistent cold
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Icicle
- action_cost: One Action
- traits:
- - concentrate
- description: Until the next time it acts, the icicle snake appears to be an unassuming icicle. It has an automatic result of 27 on __Deception__ checks and DCs to pass as an icicle.
- raw_description: '**Icicle** (__concentrate__) Until the next time it acts, the icicle snake appears to be an unassuming icicle. It has an automatic result of 27 on __Deception__ checks and DCs to pass as an icicle.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Iffdahsil
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 81
- page_stop:
- description: >-
- The slithering horror known as Iffdahsil is an undead __shoggoth__ that has haunted the vault of the Black Desert for millennia. __Drow__ legends in particular tend to feature Iffdahsil, terrifying the elves from a young age.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 52
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 52
- level: 21
- rarity: Rare
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Rare
- - CE
- - Gargantuan
- - Aberration
- - Undead
- senses:
- - Perception +38
- - darkvision
- - lifesense (imprecise) 60 feet
- - scent (imprecise) 60 feet
- - tremorsense (imprecise) 60 feet
- languages:
- - Aklo
- - Necril
- skills:
- - name: 'Athletics '
- bonus: 40
- misc:
- - name: 'Intimidation '
- bonus: 36
- misc:
- perception: 38
- ability_mods:
- str_mod: 11
- dex_mod: 9
- con_mod: 10
- int_mod: 0
- wis_mod: 8
- cha_mod: 7
- sense_abilities:
- items:
- ac: 43
- ac_special:
- saves:
- fort: 39
- fort_misc:
- ref: 36
- ref_misc:
- will: 35
- will_misc:
- misc: +1 status to all saves vs. magical effects
- hp: 380
- hp_misc: fast healing 30, negative healing
- immunities:
- - blinded
- - controlled
- - critical hits
- - deafened
- - death effects
- - disease
- - paralyze
- - poison
- - precision
- - sleep
- - unconscious
- resistances:
- - amount: 20
- type: acid
- - amount: 20
- type: cold
- - amount: 15
- type: physical (except magical silver)
- - amount: 20
- type: sonic
- weaknesses:
- - amount: 20
- type: good
- automatic_abilities:
- - name: Aura of Annihilation
- action_cost: None
- traits:
- - aura
- - necromancy
- - occult
- description: 60 feet, DC 45. A creature entering or starting its turn in the aura that fails at a Fortitude save becomes __doomed 1__ and __drained 1__. If the target was already doomed or drained, the values of these conditions increase by 1, to a maximum of doomed 3 and drained 3. A creature that dies while doomed 3 and drained 3 in this way disintegrates into black sand.
- raw_description: '**Aura of Annihilation** (__aura__, __necromancy__, __occult__) 60 feet, DC 45. A creature entering or starting its turn in the aura that fails at a Fortitude save becomes __doomed 1__ and __drained 1__. If the target was already doomed or drained, the values of these conditions increase by 1, to a maximum of doomed 3 and drained 3. A creature that dies while doomed 3 and drained 3 in this way disintegrates into black sand.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Unkillable
- action_cost: None
- traits:
- - necromancy
- - occult
- description: Unlike most undead, Iffdahsil isn't destroyed at 0 HP. Iffdahsil's fast healing continues to function normally, though on any round it begins its turn at 0 HP, it is __enfeebled 4__ and __slowed 1__ until the start of its next turn. While Iffdahsil is at 0 HP, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a 10th-level __sunburst__ spell) and casting a __miracle__ or __wish__ spell (or similar magic) directed at destroying it.
- raw_description: "**Unkillable** (__necromancy__, __occult__) Unlike most undead, Iffdahsil isn't destroyed at 0 HP. Iffdahsil's fast healing continues to function normally, though on any round it begins its turn at 0 HP, it is __enfeebled 4__ and __slowed 1__ until the start of its next turn. While Iffdahsil is at 0 HP, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a 10th-level __sunburst__ spell) and casting a __miracle__ or __wish__ spell (or similar magic) directed at destroying it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: burrow
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 38
- traits:
- - magical
- - reach 30 feet
- damage:
- formula: 5d10+21
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: overwhelming presence
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: disappearance
- frequency: at will, self only
- requirement:
- - name: hallucination
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: hallucinatory terrain
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 3d10+17 piercing
- raw_description: '**__Constrict__** 3d10+17 piercing'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Eat Away
- action_cost: None
- traits:
- description: A creature that begins its turn inside Iffdahsil takes 10d6 negative damage. Iffdahsil gains temporary HP for 1 minute equal to half the damage dealt.
- raw_description: '**Eat Away** A creature that begins its turn inside Iffdahsil takes 10d6 negative damage. Iffdahsil gains temporary HP for 1 minute equal to half the damage dealt.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Engulf
- action_cost: Two Actions
- traits:
- description: DC 43, 10d6 negative, Escape DC 43, Rupture 45
- raw_description: '**__Engulf__** [Two Actions] DC 43, 10d6 negative, Escape DC 43, Rupture 45'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tentacular Burst
- action_cost: Two Actions
- traits:
- description: Iffdahsil deals 8d8 piercing damage to each creature in a 10-foot emanation (DC 43 basic Reflex save) and can also attempt to __Grab__ any creatures who critically fail their save as a free action. Iffdahsil is then __flat-footed__ until the start of its next turn.
- raw_description: '**Tentacular Burst** [Two Actions] Iffdahsil deals 8d8 piercing damage to each creature in a 10-foot emanation (DC 43 basic Reflex save) and can also attempt to __Grab__ any creatures who critically fail their save as a free action. Iffdahsil is then __flat-footed__ until the start of its next turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ifrit Pyrochemist
- source:
- - abbr: Bestiary 2
- page_start: 200
- page_stop:
- description: >-
- Ifrits' blood blazes with elemental fire. Most ifrits are second-class citizens who serve under the iron heel of the __efreeti__ and their Dominion of Flame, but those born outside the efreet hierarchy or who choose to flee it live lives of passion in search of fame, glory, and power.
-
-
-
-
- Ifrits are fond of fire, but this doesn't mean they all embrace fire's destructive nature. Those who seek more productive roles in a society find inspiration in the way flames flit and dance, and they pride themselves in their skills as acrobats or dancers. The church of Sarenrae particularly welcomes ifrit fire dancers, both in appreciation of their skill and to help ensure these ifrits have a safe place apart from their more violent kin.
-
-
-
-
- But by and large, ifrits are drawn to professions and callings that allow them to wallow in the glories of fire. Ifrit pyrochemists apply this calling to alchemical teachings, seeing purity in every single bomb thrown or conflagration lit.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Human
- - Humanoid
- - Ifrit
- senses:
- - Perception +3
- languages:
- - Common
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Crafting '
- bonus: 6
- misc:
- - name: 'Intimidation '
- bonus: 4
- misc:
- - name: 'Nature '
- bonus: 3
- misc:
- - name: 'Survival '
- bonus: 3
- misc:
- - name: 'Thievery '
- bonus: 6
- misc:
- perception: 3
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 2
- int_mod: 3
- wis_mod: 0
- cha_mod: 1
- sense_abilities:
- - name: Infused Items
- action_cost: None
- traits:
- description: >+
- An ifrit pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations: __lesser alchemist's fire__ (5), __lesser elixir of life__ (2), __lesser smokestick.__
-
- raw_description: >+
- **Infused Items** An ifrit pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations: __lesser alchemist's fire__ (5), __lesser elixir of life__ (2), __lesser smokestick.__
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - formula book
- - alchemist's tools
- - dagger
- - flint and steel
- - studded leather armor
- ac: 18
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 6
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 18
- hp_misc:
- immunities:
- resistances:
- - amount: 1
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: dagger
- to_hit: 8
- traits:
- - agile
- - finesse
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: lesser alchemist's fire
- to_hit: 8
- traits:
- - range increment 30 feet
- damage:
- formula: 1d8
- type: fire
- plus_damage:
- - formula: 1
- type: persistent fire damage and 1 fire splash damage
- spell_lists:
- - name: Primal Innate Spells
- dc: 16
- to_hit: 8
- misc: ''
- spell_groups:
- - level: 0
- heightened_level: 1
- spells:
- - name: produce flame
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Quick Bomber
- action_cost: One Action
- traits:
- description: The ifrit pyrochemist draws an alchemical bomb with an Interact action and throws it as a ranged Strike.
- raw_description: '**Quick Bomber** The ifrit pyrochemist draws an alchemical bomb with an Interact action and throws it as a ranged Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Iguanodon
- source:
- - abbr: Bestiary 2
- page_start: 82
- page_stop:
- description: >-
- Iguanodons are large, herbivorous dinosaurs that inhabit swamps and forests where they browse on the abundant vegetation. The iguanodon is capable of moving on two feet or on four, quickly switching from one stance to the other depending on whether it needs to move through dense foliage or to reach delectable morsels hanging up in the canopy.
-
-
-
-
- Although iguanodons are herbivores, they are notoriously quick to anger. Their thumb spikes make their claws particularly devastating weapons. A well.placed blow from one of these claws can turn a hungry predator into a cowering beast with one swift strike. Iguanodons are 30 feet long and weigh 6,000 pounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- - Dinosaur
- senses:
- - Perception +14
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- perception: 14
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 4
- int_mod: -4
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 12
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: thumb spike
- to_hit: 17
- traits:
- - deadly d10
- - reach 10 feet
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 15
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Gouging Lunge
- action_cost: Two Actions
- traits:
- description: The iguanodon makes a thumb spike Strike at an adjacent foe and then Strides up to 15 feet, dragging its thumb spike across the foe to gouge out a brutal wound. If this Strike hits, it deals an extra 1d8 points of slashing damage and the following Stride does not trigger reactions from the creature struck. This thumb spike Strike counts as two attacks when calculating the iguanodon's multiple attack penalty.
- raw_description: "**Gouging Lunge** [Two Actions] The iguanodon makes a thumb spike Strike at an adjacent foe and then Strides up to 15 feet, dragging its thumb spike across the foe to gouge out a brutal wound. If this Strike hits, it deals an extra 1d8 points of slashing damage and the following Stride does not trigger reactions from the creature struck. This thumb spike Strike counts as two attacks when calculating the iguanodon's multiple attack penalty."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Imentesh
- source:
- - abbr: Bestiary 2
- page_start: 207
- page_stop:
- description: >-
- The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality's dissolution. Imenteshes are cunning, curiously diplomatic, and profoundly whimsical. They travel beyond the __Maelstrom__ for their work, frequently adopting extravagant personal attire and decorations that often border upon the garish, all to curry favor with less chaotic beings.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CN
- size: Large
- traits:
- - CN
- - Large
- - Monitor
- - Protean
- senses:
- - Perception +19
- - darkvision
- - entropy sense (imprecise) 60 feet
- languages:
- - Abyssal
- - Celestial
- - Protean
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Deception '
- bonus: 21
- misc:
- - name: 'Diplomacy '
- bonus: 19
- misc:
- - name: 'Performance '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- - name: 'Thievery '
- bonus: 17
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 5
- int_mod: 7
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- - name: Entropy Sense
- action_cost: None
- traits:
- - divination
- - divine
- - prediction
- description: An imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the imentesh the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from __divinations__ and __predictions__ cannot be noticed via entropy sense.
- raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) An imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the imentesh the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from __divinations__ and __predictions__ cannot be noticed via entropy sense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 19
- ref_misc:
- will: 17
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 175
- hp_misc: fast healing 5
- immunities:
- resistances:
- - amount: 10
- type: precision
- - amount: 15
- type: protean anatomy
- weaknesses:
- - amount: 10
- type: lawful
- automatic_abilities:
- - name: Protean Anatomy
- action_cost: None
- traits:
- - divine
- - transmutation
- description: >-
- An imentesh's vital organs shift and change shape and position constantly. Immediately after the imentesh takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The imentesh is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- raw_description: >-
- **Protean Anatomy** (__divine__, __transmutation__) An imentesh's vital organs shift and change shape and position constantly. Immediately after the imentesh takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The imentesh is immune to __polymorph__ effects unless it is a willing target. If __blinded__ or __deafened__, the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- - amount: 25
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - chaotic
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+11
- type: piercing
- plus_damage:
- - formula: 1d6
- type: chaotic and warpwave strike
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- - chaotic
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+11
- type: slashing
- plus_damage:
- - formula: 1d6
- type: chaotic
- - action_cost: One Action
- name: tail
- to_hit: 23
- traits:
- - chaotic
- - magical
- - reach 15 feet
- damage:
- formula: 2d10+11
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: chaotic and Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: divine wrath
- frequency: chaotic
- requirement:
- - name: sending
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: creation
- frequency:
- requirement:
- - name: dimension door
- frequency: at will
- requirement:
- - name: shatter
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: haste
- frequency:
- requirement:
- - name: mending
- frequency:
- requirement:
- - name: shrink item
- frequency:
- requirement:
- - name: slow
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, lawful only
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: The imentesh takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.
- raw_description: "**__Change Shape__** (__concentrate__, __divine__, __polymorph__, __transmutation__) The imentesh takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d10+11 bludgeoning, DC 29
- raw_description: '**__Constrict__** 1d10+11 bludgeoning, DC 29'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inflict Warpwave
- action_cost: One Action
- traits:
- - divine
- - transmutation
- description: An imentesh inflicts a warpwave on a creature within 100 feet DC 29 Fortitude save to resist).
- raw_description: '**Inflict Warpwave** (__divine__, __transmutation__) An imentesh inflicts a warpwave on a creature within 100 feet DC 29 Fortitude save to resist).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: An imentesh's Strikes deal an additional 2d6 precision damage to __flat-footed__ targets.
- raw_description: "**__Sneak Attack__** An imentesh's Strikes deal an additional 2d6 precision damage to __flat-footed__ targets."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Warpwave Strike
- action_cost: None
- traits:
- - divine
- - transmutation
- description: Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 29 Fortitude save or be subject to a warpwave.
- raw_description: "**Warpwave Strike** (__divine__, __transmutation__) Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 29 Fortitude save or be subject to a warpwave."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Immortal Ichor
- source:
- - abbr: 'Pathfinder #149: Against the Scarlet Triad'
- page_start: 88
- page_stop:
- description: >-
- An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the unholy monster.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 39
- level: 15
- rarity: Rare
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Rare
- - NE
- - Medium
- - Ooze
- senses:
- - Perception +20
- - motion sense 60 feet
- - no vision
- languages:
- - Abyssal
- - Aklo
- - Infernal
- - Undercommon
- - telepathy 100 feet
- skills:
- - name: 'Ancient History Lore '
- bonus: 30
- misc:
- - name: 'Arcana '
- bonus: 30
- misc:
- - name: 'Religion '
- bonus: 29
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 9
- int_mod: 7
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 20
- ref_misc:
- will: 29
- will_misc:
- misc:
- hp: 350
- hp_misc: regeneration 15 (deactivated by good
- immunities:
- - acid
- - critical hits
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- - amount: 15
- type: physical
- weaknesses:
- automatic_abilities:
- - name: Immortality
- action_cost: None
- traits:
- description: The immortal ichor doesn't age, nor does it need to eat or breathe. It can die only as a result of violence.
- raw_description: "**Immortality** The immortal ichor doesn't age, nor does it need to eat or breathe. It can die only as a result of violence."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: fly
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 27
- traits:
- damage:
- formula: 3d8+12
- type: bludgeoning
- plus_damage:
- - formula:
- type: mental erosion
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 37
- to_hit: 31
- misc: ''
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: charm
- frequency: x3
- requirement:
- - name: feeblemind
- frequency:
- requirement:
- - name: possession
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: crisis of faith
- frequency:
- requirement:
- - name: telekinetic haul
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: telekinetic maneuver
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- - name: command
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: telekinetic projectile
- frequency:
- requirement:
- - name: Cleric Domain Spells
- dc: 37
- to_hit: 31
- misc: ', 3 Focus Points'
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: cry of destruction
- frequency:
- requirement:
- - name: destructive aura
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Corrupt Ally
- action_cost: None
- traits:
- - divine
- - enchantment
- - mental
- 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 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 ichor is killed, these zombies are destroyed.
- raw_description: "**Corrupt Ally** (__divine__, __enchantment__, __mental__) 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 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 ichor is killed, these zombies are destroyed."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dead Spells
- action_cost: None
- traits:
- description: An immortal ichor can cast an initial and advanced domain spell of a __domain__ that belonged to the dead deity from which the ichor arose (the domain spells presented here are from the __destruction__ domain).
- raw_description: '**Dead Spells** An immortal ichor can cast an initial and advanced domain spell of a __domain__ that belonged to the dead deity from which the ichor arose (the domain spells presented here are from the __destruction__ domain).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mental Erosion
- action_cost: None
- traits:
- description: A creature hit by the ichor's pseudopod is __stupefied 2__ for 1 day unless it succeeds at a DC 35 Will save.
- raw_description: "**Mental Erosion** A creature hit by the ichor's pseudopod is __stupefied 2__ for 1 day unless it succeeds at a DC 35 Will save."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Resanguinate
- action_cost: Three Actions
- traits:
- - divine
- - healing
- - necromancy
- description: The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30 feet that has blood takes 4d6 damage (DC 33 basic Fortitude save). The immortal ichor regains HP equal to the total damage dealt. A creature that fails its save is also __drained 1__ (or drained 2 on a critical failure).
- raw_description: '**Resanguinate** [Three Actions] (__divine__, __healing__, __necromancy__) The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30 feet that has blood takes 4d6 damage (DC 33 basic Fortitude save). The immortal ichor regains HP equal to the total damage dealt. A creature that fails its save is also __drained 1__ (or drained 2 on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Imp
- source:
- - abbr: Bestiary
- page_start: 87
- page_stop:
- 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 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 can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: LE
- size: Tiny
- traits:
- - LE
- - Tiny
- - Devil
- - Fiend
- senses:
- - Perception +7
- - greater darkvision
- languages:
- - Common
- - Infernal
- - telepathy (touch)
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- - name: 'Religion '
- bonus: 5
- misc:
- perception: 7
- ability_mods:
- str_mod: -1
- dex_mod: 4
- con_mod: 0
- int_mod: 1
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 3
- type: physical (except silver)
- - amount: 5
- type: poison
- weaknesses:
- - amount: 3
- type: good
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: stinger
- to_hit: 9
- traits:
- - agile
- - evil
- - finesse
- - magical
- damage:
- formula: 1d4-1
- type: piercing
- plus_damage:
- - formula: 1d4
- type: evil and imp venom
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: detect alignment
- frequency: at will, good only
- requirement:
- - level: -1
- heightened_level: 1
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: ''
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) \n\n * **Boar **size Medium; scent (imprecise) 30 feet; **Speed **40 feet; **Melee **tusk +9 (__finesse__), **Damage **1d10-1 piercing\n\n * **Giant Spider** size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (__finesse__, __poison__), **Damage **1d6-1 piercing plus 1d4 poison\n\n * **Rat **scent; **Speed **20 feet; **Melee **jaws +9 (__agile__, __finesse__), **Damage **1 piercing\n\n * **Raven **scent; **Speed **10 feet, fly 40 feet; **Melee **beak +9 (__finesse__), **Damage **1 piercing"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Boar
- action_cost: None
- traits:
- description: size Medium; scent (imprecise) 30 feet; **Speed **40 feet; **Melee **tusk +9 (__finesse__), **Damage **1d10-1 piercing
- raw_description: '**Boar **size Medium; scent (imprecise) 30 feet; **Speed **40 feet; **Melee **tusk +9 (__finesse__), **Damage **1d10-1 piercing'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Giant Spider
- action_cost: None
- traits:
- description: size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (__finesse__, __poison__), **Damage **1d6-1 piercing plus 1d4 poison
- raw_description: '**Giant Spider** size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (__finesse__, __poison__), **Damage **1d6-1 piercing plus 1d4 poison'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rat
- action_cost: None
- traits:
- description: scent; **Speed **20 feet; **Melee **jaws +9 (__agile__, __finesse__), **Damage **1 piercing
- raw_description: '**Rat **scent; **Speed **20 feet; **Melee **jaws +9 (__agile__, __finesse__), **Damage **1 piercing'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Raven
- action_cost: None
- traits:
- description: scent; **Speed **10 feet, fly 40 feet; **Melee **beak +9 (__finesse__), **Damage **1 piercing
- raw_description: '**Raven **scent; **Speed **10 feet, fly 40 feet; **Melee **beak +9 (__finesse__), **Damage **1 piercing'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Diabolic Healing
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - healing
- - necromancy
- description:
- raw_description: '**Diabolic Healing** (__concentrate__, __divine__, __healing__, __necromancy__) **Frequency** once per round. **Effect** The imp regains 1d6 Hit Points.'
- generic_description:
- frequency: once per round.
- trigger:
- effect: The imp regains 1d6 Hit Points.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Imp Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison and __clumsy 1__ (1 round); **Stage 2** 1d6 poison damage, __clumsy 1__, and __slowed 1__ (1 round)'
- raw_description: '**Imp Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison and __clumsy 1__ (1 round); **Stage 2** 1d6 poison damage, __clumsy 1__, and __slowed 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infernal Temptation
- action_cost: One Action
- traits:
- - divine
- - concentrate
- - enchantment
- - evil
- - fortune
- description:
- raw_description: '**Infernal Temptation** (__divine__, __concentrate__, __enchantment__, __evil__, __fortune__) **Frequency** once per day. **Effect** The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by __wish__ or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.'
- generic_description:
- frequency: once per day.
- trigger:
- effect: The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by __wish__ or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Intellect Devourer
- source:
- - abbr: Bestiary 2
- page_start: 147
- page_stop:
- description: >-
- Intellect devourers serve as advance scouts and infiltrators for the powerful force of alien beings called the Dominion of the Black. These monsters roam the Darklands, from which they mount secret invasions of the world above. When an intellect devourer infiltrates a society, its first priority is to acquire a body. It might first seek out a graveyard for a fresh corpse, as this is easier than fighting and killing someone. When the aberration compresses itself into the host's brain cavity, its real body goes dull to sensation as it connects to the nervous system of its host. If found out, an intellect devourer might quickly inhabit a new body to make its escape, preferably something inconspicuous such as a domestic animal.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Small
- traits:
- - Uncommon
- - CE
- - Small
- - Aberration
- senses:
- - Perception +16
- - darkvision
- - lifesense 60 feet
- languages:
- - Aklo
- - Common
- - Undercommon
- - can't speak any languages
- - telepathy 100 feet
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 16
- misc:
- - name: 'Occultism '
- bonus: 17
- misc:
- - name: 'Society '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 16
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 4
- int_mod: 5
- wis_mod: 4
- cha_mod: 6
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 16
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 130
- hp_misc:
- immunities:
- - blinded
- - controlled
- - emotion
- - possession
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: talon
- to_hit: 18
- traits:
- - agile
- - finesse
- damage:
- formula: 2d10+5
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: confusion
- frequency:
- requirement:
- - name: globe of invulnerability
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: soothe
- frequency: ×3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: gentle repose
- frequency:
- requirement:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - name: paranoia
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Body Thief
- action_cost: Three Actions
- traits:
- - manipulate
- - necromancy
- - occult
- - possession
- description: The intellect devourer reduces in size and burrows into the brain of a creature dead for no longer than 1 day. At the start of the intellect devourer's next turn, the body revives at its maximum Hit Points, controlled by the devourer. The intellect devourer is conscious and can sense everything the possessed body could. Any effect that ends the possession kills the host body with the same effects as Exit Body. The intellect devourer can't use any of the host creature's spells with Body Thief but can use its own spells. The host body slowly decays while inhabited by the intellect devourer, becoming uninhabitable after 7 days unless preserved with __gentle repose__ or a similar effect.
- raw_description: "**Body Thief** [Three Actions] (__manipulate__, __necromancy__, __occult__, __possession__) The intellect devourer reduces in size and burrows into the brain of a creature dead for no longer than 1 day. At the start of the intellect devourer's next turn, the body revives at its maximum Hit Points, controlled by the devourer. The intellect devourer is conscious and can sense everything the possessed body could. Any effect that ends the possession kills the host body with the same effects as Exit Body. The intellect devourer can't use any of the host creature's spells with Body Thief but can use its own spells. The host body slowly decays while inhabited by the intellect devourer, becoming uninhabitable after 7 days unless preserved with __gentle repose__ or a similar effect."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Exit Body
- action_cost: One Action
- traits:
- - move
- description:
- raw_description: '**Exit Body** (__move__) **Requirements** The intellect devourer is controlling a body with Body Thief; **Effect** The intellect devourer leaves its host body, which dies instantly and is no longer a suitable host for any Body Thief ability. The intellect devourer appears at full size in an adjacent space.'
- generic_description:
- frequency:
- trigger:
- effect: The intellect devourer is controlling a body with Body Thief
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ravage
- action_cost: Three Actions
- traits:
- description: The intellect devourer makes two talon Strikes against a __paralyzed__, __restrained__, or __unconscious__ creature, using the same attack modifier as its highest attack modifier. These Strikes gain the __death__ trait. If Ravage kills the target, the intellect devourer may use Body Thief against it as a free action.
- raw_description: '**Ravage** [Three Actions] The intellect devourer makes two talon Strikes against a __paralyzed__, __restrained__, or __unconscious__ creature, using the same attack modifier as its highest attack modifier. These Strikes gain the __death__ trait. If Ravage kills the target, the intellect devourer may use Body Thief against it as a free action.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stolen Identity
- action_cost: None
- traits:
- description: While an intellect devourer uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body's abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body.
- raw_description: "**Stolen Identity** While an intellect devourer uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body's abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Interlocutor
- source:
- - abbr: Bestiary 2
- page_start: 285
- page_stop:
- description: >-
- Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and metal. Each interlocutor structures their individual appearance carefully, but all are towering, multi-limbed 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. Interlocutors average 9 feet tall and weigh approximately 800 pounds.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Fiend
- - Velstrac
- senses:
- - Perception +24
- - greater darkvision
- - painsight
- languages:
- - Common
- - Infernal
- - Shadowtongue
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Crafting '
- bonus: 22
- misc: +24 sculpting flesh
- - name: 'Intimidation '
- bonus: 25
- misc:
- - name: 'Medicine '
- bonus: 26
- misc:
- - name: 'Religion '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- - name: 'Torture Lore '
- bonus: 20
- misc:
- perception: 24
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 5
- int_mod: 2
- wis_mod: 6
- cha_mod: 5
- sense_abilities:
- - name: Painsight
- action_cost: None
- traits:
- - divination
- - divine
- description: A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions.
- raw_description: '**Painsight** (divination, divine) A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 21
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 215
- hp_misc: regeneration 20 (deactivated by good or silver
- immunities:
- - cold
- resistances:
- - amount: 15
- type: good
- - amount: 15
- type: silver
- weaknesses:
- automatic_abilities:
- - name: Glimpse of Stolen Flesh
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: >-
- 30 feet. When a
-
-
- creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor's
-
-
- form. The creature must succeed at a DC 29 Will save or become __stunned 1__.
- raw_description: >-
- **Glimpse of Stolen Flesh** (__aura__, __divine__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a
-
-
- creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor's
-
-
- form. The creature must succeed at a DC 29 Will save or become __stunned 1__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 25
- traits:
- - deadly 2d10
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+13
- type: slashing
- plus_damage:
- - formula: 2d6
- type: persistent bleed
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: self only, to the Material Plane or Shadow Plane only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: breath of life
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: heal
- frequency: ×2
- requirement:
- - name: restoration
- frequency: ×2
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: stabilize
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Focus Gaze
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: The interlocutor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Glimpse of Stolen Flesh. In addition, if the creature was already __stunned__, on a failed save, it feels its internal organs twist and writhe, and is __clumsy 2__ for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor's next turn.
- raw_description: "**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The interlocutor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Glimpse of Stolen Flesh. In addition, if the creature was already __stunned__, on a failed save, it feels its internal organs twist and writhe, and is __clumsy 2__ for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Surgical Rend
- action_cost: One Action
- traits:
- description: This functions as the __Rend__ ability, dealing claw damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, thus closing the wound, Strikes against the creature deal 1d6 extra precision damage.
- raw_description: '**Surgical Rend** This functions as the __Rend__ ability, dealing claw damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, thus closing the wound, Strikes against the creature deal 1d6 extra precision damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Invidiak
- source:
- - abbr: Bestiary 2
- page_start: 65
- page_stop:
- description: "For most demons, possessing a creature requires a ritual, magic item, or condition, but for invidiaks, who lack a body, possession is akin to donning a suit of clothing. Known also as shadow demons, invidiaks are formed from envious mortal souls. \n\n\n\n**__Recall Knowledge - Fiend__ (__Religion__)**: DC 23"
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Demon
- - Fiend
- - Incorporeal
- senses:
- - Perception +15
- - darkvision
- languages:
- - Abyssal
- - Common
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Religion '
- bonus: 13
- misc:
- - name: 'Society '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 15
- ability_mods:
- str_mod: -5
- dex_mod: 4
- con_mod: 3
- int_mod: 2
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 16
- ref_misc:
- will: 13
- will_misc:
- misc: +1 to all saves vs. magic
- hp: 90
- hp_misc:
- immunities:
- - disease
- - poison
- - precision
- resistances:
- - amount: 5
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- weaknesses:
- - amount: 5
- type: cold iron
- - amount: 5
- type: good
- automatic_abilities:
- - name: Exorcism Vulnerability
- action_cost: None
- traits:
- description: If an invidiak attempts to possess a creature and the creature rolls a critical success on its saving throw to resist __possession__, or if an invidiak's possession of a creature is ended prematurely, such as via a successful dispel magic, the invidiak takes 6d6 mental damage and cannot use possession for 24 hours.
- raw_description: "**Exorcism Vulnerability** If an invidiak attempts to possess a creature and the creature rolls a critical success on its saving throw to resist __possession__, or if an invidiak's possession of a creature is ended prematurely, such as via a successful dispel magic, the invidiak takes 6d6 mental damage and cannot use possession for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - agile
- - evil
- - finesse
- - magical
- damage:
- formula: 2d8
- type: cold
- plus_damage:
- - formula: 2d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: possession
- frequency: range touch
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: shadow blast
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Favored Host
- action_cost: None
- traits:
- description: 'Each invidiak has a particular type of creature they prefer possessing, chosen from the following list: __aberration__, __animal__, __beast__, or any __humanoid__ (such as __dwarf__)—in most cases, the favored type of target is __human__. When an invidiak uses possession against a favored host, the duration of possession increases to unlimited, and the effect lasts until dispelled or until the invidiak dismisses it.'
- raw_description: '**Favored Host** Each invidiak has a particular type of creature they prefer possessing, chosen from the following list: __aberration__, __animal__, __beast__, or any __humanoid__ (such as __dwarf__)—in most cases, the favored type of target is __human__. When an invidiak uses possession against a favored host, the duration of possession increases to unlimited, and the effect lasts until dispelled or until the invidiak dismisses it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadow Blend
- action_cost: Two Actions
- traits:
- - divine
- - illusion
- description: The invidiak Strides up to twice their speed. If the invidiak ends their movement in an area of dim light, they become hidden as long as they don't move and the lighting in the area they're in doesn't grow brighter than dim light.
- raw_description: "**Shadow Blend** [Two Actions] (__divine__, __illusion__) The invidiak Strides up to twice their speed. If the invidiak ends their movement in an area of dim light, they become hidden as long as they don't move and the lighting in the area they're in doesn't grow brighter than dim light."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Unbodied Possession
- action_cost: None
- traits:
- description: An invidiak leaves no body behind when using __possession__.
- raw_description: '**Unbodied Possession** An invidiak leaves no body behind when using __possession__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Invisible Stalker
- source:
- - abbr: Bestiary
- page_start: 144
- page_stop:
- description: >-
- Invisible stalkers have a poor opinion of mortals due to the unsavory nature of the violent tasks summoners usually call them to the Material Plane to perform.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Air
- - Elemental
- senses:
- - Perception +16
- - darkvision
- languages:
- - Auran
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 15
- misc: +19 to Track
- perception: 16
- ability_mods:
- str_mod: 3
- dex_mod: 6
- con_mod: 3
- int_mod: -2
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 18
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Naturally Invisible
- action_cost: None
- traits:
- description: The invisible stalker is invisible at all times, though when it takes a hostile action of any kind, it is hidden instead of undetected until the start of its next turn, as the vague outline of its humanoid form is faintly visible for a short period of time.
- raw_description: '**Naturally Invisible** The invisible stalker is invisible at all times, though when it takes a hostile action of any kind, it is hidden instead of undetected until the start of its next turn, as the vague outline of its humanoid form is faintly visible for a short period of time.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 18
- traits:
- - agile
- - finesse
- damage:
- formula: 1d10+5
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The invisible stalker deals 2d6 extra precision damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The invisible stalker deals 2d6 extra precision damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swift Tracker
- action_cost: None
- traits:
- description: The invisible stalker moves at full Speed while Tracking.
- raw_description: '**Swift Tracker** The invisible stalker moves at full Speed while Tracking.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Iridescent Elephant
- source:
- - abbr: 'Pathfinder #152: Legacy of the Lost God'
- page_start: 80
- page_stop:
- description: >-
- An iridescent animal is a wild or domesticated animal that has undergone a magical transformation to become a luminescent beast that can glow in the dark and use dazzling light-based powers. Although the effect is glamorous, the life of an iridescent animal is a sad one. The change drastically weakens the animal, diminishing both its strength and its vitality. This effect is desirable for some—particularly the circuses, menageries, and royal courts that typically purchase these glowing beasts—but never for the animal itself. Because the effects of the transformation are so deleterious, the act of creating an iridescent animal is strongly frowned upon by druids and other naturalists, some of whom dedicate their lives to rescuing and fostering these maltreated creatures. The procedure cannot be reversed, and few iridescent animals are fit to live in the wild after the transformation, cementing their lot in life to serve as showy beasts of burden or objects of entertainment and ridicule.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Animal
- senses:
- - Perception +11
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Survival '
- bonus: 13
- misc:
- perception: 11
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 2
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 9
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 110
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Glowing Bones
- action_cost: None
- traits:
- description: An iridescent animal emits phosphorescent bright light in a 15-foot aura. The animal can suppress this display until the end of its next turn as a single action, which has the __concentrate__ trait. The color of the light is determined by the iridescent animal's creator.
- raw_description: "**Glowing Bones** An iridescent animal emits phosphorescent bright light in a 15-foot aura. The animal can suppress this display until the end of its next turn as a single action, which has the __concentrate__ trait. The color of the light is determined by the iridescent animal's creator."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: tusk
- to_hit: 14
- traits:
- - reach 10 feet
- damage:
- formula: 3d8+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: trunk
- to_hit: 16
- traits:
- - reach 15 feet
- damage:
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 14
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: color splash
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Color Splash
- action_cost: None
- traits:
- - visual
- description: When the iridescent elephant stomps its foot, a bright, disorienting burst of light pulses through its leg. Each creatures adjacent to the iridescent elephant when it makes a foot Strike (regardless of whether or not it hit) must succeed at a DC 24 Will save or be __flat-footed__ until the beginning of the elephant's next turn.
- raw_description: "**Color Splash** (__visual__) When the iridescent elephant stomps its foot, a bright, disorienting burst of light pulses through its leg. Each creatures adjacent to the iridescent elephant when it makes a foot Strike (regardless of whether or not it hit) must succeed at a DC 24 Will save or be __flat-footed__ until the beginning of the elephant's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Grabbing Trunk
- action_cost: None
- traits:
- description: A Medium or smaller creature hit by the elephant's trunk is __grabbed__. If the elephant moves, it can bring the grabbed creature along with it.
- raw_description: "**Grabbing Trunk** A Medium or smaller creature hit by the elephant's trunk is __grabbed__. If the elephant moves, it can bring the grabbed creature along with it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 22
- raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 22'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trunk Beam
- action_cost: None
- traits:
- - visual
- - light
- description:
- raw_description: "**Trunk Beam** (__visual__, __light__) **Frequency** once per day; **Effect** The iridescent elephant blasts a beam of light from its trunk in a 30-foot line. Each creature in the area must attempt a DC 22 Fortitude save. \n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is __dazzled__ for 1 round.\n\n**Failure** The creature is __blinded__ for 1 minute.\n\n**Critical Failure** The creature is blinded permanently."
- generic_description:
- frequency: once per day
- trigger:
- effect: "The iridescent elephant blasts a beam of light from its trunk in a 30-foot line. Each creature in the area must attempt a DC 22 Fortitude save. \n\n"
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is dazzled for 1 round.
- failure: The creature is blinded for 1 minute.
- critical_failure: The creature is blinded permanently.
- full_description:
-- name: Irlgaunt
- source:
- - abbr: Bestiary 2
- page_start: 148
- page_stop:
- description: >-
- Irlgaunts resemble titanic spiders or crabs, but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged gray shells allow them to blend into the rocky walls of the high mountain passes and deep ravines that serve as their hunting grounds. Despite their size, they move with incredible alacrity, bounding across chasms and skittering up sheer mountain cliffs without pause. Though they are formidable in melee, irlgaunts have an even more powerful ranged attack. These creatures can pelt their opponents by forcefully regurgitating gastroliths—melon-sized clusters of rocks enveloped in coagulated digestive enzymes strong enough to break down flesh and bone. Gastroliths are fragile and explode on contact, spraying the area with shards of rock and caustic acid.
-
-
-
-
- While one might easily mistake an irlgaunt for a simple brutish beast, they have a keen intelligence and use devious hunting strategies. They set traps for travelers and are fond of using gems and magical items taken from previous victims as bait. They have been known to start rockslides or otherwise block passages to reroute explorers into their clutches. They also use their gastroliths to direct the movements of their prey, forcing victims into dead ends at the edge of chasms or cliffs.
-
-
-
-
- For the most part, irlgaunts live solitary lives, likely because finding enough food to sustain a community tends to be difficult. However, they still maintain a sense of extended, regional community, actively gathering when organizing for war or to discuss other issues that affect their species or shared territories. They have been known to occasionally ally with giants, but these truces are usually nebulous.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Aberration
- - Earth
- senses:
- - Perception +24
- - darkvision
- languages:
- - Aklo
- - Common
- - Jotun
- - Terran
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Athletics '
- bonus: 26
- misc:
- - name: 'Deception '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 27
- misc:
- - name: 'Survival '
- bonus: 22
- misc:
- perception: 24
- ability_mods:
- str_mod: 7
- dex_mod: 8
- con_mod: 5
- int_mod: 4
- wis_mod: 5
- cha_mod: 4
- sense_abilities:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 25
- ref_misc:
- will: 24
- will_misc:
- misc:
- hp: 265
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: bludgeoning
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- - amount:
- type: stone step
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 26
- traits:
- damage:
- formula: 3d8+13
- type: piercing
- plus_damage:
- - formula: 2d6
- type: acid
- - action_cost: One Action
- name: legs
- to_hit: 26
- traits:
- - agile
- damage:
- formula: 3d10+13
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: stone tell
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: meld into stone
- frequency: at will
- requirement:
- - name: shape stone
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Regurgitate Gastrolith
- action_cost: Two Actions
- traits:
- - acid
- - evocation
- - primal
- description: The irlgaunt violently regurgitates a melonsized clot of brittle stone supernaturally infused with digestive enzymes. The stone and acid explode on impact within a range of 30 feet, dealing 7d6 piercing damage and 7d6 acid damage to creatures in a 20-foot burst (DC 33 basic Reflex save). The irlgaunt can't Regurgitate Gastroliths for 1d4 rounds.
- raw_description: "**Regurgitate Gastrolith** [Two Actions] (__acid__, __evocation__, __primal__) The irlgaunt violently regurgitates a melonsized clot of brittle stone supernaturally infused with digestive enzymes. The stone and acid explode on impact within a range of 30 feet, dealing 7d6 piercing damage and 7d6 acid damage to creatures in a 20-foot burst (DC 33 basic Reflex save). The irlgaunt can't Regurgitate Gastroliths for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stone Step
- action_cost: None
- traits:
- description: The irlgaunt ignores difficult terrain composed of rocks and stone.
- raw_description: '**Stone Step** The irlgaunt ignores difficult terrain composed of rocks and stone.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Irnakurse
- source:
- - abbr: Bestiary 2
- page_start: 118
- page_stop:
- description: >-
- Irnakurse are surface elves who __drow__ have subjected to particularly cruel and humiliating fleshwarping practices, as drow take special delight in the torment of their surface-dwelling kin. The process of crafting an irnakurse involves twisting an unfortunate elf into a deformed mass of misplaced limbs, loose flesh, and bony protrusions—parts that should be internal are often left on full display to the world. Irnakurse are subject to mental conditioning that causes them to hate their prior forms, and these creatures prefer to attack surface elves over all other targets.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Aberration
- senses:
- - Perception +18
- - darkvision
- languages:
- - Abyssal
- - Elven
- - Undercommon
- - can't speak any language
- skills:
- - name: 'Acrobatics '
- bonus: 20
- misc:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 5
- con_mod: 3
- int_mod: -2
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 18
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 152
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: None
- traits:
- description: '[reaction]'
- raw_description: "**Attack of Opportunity** [None] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+11
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tentacle
- to_hit: 20
- traits:
- - agile
- - reach 20 feet
- damage:
- formula: 2d8+11
- type: slashing
- plus_damage:
- - formula:
- type: mind lash
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mind Lash
- action_cost: None
- traits:
- - emotion
- - enchantment
- - mental
- - occult
- description: A non-evil creature hit by an irnakurse's tentacle is overwhelmed with corrupted images of a ruined life and must succeed at a DC 28 Will save or be __stunned 2__ (or stunned 4 on a critical failure). After attempting this save, a creature is temporarily immune to Mind Lash for 24 hours.
- raw_description: "**Mind Lash** (__emotion__, __enchantment__, __mental__, __occult__) A non-evil creature hit by an irnakurse's tentacle is overwhelmed with corrupted images of a ruined life and must succeed at a DC 28 Will save or be __stunned 2__ (or stunned 4 on a critical failure). After attempting this save, a creature is temporarily immune to Mind Lash for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: tentacle
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Scream
- action_cost: Two Actions
- traits:
- - auditory
- - concentrate
- - emotion
- - enchantment
- - mental
- - occult
- description:
- raw_description: "**Soul Scream** [Two Actions] (__auditory__, __concentrate__, __emotion__, __enchantment__, __mental__, __occult__) **Frequency** once per day; **Effect** The irnakurse unleashes an alien shriek of nightmarish horror and pain. All non-evil creatures within a 10-foot emanation must attempt a DC 28 Will save. The irnakurse can Sustain Soul Scream for up to 6 rounds; each time it does, it repeats the effect. \n\n**Critical Success** The creature is unaffected, and is temporarily immune to Soul Scream for 24 hours. \n\n**Success **The creature is __stupefied 1__ for 1 round. \n\n**Failure **The creature is stupefied 1. Further failed saves against Soul Scream increase the condition value by 1, to a maximum of stupefied 4. Each time the character gets a full night's rest, the stupefied condition gained from Soul Scream decreases by 1. \n\n**Critical Failure **As failure, except the stupefied value increases by 2 instead of by 1."
- generic_description:
- frequency: once per day
- trigger:
- effect: "The irnakurse unleashes an alien shriek of nightmarish horror and pain. All non-evil creatures within a 10-foot emanation must attempt a DC 28 Will save. The irnakurse can Sustain Soul Scream for up to 6 rounds; each time it does, it repeats the effect. \n\n"
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected, and is temporarily immune to Soul Scream for 24 hours.
- success:
- failure:
- critical_failure:
- full_description:
- - name: Storm of Tentacles
- action_cost: Two Actions
- traits:
- description: The irnakurse makes up to four tentacle Strikes, each against a different target. These attacks count toward the irnakurse's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks.
- raw_description: "**Storm of Tentacles** [Two Actions] The irnakurse makes up to four tentacle Strikes, each against a different target. These attacks count toward the irnakurse's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Iron Golem
- source:
- - abbr: Bestiary
- page_start: 188
- page_stop:
- 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. 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 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.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 33
- level: 13
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +21
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 30
- misc:
- perception: 21
- ability_mods:
- str_mod: 8
- dex_mod: -1
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 21
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 190
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - fire
- - healing
- - magic (see below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 15
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by acid (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by electricity
- raw_description: '**Golem Antimagic** harmed by acid (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by electricity'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Neutralize Poison
- action_cost: None
- traits:
- description: Casting __neutralize poison__ on the golem deactivates its Breath Weapon for 1 minute.
- raw_description: '**Vulnerable to Neutralize Poison** Casting __neutralize poison__ on the golem deactivates its Breath Weapon for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Rust
- action_cost: None
- traits:
- description: Magical rusting effects, like a rust monster's antennae, affect the iron golem normally.
- raw_description: "**Vulnerable to Rust** Magical rusting effects, like a rust monster's antennae, affect the iron golem normally."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 28
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+12
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - necromancy
- - poison
- 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. 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.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __necromancy__, __poison__) 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. 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inexorable March
- action_cost: One Action
- traits:
- description: The iron 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 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.
- raw_description: "**Inexorable March** The iron 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Iron Golem Poison
- action_cost: None
- traits:
- - poison
- description: Any __drained__ value from this poison is reduced by 1 every hour. **Saving Throw** DC 33 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 2d6 poison and __drained 1__ (1 round); **Stage 2** 4d6 poison and __drained 2__ (1 round); **Stage 3** 8d6 poison and __drained 3__ (1 round).
- raw_description: '**Iron Golem Poison** (__poison__) Any __drained__ value from this poison is reduced by 1 every hour. **Saving Throw** DC 33 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 2d6 poison and __drained 1__ (1 round); **Stage 2** 4d6 poison and __drained 2__ (1 round); **Stage 3** 8d6 poison and __drained 3__ (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Isqulug
- source:
- - abbr: Bestiary 2
- page_start: 149
- page_stop:
- description: >-
- The isqulug's appearance, though unsettling, might be its least awful aspect. The creature resembles a bipedal amphibian with tentacles instead of arms and a head composed of an undulant mass of what appear to be shifting, slimy transparent eggs filled with writhing larvae. In truth, these larvae constitute the mind and consciousness of the isqulug—its "body" is little more than an organic suit manufactured from the flesh of those it has consumed, analogous to the complex web of a spider or the hive of a colony of bees, but fully capable of movement and violence.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 30
- level: 11
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Aberration
- - Amphibious
- senses:
- - Perception +24
- - greater darkvision
- - host scent 30 feet
- languages:
- - Aklo
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Nature '
- bonus: 22
- misc:
- - name: 'Survival '
- bonus: 22
- misc:
- perception: 24
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 7
- int_mod: 3
- wis_mod: 7
- cha_mod: 5
- sense_abilities:
- - name: Host Scent
- action_cost: None
- traits:
- description: An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease.
- raw_description: '**Host Scent** An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 20
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 230
- hp_misc: regeneration 10 (deactivated by cold
- immunities:
- - swarm mind
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- - amount: 10
- type: cold
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- - amount:
- type: swamp stride
- melee:
- - action_cost: One Action
- name: tentacle
- to_hit: 22
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d12+11
- type: bludgeoning
- plus_damage:
- - formula:
- type: isqulugia
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 30
- to_hit: 22
- misc: ''
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: tangling creepers
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency:
- requirement:
- - name: entangle
- frequency: at will
- requirement:
- - name: hallucinatory terrain
- frequency:
- requirement:
- - name: obscuring mist
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: fly
- frequency:
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Expel Infestation
- action_cost: Two Actions
- traits:
- description: The isqulug expels larvae from the hivemind in its head in a 30-foot cone. Creatures in this area take 6d10 piercing damage as the swarm feeds on their flesh (DC 30 basic Reflex save). Any creature that takes damage is exposed to isqulugia. The isqulug becomes __stupefied 1__ for 1d4 rounds, during which it can't Expel Infestation.
- raw_description: "**Expel Infestation** [Two Actions] The isqulug expels larvae from the hivemind in its head in a 30-foot cone. Creatures in this area take 6d10 piercing damage as the swarm feeds on their flesh (DC 30 basic Reflex save). Any creature that takes damage is exposed to isqulugia. The isqulug becomes __stupefied 1__ for 1d4 rounds, during which it can't Expel Infestation."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Isqulugia
- action_cost: None
- traits:
- - disease
- - incapacitation
- - primal
- - transmutation
- - virulent
- description: Isqulugia's __sickened__, __slowed__, and __paralyzed__ conditions can't be removed until this affliction is removed; **Saving Throw** DC 30 Fortitude; **Stage 1** sickened 1 (1 hour); **Stage 2** __fatigued__ and sickened 2 (1 day); **Stage 3** fatigued and slowed 1 (1 day); **Stage 4** paralyzed (1 day); **Stage 5**the creature dies, and its body violently transforms into a new isqulug. __Wish__, similar magic, or a 9th-level __resurrect__ ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life.
- raw_description: "**Isqulugia** (__disease__, __incapacitation__, __primal__, __transmutation__, __virulent__) Isqulugia's __sickened__, __slowed__, and __paralyzed__ conditions can't be removed until this affliction is removed; **Saving Throw** DC 30 Fortitude; **Stage 1** sickened 1 (1 hour); **Stage 2** __fatigued__ and sickened 2 (1 day); **Stage 3** fatigued and slowed 1 (1 day); **Stage 4** paralyzed (1 day); **Stage 5**the creature dies, and its body violently transforms into a new isqulug. __Wish__, similar magic, or a 9th-level __resurrect__ ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Malleability
- action_cost: None
- traits:
- description: The isqulug can __Squeeze__ through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The isqulug can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing.
- raw_description: '**Malleability** The isqulug can __Squeeze__ through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The isqulug can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swamp Stride
- action_cost: None
- traits:
- description: An isqulug ignores difficult terrain that's caused by typical features of swamps.
- raw_description: "**Swamp Stride** An isqulug ignores difficult terrain that's caused by typical features of swamps."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Jabberwock
- source:
- - abbr: Bestiary 2
- page_start: 150
- page_stop:
- description: "Few beasts have inspired as many legends, poems, songs, and myths in as many cultures, as this bizarre draconic creature. The jabberwock hails from the fey realm of the First World and is part of a group of powerful __First World__ creatures known collectively as the Tane.\n\n\n\nLike all members of the Tane, jabberwocks are living creatures that age, eat, drink, and sleep, but do not reproduce normally. Instead, they are created directly by the godlike Eldest who rule the First World, and they serve at the pleasure (or frustration) of these capricious and mysterious entities. Believed to be the most powerful of all the Tane, jabberwocks are typically only ever created with one purpose: to wreak destruction and havoc upon the Material Plane. One of the Eldest might send a jabberwock to devastate a country, continent, or even entire world in order to get revenge for some slight made against them by a single mortal. Sometimes, no specific insult or injury is required, as some of the Eldest resent the very existence of the Material Plane and periodically create jabberwocks simply to express the wrath of the First World against its younger and less chaotic sibling.\n\n\n\nOnce a jabberwock arrives on the Material Plane, its first order of business is to seek out a lair. It prefers dwelling in remote forest locations about a day's flight from civilization—the more dangerous the woodland is to those who might eventually come hunting it, the better! \n\n\n\nThe relationship between jabberwocks and __vorpal__ weapons is the subject of much debate and speculation among scholars, and the various poems, songs, and legends about the jabberwock do little to clarify the issue, conflicting and diverging on this point. Some believe that vorpal weapons were first created specifically to combat jabberwocks, but others take the story one step further. They cite evidence in certain ancient myths that there may once have been only a single, unique jabberwock, so powerful that nothing could so much as scratch it—nothing, that is, except for the first vorpal sword, crafted for that very purpose. So epic was the resulting battle that it created strange echoes throughout reality, and as a result, these echoes, in the form of vorpal weapons, can now be found on many worlds. Those who subscribe to this belief claim that the jabberwocks seen today are but pale imitations of this proto-jabberwock, and they speculate that only the combined efforts of several Eldest would be sufficient to create such a creature again.\n\n\n\n\n\n## Variant Jabberwocks\n\nThe Eldest have sometimes altered certain aspects of the jabberwocks they create. Some of the more notorious or legendary variant jabberwocks include the following.\n\n\n\n**Frumious Jabberwock**: Frumious jabberwocks have two heads. They are level 24 and gain an extra action on each of their turns they can use only to make a jaws Strike.\n\n\n\n**Mimsy Jabberwock**: Typically hailing from wintry regions of the First World, mimsy jabberwocks have glowing blue-white scales, resist cold instead of fire, and have eyes that burn with blue flames that deal cold damage instead of fire damage.\n\n\n\n**Slithy Jabberwock**: Wreaking destruction beneath the waves, these sinuous and slimy jabberwocks are amphibious, have a swim Speed of 80 feet instead of the normal fly Speed, and do not have a wing Strike. A slithy jabberwock's whiffling aura is activated whenever it swims, makes a tail Strike, or Burbles.\n\n\n\n**__Recall Knowledge - Dragon__ (__Arcana__)**: DC 51"
- level: 23
- rarity: Rare
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Rare
- - CE
- - Huge
- - Dragon
- - Tane
- senses:
- - Perception +40
- - darkvision
- - scent 120 feet
- - true seeing
- languages:
- - Aklo
- - Common
- - Draconic
- - Gnomish
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 40
- misc:
- - name: 'Athletics '
- bonus: 44
- misc:
- - name: 'Intimidation '
- bonus: 41
- misc:
- - name: 'Nature '
- bonus: 38
- misc:
- - name: 'Survival '
- bonus: 40
- misc:
- perception: 40
- ability_mods:
- str_mod: 11
- dex_mod: 7
- con_mod: 10
- int_mod: 4
- wis_mod: 9
- cha_mod: 8
- sense_abilities:
- - name: Planar Acclimation
- action_cost: None
- traits:
- description: The jabberwock always treats the plane it is currently located on as its home plane.
- raw_description: '**Planar Acclimation** The jabberwock always treats the plane it is currently located on as its home plane.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 49
- ac_special:
- saves:
- fort: 39
- fort_misc:
- ref: 37
- ref_misc:
- will: 40
- will_misc:
- misc:
- hp: 500
- hp_misc: regeneration 25 (deactivated by vorpal weapons
- immunities:
- - paralyzed
- - sleep
- resistances:
- - amount: 20
- type: fire
- weaknesses:
- - amount: 20
- type: vorpal weapons
- - amount:
- type: vorpal fear
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 100 feet, DC 43
- raw_description: >-
- **Frightful Presence** 100 feet, DC 43 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Vorpal Fear
- action_cost: None
- traits:
- description: A jabberwock damaged by a vorpal weapon becomes __frightened 2__ (or frightened 4 on a critical hit).
- raw_description: '**Vorpal Fear** A jabberwock damaged by a vorpal weapon becomes __frightened 2__ (or frightened 4 on a critical hit).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Claws That Catch
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Claws That Catch [Reaction]** **Trigger **A creature within the jabberwock's reach uses a __manipulate__ action or a __move__ action, leaves a square during a move action, makes a ranged attack, or uses a __concentrate__ action; **Effect **The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action."
- generic_description:
- frequency:
- trigger: A creature within the jabberwock's reach uses a __manipulate__ action or a __move__ action, leaves a square during a move action, makes a ranged attack, or uses a __concentrate__ action
- effect: The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 42
- traits:
- - deadly 2d12
- - magical
- - reach 15 feet
- damage:
- formula: 4d12+19
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 42
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+19
- type: slashing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: tail
- to_hit: 42
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 4d10+19
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Knockdown
- - action_cost: One Action
- name: wing
- to_hit: 40
- traits:
- - magical
- - agile
- - reach 15 feet
- damage:
- formula: 4d8+19
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: eyes of flame
- to_hit: 42
- traits:
- - fire
- - magical
- - range increment 60 feet
- damage:
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 43
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 10
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Burble
- action_cost: Two Actions
- traits:
- description: The jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn't know), creating one of two effects. The jabberwock can't Burble again for 1d4 rounds.
- raw_description: "**Burble** [Two Actions] The jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn't know), creating one of two effects. The jabberwock can't Burble again for 1d4 rounds.\n\n * **Confusion **(__aura__, __emotion__, __enchantment__, __mental__, __primal__) 60 feet. Each creature in the emanation must succeed at a DC 46 Will save or become __confused__ for 1d4 rounds.\n\n * **Sonic Beam **(__evocation__, __primal__, __sonic__) The jabberwock focuses its Burbling into a 60.foot line of sonic energy that deals 24d6 sonic damage to creatures in the area (DC 46 basic Reflex save). "
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Confusion
- action_cost: None
- traits:
- - aura
- - emotion
- - enchantment
- - mental
- - primal
- description: 60 feet. Each creature in the emanation must succeed at a DC 46 Will save or become __confused__ for 1d4 rounds.
- raw_description: '**Confusion **(__aura__, __emotion__, __enchantment__, __mental__, __primal__) 60 feet. Each creature in the emanation must succeed at a DC 46 Will save or become __confused__ for 1d4 rounds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sonic Beam
- action_cost: None
- traits:
- - evocation
- - primal
- - sonic
- description: The jabberwock focuses its Burbling into a 60.foot line of sonic energy that deals 24d6 sonic damage to creatures in the area (DC 46 basic Reflex save).
- raw_description: '**Sonic Beam **(__evocation__, __primal__, __sonic__) The jabberwock focuses its Burbling into a 60.foot line of sonic energy that deals 24d6 sonic damage to creatures in the area (DC 46 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jaws That Bite
- action_cost: None
- traits:
- description: If the jabberwock makes a jaws attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.
- raw_description: '**Jaws That Bite** If the jabberwock makes a jaws attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whiffling
- action_cost: Reaction
- traits:
- - aura
- description:
- raw_description: "**Whiffling** [Reaction] (__aura__) **Trigger **The jabberwock Flies or makes a wing Strike; **Effect **The jabberwock's wings whiffle, creating __severe winds__ within a 30-foot emanation. These winds move outward from the jabberwock, and they persist until the start of the jabberwock's next turn. During this time, flight of any kind in the emanation requires a successful DC 43 __Acrobatics__ check to __Maneuver in Flight__, and creatures flying toward the jabberwock are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 43 __Athletics__ check to approach the jabberwock."
- generic_description:
- frequency:
- trigger: The jabberwock Flies or makes a wing Strike
- effect: The jabberwock's wings whiffle, creating __severe winds__ within a 30-foot emanation. These winds move outward from the jabberwock, and they persist until the start of the jabberwock's next turn. During this time, flight of any kind in the emanation requires a successful DC 43 __Acrobatics__ check to __Maneuver in Flight__, and creatures flying toward the jabberwock are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 43 __Athletics__ check to approach the jabberwock.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Janni
- source:
- - abbr: Bestiary
- page_start: 162
- page_stop:
- description: >-
- Jann are genies composed of all four elements, meaning they are not quite home on any of the Elemental Planes. Instead, jann reside on the Material Plane, making only brief forays to the other parts of the Inner Sphere. Although they are human in size and appearance, jann are not at all related to humans and bristle at any claims to this effect. They are a proud people and take great care to maintain their honor—restoring that honor with the edge of a sword, if necessary.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Elemental
- - Genie
- senses:
- - Perception +11
- - darkvision
- languages:
- - Common
- - one elemental language (Aquan
- - Auran
- - Ignan
- - or Terran)
- - one planar language (Abyssal
- - Celestial
- - or Infernal)
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Arcana '
- bonus: 10
- misc:
- - name: 'Crafting '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 2
- int_mod: 2
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- - composite shortbow (20 arrows)
- - scimitar
- ac: 20
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 10
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Elemental Endurance
- action_cost: None
- traits:
- description: A janni can survive on any Elemental Plane for up to 48 hours, after which it takes 1 damage per hour until it leaves or dies.
- raw_description: '**Elemental Endurance** A janni can survive on any Elemental Plane for up to 48 hours, after which it takes 1 damage per hour until it leaves or dies.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 15
- type: fly
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 14
- traits:
- - forceful +1
- - sweep
- damage:
- formula: 1d6+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 14
- traits:
- - agile
- - magical
- - nonlethal
- damage:
- formula: 1d4+10
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: composite shortbow
- to_hit: 12
- traits:
- - deadly 1d10
- - propulsive
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6+5
- type: piercing
- plus_damage:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: to Astral Plane, Elemental Planes, or Material Plane only
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: create food
- frequency:
- requirement:
- - name: invisibility
- frequency: x3
- requirement:
- - name: speak with animals
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: create water
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Size
- action_cost: Two Actions
- traits:
- - arcane
- - concentrate
- - polymorph
- - transmutation
- description:
- raw_description: "**Change Size** [Two Actions] (__arcane__, __concentrate__, __polymorph__, __transmutation__) **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)."
- generic_description:
- frequency: Once per day.
- trigger:
- 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).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Jinkin
- source:
- - abbr: Bestiary
- page_start: 193
- page_stop:
- description: >-
- Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Tiny
- traits:
- - CE
- - Tiny
- - Fey
- - Gremlin
- senses:
- - Perception +7
- - darkvision
- languages:
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Crafting '
- bonus: 5
- misc: +7 traps
- - name: 'Deception '
- bonus: 5
- misc:
- - name: 'Nature '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Thievery '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: -2
- dex_mod: 4
- con_mod: 0
- int_mod: 2
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- - shortsword
- ac: 17
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 19
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 2
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 9
- traits:
- - agile
- - finesse
- - magical
- - versatile S
- damage:
- formula: 1d6-2
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 0
- heightened_level: 1
- spells:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The jinkin deals 1d6 extra precision damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The jinkin deals 1d6 extra precision damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tinker
- action_cost: None
- traits:
- - curse
- - primal
- - transmutation
- 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 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 to use the item, or imparts some other curse of a similar caliber.
- raw_description: "**Tinker** (__curse__, __primal__, __transmutation__) 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 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 to use the item, or imparts some other curse of a similar caliber."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Jotund Troll
- source:
- - abbr: Bestiary 2
- page_start: 267
- page_stop:
- description: >-
- Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, always alone and always enraged. While each of the jotund troll's nine heads possess their own brains and senses, they work much more in tandem than the dual-minded nature of the two-headed troll. Despite this, the heads often argue and bicker, particularly over which head gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements.
-
-
-
-
- Prevailing wisdom holds that the jotund troll represents a primordial, if not original, shape and design for the first trolls to plague the world, arising from a mythical realm in the Great Beyond known as Jotungard. This sprawling domain, said to be nestled in a remote reach of __Elysium__, is the legendary home of the deities of giant-kind. Whether the jotund troll was created in Jotungard to plague the Material Plane as punishment or challenge, or if it's merely an evocative legend told by scholars, is unknown. In any case, the jotund trolls themselves likely care little.
- level: 15
- rarity: Rare
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Rare
- - CE
- - Huge
- - Giant
- - Mutant
- - Troll
- senses:
- - Perception +29
- - darkvision
- languages:
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 29
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- perception: 29
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 8
- int_mod: -1
- wis_mod: 6
- cha_mod: 4
- sense_abilities:
- items:
- ac: 35
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 23
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 360
- hp_misc: regeneration 40 (deactivated by acid or fire
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Head Regrowth
- action_cost: None
- traits:
- description: A jotund troll ordinarily has nine heads, and they can use regeneration to regrow a head that is severed from an effect like a __vorpal__ weapon. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 flat check. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately.
- raw_description: '**Head Regrowth** A jotund troll ordinarily has nine heads, and they can use regeneration to regrow a head that is severed from an effect like a __vorpal__ weapon. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 flat check. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Multiple Opportunities
- action_cost: None
- traits:
- description: A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Attacks of Opportunity with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and the jotund troll must use a different head for each Attack of Opportunity they make. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round.
- raw_description: "**Multiple Opportunities** A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Attacks of Opportunity with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and the jotund troll must use a different head for each Attack of Opportunity they make. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Catch Rock__ [Reaction]**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 29
- traits:
- - reach 15 feet
- damage:
- formula: 3d12+14
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 29
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 3d10+14
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 30
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d12+14
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Cacophonous Roar
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - enchantment
- - incapacitation
- - mental
- - primal
- description: "The jotund troll emits a cacophonous roar from all their heads with a mystical power that distorts the listener's mind. Each non-troll creature within 100 feet must attempt a DC 34 Will save. The jotund troll can't use Cacophonous Roar for 1d4 rounds. \n\n"
- raw_description: "**Cacophonous Roar** [Two Actions] (__auditory__, __emotion__, __enchantment__, __incapacitation__, __mental__, __primal__) The jotund troll emits a cacophonous roar from all their heads with a mystical power that distorts the listener's mind. Each non-troll creature within 100 feet must attempt a DC 34 Will save. The jotund troll can't use Cacophonous Roar for 1d4 rounds. \n\n**Critical Success** The creature is unaffected and is temporarily immune to Cacophonous Roar for 24 hours. \n\n**Success** The creature is __stupefied 1__ for 1 round. \n\n**Failure** The creature is __confused__ for 1 round. \n\n**Critical Failure** The creature is confused for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is temporarily immune to Cacophonous Roar for 24 hours.
- success: The creature is stupefied 1 for 1 round.
- failure: The creature is confused for 1 round.
- critical_failure: The creature is confused for 1d4 rounds.
- full_description:
- - name: Fast Swallow
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Fast Swallow** [Reaction] **Trigger** The jotund troll __Grabs__ a creature with their jaws; **Effect** The troll uses Swallow Whole.'
- generic_description:
- frequency:
- trigger: The jotund troll __Grabs__ a creature with their jaws
- effect: The troll uses Swallow Whole.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ravenous Jaws
- action_cost: Two Actions
- traits:
- description: The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after the jotund troll makes all of these attacks.
- raw_description: "**Ravenous Jaws** [Two Actions] The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after the jotund troll makes all of these attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Medium, 3d12+8 bludgeoning, Rupture 36
- raw_description: '**__Swallow Whole__** (__attack__) Medium, 3d12+8 bludgeoning, Rupture 36'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**__Throw Rock__** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Jungle Drake
- source:
- - abbr: Bestiary
- page_start: 132
- page_stop:
- description: >-
- Believed to be related to green dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Dragon
- - Earth
- senses:
- - Perception +13
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 4
- int_mod: -1
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 13
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail** [Reaction] **Trigger** A creature within reach of the jungle drake's stinger uses a move action or leaves a square during a move action it's using. **Effect** The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature's action."
- generic_description:
- frequency:
- trigger: A creature within reach of the jungle drake's stinger uses a move action or leaves a square during a move action it's using.
- effect: The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature's action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 50
- type: fly
- - amount:
- type: woodland stride
- melee:
- - action_cost: One Action
- name: Fangs
- to_hit: 17
- traits:
- damage:
- formula: 2d10+7
- type: piercing
- plus_damage:
- - formula:
- type: predatory grab
- - action_cost: One Action
- name: Stinger
- to_hit: 17
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+7
- type: piercing
- plus_damage:
- - formula:
- type: Jungle Drake Venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The jungle drake makes one Fangs Strike and two Stinger Strikes in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The jungle drake makes one Fangs Strike and two Stinger Strikes in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jungle Drake Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 24; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2** 1d6 poison damage and __enfeebled 2__ (1 round)'
- raw_description: '**Jungle Drake Venom** (__poison__) **Saving Throw** Fortitude DC 24; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2** 1d6 poison damage and __enfeebled 2__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Predatory Grab
- action_cost: None
- traits:
- 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.
- raw_description: "**Predatory Grab** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Speed Surge
- action_cost: One Action
- traits:
- - move
- description: The jungle drake moves up to twice its Speed. It can do this three times per day.
- raw_description: '**Speed Surge** (__move__) The jungle drake moves up to twice its Speed. It can do this three times per day.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spit Venom
- action_cost: Two Actions
- traits:
- - poison
- 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.
- raw_description: "**Spit Venom** [Two Actions] (__poison__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Woodland Stride
- action_cost: None
- traits:
- description: The jungle drake ignores __difficult terrain__ and __greater difficult terrain__ from non-magical foliage.
- raw_description: '**Woodland Stride** The jungle drake ignores __difficult terrain__ and __greater difficult terrain__ from non-magical foliage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Jyoti
- source:
- - abbr: Bestiary 2
- page_start: 153
- page_stop:
- description: >+
- Jyotis are sometimes called "false phoenixes" (a term they find insulting) by the ignorant or willful. These avian humanoids are native to the __Positive Energy Plane__. They rarely leave this enigmatic realm and view visitors from other planes as stains on the purity of their home. Jyotis particularly distrust divine spellcasters and religious warriors, seeing them as inclined to take credit for manifesting a life force that, from the jyotis' perspective, is as plentiful and ubiquitous as water is to fish.
-
-
-
-
- Despite their distrust of intruders, jyotis rarely attack unprovoked when their homes are not threatened. They are intolerant, however, of those who intrude on the palaces of crystallized light and captured flame in which they dwell. They often chase even those who come bearing gifts away; few visitors have anything they desire, for what they desire most is to be left alone. The jyotis' full wrath is reserved for natives of the __Shadow Plane__ and the __Negative Energy Plane__. Historically, the promise of battle with the gargoyle-like __sceaduinars__, whom they consider it their duty to oppose, has been the only thing to lure jyoti armies beyond the Positive Energy Plane.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26
-
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Fire
- - Humanoid
- - Positive
- senses:
- - Perception +21
- - darkvision
- languages:
- - Common
- - Jyoti
- skills:
- - name: 'Acrobatics '
- bonus: 20
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Occultism '
- bonus: 20
- misc:
- - name: 'Society '
- bonus: 18
- misc:
- perception: 21
- ability_mods:
- str_mod: 3
- dex_mod: 5
- con_mod: 4
- int_mod: 5
- wis_mod: 6
- cha_mod: 3
- sense_abilities:
- items:
- - +1 striking longspear
- ac: 28
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 18
- ref_misc:
- will: 21
- will_misc: +2 vs. divine magic
- misc: +1 status to all saves vs. magic (+2 vs. divine magic)
- hp: 155
- hp_misc:
- immunities:
- - death effects
- - disease
- - poison
- resistances:
- - amount: 10
- type: fire
- - amount: 10
- type: negative
- weaknesses:
- automatic_abilities:
- - name: Positive Energy Affinity
- action_cost: None
- traits:
- description: Positive __healing__ effects always heal the jyoti for the maximum amount. It doesn't gain the automatic Hit Points or temporary Hit Points from being on a plane with the positive planar essence.
- raw_description: "**Positive Energy Affinity** Positive __healing__ effects always heal the jyoti for the maximum amount. It doesn't gain the automatic Hit Points or temporary Hit Points from being on a plane with the positive planar essence."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: flaming ghost touch longspear
- to_hit: 20
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: fire
- - action_cost: One Action
- name: beak
- to_hit: 21
- traits:
- - finesse
- damage:
- formula: 2d12+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: fire
- - action_cost: One Action
- name: talon
- to_hit: 21
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+6
- type: slashing
- plus_damage:
- - formula: 1d6
- type: fire
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 28
- to_hit: 20
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: banishment
- frequency:
- requirement:
- - name: breath of life
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: searing light
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: heal
- frequency: ×3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: restoration
- frequency: ×3
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: disrupt undead
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: None
- traits:
- - evocation
- - fire
- - occult
- description: The jyoti breathes a blast of searing flame infused with positive energy in a 40-foot cone that deals 8d6 fire damage plus 4d6 positive damage to creatures in the area (DC 28 basic Reflex save). The jyoti can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** (__evocation__, __fire__, __occult__) The jyoti breathes a blast of searing flame infused with positive energy in a 40-foot cone that deals 8d6 fire damage plus 4d6 positive damage to creatures in the area (DC 28 basic Reflex save). The jyoti can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infuse Weapons
- action_cost: None
- traits:
- - occult
- - evocation
- description: Any weapon a jyoti wields becomes a __flaming__ __ghost touch__ weapon while the jyoti holds it.
- raw_description: '**Infuse Weapons** (__occult__, __evocation__) Any weapon a jyoti wields becomes a __flaming__ __ghost touch__ weapon while the jyoti holds it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Kalavakus
- source:
- - abbr: 'Pathfinder #147: Tomorrow Must Burn'
- page_start: 77
- page_stop:
- 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 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 most successful slaver demons have vast slave-pits in the Abyss where they keep stables of imprisoned souls.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Demon
- - Fiend
- senses:
- - Perception +19
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Religion '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 1
- con_mod: 5
- int_mod: 2
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 17
- ref_misc:
- will: 19
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 200
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: cold iron
- - amount: 10
- type: good
- - amount:
- type: liberation vulnerability
- automatic_abilities:
- - name: Liberation Vulnerability
- action_cost: None
- traits:
- description: The first time each round that a creature escapes from the slaver demon's Enslave Soul or the slaver demon witnesses a creature being freed from captivity or mental enslavement, the demon takes 3d6 mental damage.
- raw_description: "**Liberation Vulnerability** The first time each round that a creature escapes from the slaver demon's Enslave Soul or the slaver demon witnesses a creature being freed from captivity or mental enslavement, the demon takes 3d6 mental damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Horn Snare
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Horn Snare** [Reaction] **Trigger** A creature misses the slaver demon with a melee weapon Strike. **Effect** The slaver demon attempts to __Disarm__ the weapon used in the triggering Strike with a -2 penalty. If it rolls a success, it gets a critical success instead. The demon doesn't need a free hand to use this ability."
- generic_description:
- frequency:
- trigger: A creature misses the slaver demon with a melee weapon Strike.
- effect: The slaver demon attempts to __Disarm__ the weapon used in the triggering Strike with a -2 penalty. If it rolls a success, it gets a critical success instead. The demon doesn't need a free hand to use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: horns
- to_hit: 23
- traits:
- - deadly 1d8
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- damage:
- formula: 2d6+13
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: air walk
- frequency: x2
- requirement:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: haste
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: command
- frequency: at will
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Enslave Soul
- action_cost: Two Actions
- traits:
- - arcane
- - enchantment
- - mental
- description: >+
- The demon enslaves the soul of a living creature within 60 feet. The target can attempt to resist this enslavement with a DC 29 Will save. A slaver demon can have only one living soul enslaved with this ability at a time, 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.
-
- raw_description: >-
- **Enslave Soul** [Two Actions] (__arcane__, __enchantment__, __mental__) The demon enslaves the soul of a living creature within 60 feet. The target can attempt to resist this enslavement with a DC 29 Will save. A slaver demon can have only one living soul enslaved with this ability at a time, 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** 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 also suffers the effects of a failed saving throw against __dominate__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- 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 also suffers the effects of a failed saving throw against dominate.
- full_description:
-- name: Keketar
- source:
- - abbr: Bestiary
- page_start: 269
- page_stop:
- 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 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 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.
-
-
-
-
- Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans the situation is perhaps even more pronounced. Whatever the nature of and desires held by the mysterious Speakers of the Depths, individual keketars may come to dramatically different conclusions as to their will and intent. To the proteans, though, this inherent dissonance is a strength rather than a weakness.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 36
- level: 17
- rarity: Common
- type: Creature
- alignment: CN
- size: Large
- traits:
- - CN
- - Large
- - Monitor
- - Protean
- senses:
- - Perception +30
- - entropy sense (imprecise) 60 feet
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Protean
- - telepathy 100 feet
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 26
- misc:
- - name: 'Athletics '
- bonus: 30
- misc:
- - name: 'Deception '
- bonus: 33
- misc:
- - name: 'Diplomacy '
- bonus: 35
- misc:
- - name: 'Intimidation '
- bonus: 35
- misc:
- - name: 'Religion '
- bonus: 30
- misc:
- - name: 'Stealth '
- bonus: 28
- misc:
- perception: 30
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 7
- int_mod: 5
- wis_mod: 7
- cha_mod: 7
- sense_abilities:
- - name: Entropy Sense
- action_cost: None
- traits:
- - divination
- - divine
- - prediction
- description: A keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.
- raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) A keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 28
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 290
- hp_misc: fast healing 10
- immunities:
- resistances:
- - amount: 10
- type: precision
- - amount: 25
- type: protean anatomy
- weaknesses:
- - amount: 15
- type: lawful
- automatic_abilities:
- - name: Protean Anatomy
- action_cost: None
- traits:
- - divine
- - transmutation
- description: >-
- A keketar's vital organs shift and change shape and position constantly. Immediately after the keketar takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The keketar is immune to polymorph effects unless it is a willing target. If blinded or deafened, the keketar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- raw_description: >-
- **Protean Anatomy** (__divine__, __transmutation__) A keketar's vital organs shift and change shape and position constantly. Immediately after the keketar takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The keketar is immune to polymorph effects unless it is a willing target. If blinded or deafened, the keketar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spatial Riptide
- action_cost: None
- traits:
- - aura
- - divine
- - transmutation
- description: 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is stunned 1. Keketars are immune to this effect.
- raw_description: "**Spatial Riptide** (__aura__, __divine__, __transmutation__) 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is stunned 1. Keketars are immune to this effect."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 50
- type: fly
- - amount: 40
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - chaotic
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+15
- type: piercing
- plus_damage:
- - formula: 1d6
- type: chaotic and warpwave strike
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - agile
- - chaotic
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+15
- type: slashing
- plus_damage:
- - formula: 1d6
- type: chaotic and warpwave strike
- - action_cost: One Action
- name: tail
- to_hit: 33
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+15
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 42
- to_hit: 32
- misc: ''
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: divine wrath
- frequency: chaotic only
- requirement:
- - name: prismatic sphere
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: baleful polymorph
- frequency:
- requirement:
- - name: confusion
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: disintegrate
- frequency:
- requirement:
- - name: dispel magic
- frequency: at will
- requirement:
- - name: shatter
- frequency: at will
- requirement:
- - name: warp mind
- frequency: x3
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: teleport
- frequency: at will, self only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: creation
- frequency: at will
- requirement:
- - name: dimension door
- frequency:
- requirement:
- - name: hallucinatory terrain
- frequency: x2, see reshape reality
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: confusion
- frequency: at will
- requirement:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, lawful only
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- 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, but might change the damage type its Strikes deal.
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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, but might change the damage type its Strikes deal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d10+15 bludgeoning, DC 42
- raw_description: '**__Constrict__** 1d10+15 bludgeoning, DC 42'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reshape Reality
- action_cost: None
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: When the keketar casts __hallucinatory terrain__, it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on.
- raw_description: '**Reshape Reality** (__concentrate__, __divine__, __polymorph__, __transmutation__) When the keketar casts __hallucinatory terrain__, it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Warpwave Strike
- action_cost: None
- traits:
- - divine
- - polymorph
- - transmutation
- 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.
- raw_description: "**Warpwave Strike** (__divine__, __polymorph__, __transmutation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Kelpie
- source:
- - abbr: Bestiary 2
- page_start: 154
- page_stop:
- description: >-
- Kelpies are malevolent amphibious fey shapechangers intent on luring mortals to their doom. These cruel predators lurk in and around areas of water, slightly preferring freshwater over saltwater. Kelpies lure or drag their prey underwater then drown and devour them, leaving behind only the victim's heart and liver— the only parts of a meal kelpies find unpleasant. Kelpies are fond of magically disguising itself as fine steeds or attractive strangers to draw in victims, but its true appearance takes the form of a hideous equine with slimy, green flesh resembling aquatic plants.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Amphibious
- - Fey
- senses:
- - Perception +11
- - low-light vision
- languages:
- - Aquan
- - Common
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Deception '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 11
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 3
- int_mod: -1
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 12
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 13
- traits:
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Captivating Lure
- action_cost: Two Actions
- traits:
- - concentrate
- - emotion
- - enchantment
- - incapacitation
- - mental
- - primal
- description: "The kelpie instills an overwhelming attraction to itself within the mind of a single creature within 60 feet. The target perceives the kelpie as a desirable person (if the kelpie is in humanoid form) or a valuable steed (if the kelpie is in equine form) and must attempt a DC 23 Will saving throw. \n\n"
- raw_description: "**Captivating Lure** [Two Actions] (__concentrate__, __emotion__, __enchantment__, __incapacitation__, __mental__, __primal__) The kelpie instills an overwhelming attraction to itself within the mind of a single creature within 60 feet. The target perceives the kelpie as a desirable person (if the kelpie is in humanoid form) or a valuable steed (if the kelpie is in equine form) and must attempt a DC 23 Will saving throw. \n\n**Critical Success** The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours. \n\n**Success** The creature is __stupefied 1__ for 1 round and is then temporarily immune to Captivating Lure for 24 hours. \n\n**Failure** The creature is __fascinated__, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn. \n\n**Critical Failure** As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours.
- success: The creature is stupefied 1 for 1 round and is then temporarily immune to Captivating Lure for 24 hours.
- failure: The creature is fascinated, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn.
- critical_failure: As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically.
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a horse, __hippocampus__, or pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes.
- raw_description: "**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a horse, __hippocampus__, or pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Kishi
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 88
- page_stop:
- 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 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.
-
-
-
-
- Like most fey, a kishi's motives are inscrutable, though to its victims, the kishi's goal seems simple—to revel in the expression of shock, betrayal, and terror on a victim's face. Although kishi can cast charm to make unwitting companions complacent, most of these sinister creatures prefer to trick their prey using guile, gifts, and their dashing good looks. Kishi are the ultimate sociopaths, deriving pleasure from the thrill of the hunt as well as the delicious reward at the end. The more uptight, prudish, or haughty a target, the better, for nothing satisfies kishi as much as earning (and destroying) the trust of someone who rarely grants it.
-
-
-
-
- When kishi get their new friends or lovers alone, they choose the most dramatic moments to reveal their true, monstrous forms and clamp their jaws down on their victim. Kishi have no desire to share their true nature with the entire village, so they typically aim for the throats of their victims, who, cut off from air, are unable to cry out for help. Kishi consume every part of their victims' bodies, leaving no trace of the crime—even lapping up any spilled blood and cleaning the murder scene as much as they are able.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Fey
- senses:
- - Perception +14
- - low-light vision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 19
- misc:
- - name: 'Society '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 1
- int_mod: 1
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 18
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 138
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: piercing
- weaknesses:
- - amount: 10
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- damage:
- formula: 2d10+9
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d8+9
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d10+9 piercing, DC 26 (grabbed by jaws only)
- raw_description: '**Constrict** 1d10+9 piercing, DC 26 (grabbed by jaws only)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Head Spin
- action_cost: Free Action
- traits:
- description: The kishi switches between showing its attractive human face and its snarling hyena face. A kishi can use its innate spell and its __Deception__ and __Diplomacy__ skills only when its human face is showing, and it can use its jaws Strike only when its hyena face is showing.
- raw_description: '**Head Spin** [Free Action] The kishi switches between showing its attractive human face and its snarling hyena face. A kishi can use its innate spell and its __Deception__ and __Diplomacy__ skills only when its human face is showing, and it can use its jaws Strike only when its hyena face is showing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sudden Charge
- action_cost: Two Actions
- traits:
- description: The kishi Strides twice. If it ends its movement within melee reach of at least one enemy, it can make a melee Strike against that enemy.
- raw_description: '**Sudden Charge** [Two Actions] The kishi Strides twice. If it ends its movement within melee reach of at least one enemy, it can make a melee Strike against that enemy.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vice-Like Jaws
- action_cost: None
- traits:
- 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.
- raw_description: "**Vice-Like Jaws** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Kobold Dragon Mage
- source:
- - abbr: Bestiary
- page_start: 213
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: LE
- size: Small
- traits:
- - LE
- - Small
- - Humanoid
- - Kobold
- senses:
- - Perception +5
- - darkvision
- languages:
- - Common
- - Draconic
- skills:
- - name: 'Arcana '
- bonus: 6
- misc:
- - name: 'Deception '
- bonus: 8
- misc:
- - name: 'Diplomacy '
- bonus: 8
- misc:
- - name: 'Dragon Lore '
- bonus: 10
- misc:
- - name: 'Intimidation '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 5
- ability_mods:
- str_mod: -1
- dex_mod: 3
- con_mod: 0
- int_mod: 2
- wis_mod: 1
- cha_mod: 4
- sense_abilities:
- items:
- - staff
- ac: 17
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 7
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 25
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: poison (see dragonscaled)
- weaknesses:
- automatic_abilities:
- - name: Dragonscaled
- action_cost: None
- traits:
- description: "A kobold dragon mage's resistance depends on the color of its scales: **Black** acid 5, **Blue** electricity 5, **Green** poison 5, **Red** fire 5, **White** cold 5."
- raw_description: "**Dragonscaled** A kobold dragon mage's resistance depends on the color of its scales: **Black** acid 5, **Blue** electricity 5, **Green** poison 5, **Red** fire 5, **White** cold 5."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6-1
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: staff
- to_hit: 3
- traits:
- - two-hand d8
- damage:
- formula: 1d4-1
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Spontaneous Spells
- dc: 20
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - name: magic missile
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: electric arc
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: tanglefoot
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Illusory Retreat
- action_cost: Three Actions
- traits:
- - arcane
- - illusion
- - manipulate
- - move
- description:
- raw_description: "**Illusory Retreat** [Three Actions] (__arcane__, __illusion__, __manipulate__, __move__) **Frequency** once per hour; **Requirements** The kobold dragon mage is adjacent to at least one enemy. **Effect** The dragon mage creates an illusion of itself in its square and then becomes invisible (with the effects of a 2nd-level __invisibility__ spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemeies. This is a 1st-level spell that requires a somatic component."
- generic_description:
- frequency: once per hour
- trigger:
- effect: The kobold dragon mage is adjacent to at least one enemy.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The dragon mage deals an extra 1d6 precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The dragon mage deals an extra 1d6 precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Kobold Scout
- source:
- - abbr: Bestiary
- page_start: 213
- page_stop:
- description: >-
- Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: LE
- size: Small
- traits:
- - LE
- - Small
- - Humanoid
- - Kobold
- senses:
- - Perception +8
- - darkvision
- languages:
- - Common
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Crafting '
- bonus: 3
- misc: +5 traps
- - name: 'Nature '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 8
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 1
- int_mod: 0
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- - crossbow (20 bolts)
- - leather armor
- - shortsword
- - snare kit
- ac: 18
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 16
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 9
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: crossbow
- to_hit: 9
- traits:
- - range increment 120 feet
- - reload 1
- damage:
- formula: 1d8
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Hurried Retreat
- action_cost: One Action
- traits:
- description:
- raw_description: "**Hurried Retreat** **Requirements** The kobold scout is adjacent to at least one enemy. **Effect** The kobold scout Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy. "
- generic_description:
- frequency:
- trigger:
- effect: The kobold scout is adjacent to at least one enemy.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The kobold scout deals an extra 1d6 precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The kobold scout deals an extra 1d6 precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Kobold Warrior
- source:
- - abbr: Bestiary
- page_start: 212
- page_stop:
- 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 their enemies at least two to one.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: LE
- size: Small
- traits:
- - LE
- - Small
- - Humanoid
- - Kobold
- senses:
- - Perception +3
- - darkvision
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Crafting '
- bonus: 2
- misc: +4 traps
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 3
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 0
- int_mod: 0
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- - leather armor
- - sling (20 bullets)
- - spear
- ac: 16
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 7
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 8
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: spear
- to_hit: 3
- traits:
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: sling
- to_hit: 5
- traits:
- - propulsive
- - range increment 50 feet
- - reload 1
- damage:
- formula: 1d4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: spear
- to_hit: 5
- traits:
- - thrown 20 feet
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Hurried Retreat
- action_cost: One Action
- traits:
- description:
- raw_description: "**Hurried Retreat** **Requirements** The kobold warrior is adjacent to at least one enemy. **Effect** The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy. "
- generic_description:
- frequency:
- trigger:
- effect: The kobold warrior is adjacent to at least one enemy.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The kobold warrior deals an extra 1d4 precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The kobold warrior deals an extra 1d4 precision damage to flat-footed creatures. '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Kolyarut
- source:
- - abbr: Bestiary
- page_start: 10
- page_stop:
- description: >-
- Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves among a humanoid population, and diplomatic leanings make them the most approachable inevitables, and thus more likely to ally themselves with others. They are among the most talkative of all inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use to assist their efforts in gathering information on their targets or issuing challenges in a legal manner.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: LN
- size: Medium
- traits:
- - LN
- - Medium
- - Aeon
- - Inevitable
- - Monitor
- senses:
- - Perception +23
- - (+27 to detect lies)
- - darkvision
- languages:
- - Celestial
- - Infernal
- - Utopian
- - truespeech
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Axis Lore '
- bonus: 22
- misc:
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 20
- misc:
- - name: 'Survival '
- bonus: 22
- misc:
- perception: 23
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 5
- int_mod: 1
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- - name: Truespeech
- action_cost: None
- traits:
- description: >+
- A kolyarut can speak with and understand any creature that has a language.
-
- raw_description: >+
- **Truespeech** A kolyarut can speak with and understand any creature that has a language.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 striking bastard sword
- ac: 34
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 24
- ref_misc:
- will: 22
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 215
- hp_misc: regeneration 15 (deactivated by chaotic
- immunities:
- - death effects
- - disease
- - emotion
- - poison
- - unconscious
- resistances:
- - amount: 15
- type: chaotic
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: bastard sword
- to_hit: 26
- traits:
- - lawful
- - magical
- - two-hand d12
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- - formula: 1d6
- type: lawful
- - action_cost: One Action
- name: fist
- to_hit: 23
- traits:
- - agile
- - lawful
- - magical
- damage:
- formula: 1d10+11
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: lawful
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 32
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: discern location
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: command
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: illusory disguise
- frequency: at will
- requirement:
- - name: suggestion
- frequency: x2
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: paralyze
- frequency: x2
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: command
- frequency: at will
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 32
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: geas
- frequency:
- requirement:
- proactive_abilities:
-- name: Korred
- source:
- - abbr: Bestiary 2
- page_start: 155
- page_stop:
- description: >-
- Korreds are reclusive fey in the form of small, hirsute individuals with long, animated manes of hair. While korreds have a natural affinity and admiration for stones and boulders, they prefer to dwell aboveground in areas of rocky forest or wooded hills rather than in caves. Korreds are a private people who don't take kindly to intruders, and they invariably work to drive off or kill any non-fey who stumble into their territory. Staunchly proud of their hair, korreds choose their minimal attire so as to allow their body hair to flow freely, often wearing only a belt with a pouch for throwing rocks and trimming shears—though this belt and pouch are rarely visible under their wild manes.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 21
- level: 4
- rarity: Uncommon
- type: Creature
- alignment: CN
- size: Small
- traits:
- - Uncommon
- - CN
- - Small
- - Fey
- senses:
- - Perception +12
- - low-light vision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Crafting '
- bonus: 11
- misc:
- - name: 'Deception '
- bonus: 13
- misc:
- - name: 'Performance '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 12
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 2
- int_mod: 1
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- - club
- - pouch with 5 rocks
- ac: 21
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 13
- ref_misc:
- will: 10
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 65
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- - name: Animated Hair
- action_cost: None
- traits:
- - aura
- - primal
- - transmutation
- description: 5 feet. The korred's long, animated hair reaches out and interferes with creatures in the area. The korred can select which targets are affected by their animated hair. An affected creature that ends its turn in the emanation must succeed at a DC 18 Reflex save or become __clumsy 1__(clumsy 2 on a critical failure) as long as it remains in the aura.
- raw_description: "**Animated Hair** (__aura__, __primal__, __transmutation__) 5 feet. The korred's long, animated hair reaches out and interferes with creatures in the area. The korred can select which targets are affected by their animated hair. An affected creature that ends its turn in the emanation must succeed at a DC 18 Reflex save or become __clumsy 1__(clumsy 2 on a critical failure) as long as it remains in the aura."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: club
- to_hit: 14
- traits:
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 14
- traits:
- - brutal
- - range increment 20 feet
- damage:
- formula: 1d6+7
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: club
- to_hit: 14
- traits:
- - thrown 10 feet
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: stone tell
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: shape stone
- frequency: at will
- requirement:
- - name: shatter
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Hair Snare
- action_cost: One Action
- traits:
- - incapacitation
- - primal
- - transmutation
- description: "The korred causes a long, tangled length of their hair to detach from their body and snake out to coil around an adjacent creature. The creature must attempt a DC 21 Reflex save. The korred cannot use Hair Snare again for 1d4 rounds. \n\n"
- raw_description: "**Hair Snare** (__incapacitation__, __primal__, __transmutation__) The korred causes a long, tangled length of their hair to detach from their body and snake out to coil around an adjacent creature. The creature must attempt a DC 21 Reflex save. The korred cannot use Hair Snare again for 1d4 rounds. \n\n**Success** The creature is unaffected. \n\n**Failure** The hair wraps around the creature. The creature takes a -10-foot circumstance penalty to all of its Speeds until it Escapes (DC 21) or until the korred uses Hair Snare again (at which point the previous snare drops to the ground, no longer animated). \n\n**Critical Failure** The creature is __immobilized__ until it Escapes (DC 21) or the korred uses Hair Snare again."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected.
- failure: The hair wraps around the creature. The creature takes a -10-foot circumstance penalty to all of its Speeds until it Escapes (DC 21) or until the korred uses Hair Snare again (at which point the previous snare drops to the ground, no longer animated).
- critical_failure: The creature is immobilized until it Escapes (DC 21) or the korred uses Hair Snare again.
- full_description:
- - name: Otherworldly Laugh
- action_cost: Two Actions
- traits:
- - auditory
- - evocation
- - incapacitation
- - primal
- - sonic
- description:
- raw_description: '**Otherworldly Laugh** [Two Actions] (__auditory__, __evocation__, __incapacitation__, __primal__, __sonic__) **Frequency** three times per day; **Effect** The korred unleashes an otherworldly laugh. Each non-__fey__ creature within a 30-foot burst must attempt a DC 21 Fortitude save. On a failure, the creature is __slowed 1__ for 1 round (or __stunned 1__ on a critical failure).'
- generic_description:
- frequency: three times per day
- trigger:
- effect: The korred unleashes an otherworldly laugh. Each non-__fey__ creature within a 30-foot burst must attempt a DC 21 Fortitude save. On a failure, the creature is __slowed 1__ for 1 round (or __stunned 1__ on a critical failure).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stone Stride
- action_cost: Two Actions
- traits:
- - conjuration
- - earth
- - primal
- - teleportation
- description: The korred steps into a block of stone large enough for them to fit inside and instantly teleports to any other stone within 30 feet that has the same minimum size. Once the korred enters the stone, they instantly know the rough locations of other sufficiently large stones within 30 feet. They can exit from the original stone, if they prefer. They can't carry extradimensional spaces with them when they Stone Stride; if the korred attempts to do so, Stone Stride fails.
- raw_description: "**Stone Stride** [Two Actions] (__conjuration__, __earth__, __primal__, __teleportation__) The korred steps into a block of stone large enough for them to fit inside and instantly teleports to any other stone within 30 feet that has the same minimum size. Once the korred enters the stone, they instantly know the rough locations of other sufficiently large stones within 30 feet. They can exit from the original stone, if they prefer. They can't carry extradimensional spaces with them when they Stone Stride; if the korred attempts to do so, Stone Stride fails."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**__Throw Rock__** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Kraken
- source:
- - abbr: Bestiary
- page_start: 214
- page_stop:
- description: >-
- A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for their rivals, the alghollthus, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore for long-lost arcane secrets.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 40
- level: 18
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Gargantuan
- traits:
- - Uncommon
- - NE
- - Gargantuan
- - Aquatic
- - Beast
- senses:
- - Perception +34
- - darkvision
- languages:
- - Aquan
- - Common
- skills:
- - name: 'Athletics '
- bonus: 38
- misc:
- - name: 'Intimidation '
- bonus: 32
- misc:
- - name: 'Nature '
- bonus: 35
- misc:
- - name: 'Stealth '
- bonus: 33
- misc:
- perception: 34
- ability_mods:
- str_mod: 9
- dex_mod: 4
- con_mod: 9
- int_mod: 5
- wis_mod: 6
- cha_mod: 5
- sense_abilities:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 28
- ref_misc:
- will: 32
- will_misc:
- misc:
- hp: 360
- hp_misc:
- immunities:
- - controlled
- - emotion
- resistances:
- - amount: 10
- type: cold
- - amount: 20
- type: poison
- weaknesses:
- automatic_abilities:
- - name: Altered Weather
- action_cost: None
- traits:
- - aura
- - evocation
- - primal
- description: A kraken reshapes the weather within 2 miles of it, with the effect of the __control weather__ ritual centered on the kraken and based on its emotional state, at the GM's discretion. If the kraken dies, the weather returns to normal immediately.
- raw_description: "**Altered Weather** (__aura__, __evocation__, __primal__) A kraken reshapes the weather within 2 miles of it, with the effect of the __control weather__ ritual centered on the kraken and based on its emotional state, at the GM's discretion. If the kraken dies, the weather returns to normal immediately."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: arm
- to_hit: 37
- traits:
- - reach 40 feet
- - magical
- damage:
- formula: 4d10+17
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tentacle
- to_hit: 37
- traits:
- - reach 60 feet
- - agile
- - magical
- damage:
- formula: 3d10+17
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: beak
- to_hit: 37
- traits:
- - reach 20 feet
- - magical
- damage:
- formula: 3d10+17
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 40
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: dominate
- frequency: animals only
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: punishing winds
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: resist energy
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air.
- raw_description: '**__Constrict__** 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Double Attack
- action_cost: One Action
- traits:
- 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 uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
- raw_description: "**Double Attack** 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 uses the Grab action, it Grabs any number of creatures it hit with Double Attack."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ink Cloud
- action_cost: One Action
- traits:
- 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 use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute.
- raw_description: "**Ink Cloud** 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 use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jet
- action_cost: One Action
- traits:
- - move
- description: The kraken moves through the water up to 280 feet in a straight line without triggering reactions.
- raw_description: '**Jet** (__move__) The kraken moves through the water up to 280 feet in a straight line without triggering reactions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Kraken Ink
- action_cost: None
- traits:
- - poison
- description: Krakens are immune to this poison. **Saving Throw** DC 39 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 3d6 poison damage and __sickened 1__ (1 round); **Stage 2** 4d6 poison damage and __sickened 2__ (1 round).
- raw_description: '**Kraken Ink** (__poison__) Krakens are immune to this poison. **Saving Throw** DC 39 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 3d6 poison damage and __sickened 1__ (1 round); **Stage 2** 4d6 poison damage and __sickened 2__ (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Krooth
- source:
- - abbr: Bestiary
- page_start: 215
- page_stop:
- description: >-
- Krooths, sometimes called crocodile eaters, are fast and vicious hunters of bogs and wetlands. While they are known to hunt and eat crocodiles, alligators, and virtually any creature with flesh, their favorite prey are lizardfolk, boggards, and dinosaurs.
-
-
-
-
- Krooths are found alone or in packs. Male krooths are solitary and territorial creatures—fierce, bold, and bloodthirsty. Female krooths, on the other hand, are likely to shy away from potential predators but swiftly turn violent when their brood is threatened. Because their offspring are so vulnerable, female krooths gather in packs to raise their young, sending smaller groups to hunt for food while the rest of the pack watches the brood. Krooths mate only once every 4 or 5 years, and the mating process is a curiously gruesome spectacle. An entire pack of females will hunt as a group for a lone male krooth, claiming their prize in an orgiastic frenzy that can last for an entire day and night. After the mating has finished, the females slay their mate and devour his nutrient-rich flesh, and his organs in particular. These organs contain a unique chemical compound vital to gestation. Many naturalists will pay handsomely for the fresh remains of a male krooth so they can study the strange properties of the creature's blood and organs. In addition, krooths have poisonous, hollow teeth. When these creatures bite their prey, a tooth breaks off and causes the victim to bleed profusely as their blood pours through the hollow tooth.
-
-
-
-
- Whether male or female, krooths seem to be repelled by goblinoid flesh, especially that of bugbears. This doesn't mean krooths won't kill goblinoids, especially those threatening their young, but they typically do so using only their claws and tails, and they take great care to clean themselves thoroughly after such a killing.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Amphibious
- - Animal
- senses:
- - Perception +16
- - low-light vision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 18
- misc: +20 in water
- - name: 'Survival '
- bonus: 17
- misc: +20 to Track a bleeding creature
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 6
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 17
- ref_misc:
- will: 14
- will_misc:
- misc: +4 status to all saves vs. fear
- hp: 150
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pain Frenzy
- action_cost: None
- traits:
- description: Whenever the krooth is damaged by a critical hit, it gains a +2 status bonus to attack and damage rolls until the end of its next turn. It can't use reactions while this frenzy lasts.
- raw_description: "**Pain Frenzy** Whenever the krooth is damaged by a critical hit, it gains a +2 status bonus to attack and damage rolls until the end of its next turn. It can't use reactions while this frenzy lasts."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- - deadly 1d10
- - poison
- - reach 10 feet
- damage:
- formula: 2d12+9
- type: piercing
- plus_damage:
- - formula:
- type: Poison Tooth
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d8+9
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 20
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Aquatic Ambush
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Aquatic Ambush** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Poison Tooth
- action_cost: One Action
- traits:
- - poison
- description:
- raw_description: "**Poison Tooth** (__poison__) **Requirements** The krooth damaged a creature with its jaws on its most recent action this turn. **Effect** The krooth snaps off one of its teeth in the creature it hit. The creature takes 1d6 persistent bleed damage 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."
- generic_description:
- frequency:
- trigger:
- effect: The krooth damaged a creature with its jaws on its most recent action this turn.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lamia Matriarch
- source:
- - abbr: Bestiary
- page_start: 217
- page_stop:
- 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 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.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Beast
- senses:
- - Perception +15
- - darkvision
- languages:
- - Abyssal
- - Common
- - Draconic
- skills:
- - name: 'Arcana '
- bonus: 18
- misc:
- - name: 'Cult Lore '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 20
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Occultism '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- - name: 'Survival '
- bonus: 13
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 3
- int_mod: 3
- wis_mod: 3
- cha_mod: 6
- sense_abilities:
- items:
- - +1 striking scimitar
- ac: 27
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 18
- ref_misc:
- will: 17
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 135
- hp_misc:
- immunities:
- - controlled
- resistances:
- - amount: 10
- type: mental
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 19
- traits:
- - forceful +2
- - sweep
- damage:
- formula: 2d6+10
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Spontaneous Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: enthrall
- frequency:
- requirement:
- - name: haste
- frequency:
- requirement:
- - name: mind reading
- frequency: 4 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: blur
- frequency:
- requirement:
- - name: death knell
- frequency:
- requirement:
- - name: illusory creature
- frequency:
- requirement:
- - name: invisibility
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: bless
- frequency:
- requirement:
- - name: magic missile
- frequency:
- requirement:
- - name: phantom pain
- frequency:
- requirement:
- - name: soothe
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: Occult Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: x3
- requirement:
- - name: suggestion
- frequency: x3
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: sleep
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: illusory disguise
- frequency: at will
- requirement:
- - name: illusory object
- frequency: at will
- requirement:
- - name: mirror image
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ventriloquism
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- 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 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 upper torso when in their true form.
- raw_description: "**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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 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 upper torso when in their true form."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dervish Strike
- action_cost: Three Actions
- traits:
- 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.
- raw_description: "**Dervish Strike** [Three Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Matriarch's Caress
- action_cost: Two Actions
- traits:
- - curse
- - enchantment
- - mental
- - occult
- description: The lamia touches a creature, who must succeed at a DC 28 Will save or become __stupefied 1__ (__stupefied 2__ if critically failed). If the target fails additional saves against this ability, the condition value increases by 1 if failed or 2 if critically failed (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours.
- raw_description: "**Matriarch's Caress** [Two Actions] (__curse__, __enchantment__, __mental__, __occult__) The lamia touches a creature, who must succeed at a DC 28 Will save or become __stupefied 1__ (__stupefied 2__ if critically failed). If the target fails additional saves against this ability, the condition value increases by 1 if failed or 2 if critically failed (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lamia
- source:
- - abbr: Bestiary
- page_start: 216
- page_stop:
- description: >-
- Just as they were cursed long ago, lamias can curse those they touch, 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 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 as a curse for abandoning their responsibilities by Pharasma remains the subject of debate to this day.
-
-
-
-
- Whatever the source of this ancient transformation, lamias themselves have grown to enjoy the strengths it has granted them. Regardless, they continue to cling to a hatred of the gods, seeing them as the cause of their monstrous forms and, thus, their eternal exile from the societies they watch with jealous eyes from their lairs amid the ruins of lost civilizations. Because lamias blame divine powers for their curse, they take special delight in the downfall of temples, the suffering and death of champions and clerics, and the spread of dissension within organized religions.
-
-
-
-
- While they can brie y assume humanoid form with magic, lamias are usually forced to hide from civilization, making their homes in the barren wilderness. There, they attract cults of their own, gathering up chaotic and evil humanoids. With the help of these cultists, lamias strive to bring down popular faiths, introduce schisms into flourishing churches, and humiliate or defame high-profile religious leaders. Most lamias themselves have no true religious faith in anything, hearing instead a mystical calling that manifests as sighs on the desert wind or murmurs from the dark places between the stars.
-
-
-
-
- Lamias are traditionally matriarchal, revering the eldest female among them as leader, mother, and shaman.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Beast
- senses:
- - Perception +13
- - darkvision
- languages:
- - Abyssal
- - Common
- skills:
- - name: 'Cult Lore '
- bonus: 11
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Diplomacy '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 2
- int_mod: 1
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- - +1 spear
- - javelin (2)
- ac: 24
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 15
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: spear
- to_hit: 17
- traits:
- damage:
- formula: 1d6+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 1d6+8
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- - action_cost: One Action
- name: spear
- to_hit: 14
- traits:
- - thrown 20 feet
- - versatile S
- damage:
- formula: 1d4+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: javelin
- to_hit: 15
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+8
- type: piercing
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: x3
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: sleep
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: humanoid form
- frequency: at will
- requirement:
- - name: mirror image
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: illusory disguise
- frequency: at will
- requirement:
- - name: illusory object
- frequency: at will
- requirement:
- - name: ventriloquism
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Lamia's Caress
- action_cost: Two Actions
- traits:
- - curse
- - enchantment
- - mental
- - occult
- description: The lamia touches a creature, who must succeed at a DC 23 Will save or become __stupefied 1__. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours.
- raw_description: "**Lamia's Caress** [Two Actions] (__curse__, __enchantment__, __mental__, __occult__) The lamia touches a creature, who must succeed at a DC 23 Will save or become __stupefied 1__. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lantern Archon
- source:
- - abbr: Bestiary
- page_start: 26
- page_stop:
- description: "Friendly, curious, and eternally optimistic, lantern archons embody the virtue of hope. They are formed of living light given corporeal shape, and they serve as beacons, guiding mortals out of their darkest moments and toward the path of righteousness. Their luminous bodies can \x1E icker with the subtlety of a candle flame or flare up like a torch. Lantern archons can control all aspects of their light as easily as other creatures control their facial expressions, leading them to change color, twinkle, and otherwise dim and brighten in time with their actions and words. While effervescent and chipper in conversation, lantern archons are impressively stoic mobile support troops and guardians in times of con\x1E ict, and are capable of uniting to form powerful warriors of light called gestalts.\n\n\n\n**__Recall Knowledge - Celestial__ (__Religion__)**: DC 15"
- level: 1
- rarity: Common
- type: Creature
- alignment: LG
- size: Small
- traits:
- - LG
- - Small
- - Archon
- - Celestial
- senses:
- - Perception +6
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Diplomacy '
- bonus: 6
- misc:
- - name: 'Religion '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: -5
- dex_mod: 3
- con_mod: 1
- int_mod: -1
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 10
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount: 3
- type: fire
- weaknesses:
- - amount: 3
- type: evil
- automatic_abilities:
- - name: Retributive Strike
- action_cost: Reaction
- traits:
- description: A lantern archon can also make a Retributive Strike with its light ray.
- raw_description: '**Retributive Strike** [Reaction] A lantern archon can also make a Retributive Strike with its light ray.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: fly
- melee:
- ranged:
- - action_cost: One Action
- name: light ray
- to_hit: 8
- traits:
- - agile
- - good
- - fire
- - magical
- - range 30 feet
- damage:
- formula: 1d4
- type: fire
- plus_damage:
- - formula: 1d4
- type: good
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, evil only
- requirement:
- - name: heal
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: light
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Gestalt
- action_cost: Three Actions
- traits:
- - concentrate
- - divine
- - transmutation
- description: Nine lantern archons can use this activity, all within 1 round of the first, to merge together to form a composite being for 7 rounds that appears as a glowing warrior of light. The gestalt has the base statistics of a legion archon (AC, saving throws, attacks, skills, Speeds, and so on) but the spells and special abilities of a lantern archon. Additionally, it has a ranged light ray Strike (+18 attack, **Damage** 3d4 fire and 3d4 good), and the bonus from its Lantern of Hope increases to +3. When the gestalt separates, its remaining Hit Points are divided evenly among the lantern archons, and if the gestalt had fewer than 9 HP, some of the lantern archons die.
- raw_description: '**Gestalt** [Three Actions] (__concentrate__, __divine__, __transmutation__) Nine lantern archons can use this activity, all within 1 round of the first, to merge together to form a composite being for 7 rounds that appears as a glowing warrior of light. The gestalt has the base statistics of a legion archon (AC, saving throws, attacks, skills, Speeds, and so on) but the spells and special abilities of a lantern archon. Additionally, it has a ranged light ray Strike (+18 attack, **Damage** 3d4 fire and 3d4 good), and the bonus from its Lantern of Hope increases to +3. When the gestalt separates, its remaining Hit Points are divided evenly among the lantern archons, and if the gestalt had fewer than 9 HP, some of the lantern archons die.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lantern of Hope
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - enchantment
- - mental
- description: The lantern archon shines as a beacon of hope. Good allies within 30 feet gain a +1 status bonus to damage rolls and to saving throws against __crushing despair__.
- raw_description: '**Lantern of Hope** (__concentrate__, __divine__, __enchantment__, __mental__) The lantern archon shines as a beacon of hope. Good allies within 30 feet gain a +1 status bonus to damage rolls and to saving throws against __crushing despair__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Leaf Leshy
- source:
- - abbr: Bestiary
- page_start: 218
- page_stop:
- description: >-
- Leaf leshys are diminutive protectors of forests clad in pine cone armor and hats of fruit, flowers, or leaves. They enjoy mock battles but act cautiously in real ones.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Leshy
- - Plant
- senses:
- - Perception +4
- - low-light vision
- languages:
- - Common
- - Druidic
- - Sylvan
- - speak with plants (trees only)
- skills:
- - name: 'Acrobatics '
- bonus: 4
- misc:
- - name: 'Nature '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 4
- misc:
- perception: 4
- ability_mods:
- str_mod: -1
- dex_mod: 2
- con_mod: 2
- int_mod: -2
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - longspear
- ac: 18
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 6
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 2
- type: fire
- automatic_abilities:
- - name: Verdant Burst
- action_cost: None
- traits:
- - healing
- description: When a leaf leshy dies, a burst of primal energy explodes from its body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area is filled with tree saplings, becoming difficult terrain. If the terrain is not a viable environment for these trees, they wither after 24 hours.
- raw_description: '**Verdant Burst** (__healing__) When a leaf leshy dies, a burst of primal energy explodes from its body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area is filled with tree saplings, becoming difficult terrain. If the terrain is not a viable environment for these trees, they wither after 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount:
- type: glide
- melee:
- - action_cost: One Action
- name: longspear
- to_hit: 3
- traits:
- - reach 10 feet
- damage:
- formula: 1d8-1
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: seedpod
- to_hit: 6
- traits:
- - range increment 30 feet
- damage:
- formula: 1d6
- type: bludgeoning
- plus_damage:
- - formula:
- type: deafening blow
- spell_lists:
- - name: Primal Innate Spells
- dc: 14
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: speak with plants
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of __tree shape__.
- raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of __tree shape__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deafening Blow
- action_cost: None
- traits:
- description: >+
- When a leaf leshy hits with its seedpod Strike, the target must attempt a DC 16 Fortitude save.
-
- raw_description: >-
- **Deafening Blow** When a leaf leshy hits with its seedpod Strike, the target must attempt a DC 16 Fortitude save.
-
-
- **Critical Success** The target is unaffected and temporarily immune for 24 hours.
-
-
- **Success** The target is unaffected.
-
-
- **Failure** The target is __deafened__ for 1 round.
-
-
- **Critical Failure** The target is __deafened__ for 1 minute.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected and temporarily immune for 24 hours.
- success: The target is unaffected.
- failure: The target is deafened for 1 round.
- critical_failure: The target is deafened for 1 minute.
- full_description:
- - name: Glide
- action_cost: One Action
- traits:
- - move
- description: The leshy glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward. As long as the leshy spends at least 1 action gliding each round, it remains in the air at the end of each turn. For the purpose of determining damage from falls, a leaf leshy always treats falls as if they were 20 feet shorter.
- raw_description: '**Glide** (__move__) The leshy glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward. As long as the leshy spends at least 1 action gliding each round, it remains in the air at the end of each turn. For the purpose of determining damage from falls, a leaf leshy always treats falls as if they were 20 feet shorter.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Legion Archon
- source:
- - abbr: Bestiary
- page_start: 28
- page_stop:
- description: >-
- Despite their flaming blades and heavy armor, legion archons are the 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.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: LG
- size: Medium
- traits:
- - LG
- - Medium
- - Archon
- - Celestial
- senses:
- - Perception +15
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Diplomacy '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Religion '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 14
- misc:
- perception: 15
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: 1
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- - full plate
- ac: 27
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 11
- ref_misc:
- will: 15
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 100
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- - amount: 10
- type: evil
- automatic_abilities:
- - name: Menacing Guardian
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- description: 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 23 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.
- raw_description: "**Menacing Guardian** (__aura__, __divine__, __enchantment__) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 23 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Retributive Strike
- action_cost: Reaction
- traits:
- description: A legion archon can also make a Retributive Strike by throwing its flame of justice.
- raw_description: '**Retributive Strike** [Reaction] A legion archon can also make a Retributive Strike by throwing its flame of justice.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: flame of justice
- to_hit: 18
- traits:
- - magical
- - versatile P
- damage:
- formula: 2d10+5
- type: slashing
- plus_damage:
- - formula: 1d6
- type: fire and 1d6 good
- ranged:
- - action_cost: One Action
- name: flame of justice
- to_hit: 15
- traits:
- - magical
- - range increment 30 feet
- - versatile P
- damage:
- formula: 2d10+5
- type: slashing
- plus_damage:
- - formula: 1d6
- type: fire and 1d6 good
- spell_lists:
- - name: Divine Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: true strike
- frequency: x3
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: light
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Archon's Door
- action_cost: None
- traits:
- description: Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__ has enough distance, the archon appears the same distance and direction from the creature as before either used __dimension door__.
- raw_description: "**Archon's Door** Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__ has enough distance, the archon appears the same distance and direction from the creature as before either used __dimension door__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flame of Justice
- action_cost: None
- traits:
- - divine
- - evocation
- 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 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.
- raw_description: "**Flame of Justice** (__divine__, __evocation__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lemure
- source:
- - abbr: Bestiary
- page_start: 86
- page_stop:
- description: >-
- These shapeless masses of quivering flesh are the least of devilkind. 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 ability).
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Devil
- - Fiend
- - Mindless
- senses:
- - Perception +0
- - greater darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 5
- misc:
- perception: 0
- ability_mods:
- str_mod: 2
- dex_mod: 0
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -3
- sense_abilities:
- items:
- ac: 13
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 5
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- - fire
- - mental
- resistances:
- - amount: 3
- type: physical (except silver)
- - amount: 5
- type: poison
- weaknesses:
- - amount: 3
- type: good
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 7
- traits:
- - evil
- - magical
- damage:
- formula: 1d4+2
- type: slashing
- plus_damage:
- - formula: 1
- type: evil
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Subservience
- action_cost: None
- traits:
- description: Lemures have little drive of their own, but other devils can take command of them. A non-lemure devil can issue a command to all lemures within 60 feet of it with a single action, which has the __auditory__ and __concentrate__ traits. The devil picks one of the following orders lemures can understand, and the lemures follow that order. The command and its effects end once the commander is out of the lemure's sight, a new command is issued by the same or another devil, or the lemure dies.
- raw_description: "**Subservience** Lemures have little drive of their own, but other devils can take command of them. A non-lemure devil can issue a command to all lemures within 60 feet of it with a single action, which has the __auditory__ and __concentrate__ traits. The devil picks one of the following orders lemures can understand, and the lemures follow that order. The command and its effects end once the commander is out of the lemure's sight, a new command is issued by the same or another devil, or the lemure dies. \n\n * **Kill **The lemure attacks one target the commander singles out and gains a +1 circumstance bonus to attack rolls against the target.\n\n * **Defend **The lemure circles the commander and attacks any creature that comes near. It gains a +1 circumstance bonus to AC and saves.\n\n * **Fetch **The lemure gains a +10-foot circumstance bonus to its Speed and attempts to get an object or person the commander singles out. It attacks anyone and anything that gets in the way.\n\n * **Work **The lemure performs drudge work dictated by the commander."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Kill
- action_cost: None
- traits:
- description: The lemure attacks one target the commander singles out and gains a +1 circumstance bonus to attack rolls against the target.
- raw_description: '**Kill **The lemure attacks one target the commander singles out and gains a +1 circumstance bonus to attack rolls against the target.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Defend
- action_cost: None
- traits:
- description: The lemure circles the commander and attacks any creature that comes near. It gains a +1 circumstance bonus to AC and saves.
- raw_description: '**Defend **The lemure circles the commander and attacks any creature that comes near. It gains a +1 circumstance bonus to AC and saves.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fetch
- action_cost: None
- traits:
- description: The lemure gains a +10-foot circumstance bonus to its Speed and attempts to get an object or person the commander singles out. It attacks anyone and anything that gets in the way.
- raw_description: '**Fetch **The lemure gains a +10-foot circumstance bonus to its Speed and attempts to get an object or person the commander singles out. It attacks anyone and anything that gets in the way.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Work
- action_cost: None
- traits:
- description: The lemure performs drudge work dictated by the commander.
- raw_description: '**Work **The lemure performs drudge work dictated by the commander.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Leng Spider
- source:
- - abbr: Bestiary 2
- page_start: 157
- page_stop:
- description: >+
- The monstrous, bloated spiders from the windswept realm of Leng build eerie, dangerous lairs with the aid of magically compelled slaves. Leng spiders have anywhere from five to 13 legs, but never an even number.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 33
-
- level: 13
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Uncommon
- - CE
- - Huge
- - Aberration
- - Dream
- senses:
- - Perception +24
- - darkvision
- - detect magic
- - greater web sense
- languages:
- - Aklo
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 24
- misc:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Crafting '
- bonus: 22
- misc: +26 to make traps
- - name: 'Deception '
- bonus: 22
- misc:
- - name: 'Occultism '
- bonus: 26
- misc:
- - name: 'Religion '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 26
- misc:
- perception: 24
- ability_mods:
- str_mod: 6
- dex_mod: 7
- con_mod: 5
- int_mod: 7
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- - name: Greater Web Sense
- action_cost: None
- traits:
- description: While touching its webs, the Leng spider has precise __tremorsense__ to detect the vibrations of creatures touching its web.
- raw_description: '**Greater Web Sense** While touching its webs, the Leng spider has precise __tremorsense__ to detect the vibrations of creatures touching its web.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 26
- ref_misc:
- will: 24
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 235
- hp_misc: fast healing 10
- immunities:
- - cold
- - confused
- resistances:
- - amount: 15
- type: poison
- - amount: 15
- type: sonic
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: climb
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: web war flail
- to_hit: 27
- traits:
- - disarm
- - magical
- - reach 15 feet
- - sweep
- - trip
- damage:
- formula: 3d10+14
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 27
- traits:
- - reach 10 feet
- damage:
- formula: 3d12+14
- type: piercing
- plus_damage:
- - formula:
- type: Leng spider venom
- - action_cost: One Action
- name: leg
- to_hit: 27
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 3d8+14
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: web bola
- to_hit: 28
- traits:
- - magical
- - nonlethal
- - ranged trip
- - thrown 20 feet
- damage:
- formula: 2d6+14
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: veil
- frequency:
- requirement:
- - name: warp mind
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: illusory scene
- frequency:
- requirement:
- - name: mislead
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: ×3
- requirement:
- - name: freedom of movement
- frequency:
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 7
- spells:
- - name: air walk
- frequency:
- requirement:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Create Web Weaponry
- action_cost: One Action
- traits:
- - manipulate
- description: The Leng spider creates a weapon by applying a cord of webbing to heavy objects, such as rocks or chunks of metal, either attaching two heavy objects together to create a web __bola__ or fastening one to its leg to create a web __war flail__.
- raw_description: '**Create Web Weaponry** (__manipulate__) The Leng spider creates a weapon by applying a cord of webbing to heavy objects, such as rocks or chunks of metal, either attaching two heavy objects together to create a web __bola__ or fastening one to its leg to create a web __war flail__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Descend on a Web
- action_cost: One Action
- traits:
- - move
- description: The Leng 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 when calculating falling damage. The web can be severed by a Strike that deals slashing damage (AC 30, Hardness 15, 25 HP), causing the Leng spider to fall.
- raw_description: "**Descend on a Web** (__move__) The Leng 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 when calculating falling damage. The web can be severed by a Strike that deals slashing damage (AC 30, Hardness 15, 25 HP), causing the Leng spider to fall."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lay Web Trap
- action_cost: One Action
- traits:
- - manipulate
- description:
- raw_description: "**Lay Web Trap** (__manipulate__) **Frequency** three times per day; **Effect** The Leng spider spins a web within 20 feet of itself to create a __grasping snare__, __stunning snare__, or __warning snare__. The Leng spider's web provides all the raw materials it needs. All save and __Escape__ DCs associated with web traps use the Leng spider's __Crafting__ DC for traps (DC 36). A web trap decays after 24 hours."
- generic_description:
- frequency: three times per day
- trigger:
- effect: The Leng spider spins a web within 20 feet of itself to create a __grasping snare__, __stunning snare__, or __warning snare__. The Leng spider's web provides all the raw materials it needs. All save and __Escape__ DCs associated with web traps use the Leng spider's __Crafting__ DC for traps (DC 36). A web trap decays after 24 hours.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Leng Spider Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 33 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __drained 1__ (1 round); **Stage 2** 2d6 poison damage, __confused__, and drained 2 (1 round); the confused effect has the __emotion__ and __mental__ traits.'
- raw_description: '**Leng Spider Venom** (__poison__) **Saving Throw** DC 33 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __drained 1__ (1 round); **Stage 2** 2d6 poison damage, __confused__, and drained 2 (1 round); the confused effect has the __emotion__ and __mental__ traits.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ranged Trip
- action_cost: None
- traits:
- description: A Leng spider can use a web bola to __Trip__ a target with the __Athletics__ skill. The skill check takes a -2 circumstance penalty. A web bola deals no damage when used to Trip.
- raw_description: '**Ranged Trip** A Leng spider can use a web bola to __Trip__ a target with the __Athletics__ skill. The skill check takes a -2 circumstance penalty. A web bola deals no damage when used to Trip.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Leopard
- source:
- - abbr: Bestiary
- page_start: 52
- page_stop:
- description: >-
- Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 8
- misc: +11 in undergrowth
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - finesse
- damage:
- formula: 1d10+3
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+3
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Maul
- action_cost: One Action
- traits:
- description: The leopard makes two claw Strikes against a creature it has grabbed. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made.
- raw_description: '**Maul** The leopard makes two claw Strikes against a creature it has grabbed. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The leopard Strides and makes a Strike at the end of that movement. If the leopard began this action hidden, it remains hidden until after this ability's Strike.
- raw_description: "**Pounce** The leopard Strides and makes a Strike at the end of that movement. If the leopard began this action hidden, it remains hidden until after this ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The leopard deals 1d4 extra precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The leopard deals 1d4 extra precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Leprechaun
- source:
- - abbr: Bestiary 2
- page_start: 158
- page_stop:
- description: >-
- Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly found in forested regions, leprechauns respect nature and those who protect it.
-
-
-
-
- Leprechauns do not attack on sight. Rather, they engage in conversation and try to charm, cajole, or trick those they meet into doing favors for them or freely giving over a treasured item, usually in return for illusory wealth or false promises of wealth and success. These small tricksters are masters at discerning the desires of those they meet—a knack that puts them in a powerful position when bargaining for goods or favors. They aren't above turning people against each other for their own benefit but generally not to an extent that causes harm.
-
-
-
-
- In most cases, a leprechaun doesn't keep a purloined possession for long. The leprechaun most often returns such stolen prizes just in time to defuse tensions, often as they point out the humor of the situation, hoping to share their amusement and mirth with the victim. In cases where a leprechaun's trick goes too far and results in an incensed victim, the leprechaun quickly flees the conflict rather than engage in combat. This willingness to return stolen goods or to flee from battles fades as leprechauns grow older. Ancient leprechauns who have lived for thousands of years often spiral into dark bitterness and increasingly use their powers and illusions to lure those who offend them or fail to appreciate a joke into danger... or even death.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CN
- size: Small
- traits:
- - CN
- - Small
- - Fey
- senses:
- - Perception +11
- - low-light vision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 9
- misc:
- - name: 'Gold Lore '
- bonus: 7
- misc:
- - name: 'Nature '
- bonus: 7
- misc:
- - name: 'Performance '
- bonus: 9
- misc:
- - name: 'Thievery '
- bonus: 8
- misc:
- perception: 11
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 1
- int_mod: 3
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 25
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: club
- to_hit: 7
- traits:
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 18
- to_hit: 10
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: illusory creature
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - name: invisibility
- frequency: self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: color spray
- frequency:
- requirement:
- - name: shillelagh
- frequency:
- requirement:
- - name: ventriloquism
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Create Object
- action_cost: Two Actions
- traits:
- - conjuration
- - manipulate
- - primal
- description:
- raw_description: "**Create Object** [Two Actions] (__conjuration__, __manipulate__, __primal__) **Frequency** three times per day; **Effect** The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can't rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can't be made of precious materials or materials with a rarity of __uncommon__ or higher. The created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first."
- generic_description:
- frequency: three times per day
- trigger:
- effect: The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can't rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can't be made of precious materials or materials with a rarity of __uncommon__ or higher. The created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Leprechaun Magic
- action_cost: None
- traits:
- description: When a leprechaun uses their innate spells to deceive, trick, or humiliate a creature, the spell DC increases to 20 and the attack modifier to +11.
- raw_description: '**Leprechaun Magic** When a leprechaun uses their innate spells to deceive, trick, or humiliate a creature, the spell DC increases to 20 and the attack modifier to +11.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lerritan
- source:
- - abbr: Bestiary 2
- page_start: 159
- page_stop:
- description: >-
- Lerritans are unstoppable giants with skin of volcanic glass and blood of roiling lava. These malicious arsonists would see the world burned to a cinder. They pay homage to __Ymeri__, the evil elemental demigod of fire, and they bully other fiery creatures. When the urge to immolate grows too great to ignore, lerritans burn forests, destroy villages, and boil rivers, but they avoid large bodies of water.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 42
- level: 21
- rarity: Common
- type: Creature
- alignment: NE
- size: Gargantuan
- traits:
- - NE
- - Gargantuan
- - Earth
- - Elemental
- - Fire
- senses:
- - Perception +35
- - low-light vision
- languages:
- - Common
- - Ignan
- - Jotun
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 41
- misc:
- - name: 'Crafting '
- bonus: 33
- misc:
- - name: 'Intimidation '
- bonus: 35
- misc:
- - name: 'Religion '
- bonus: 36
- misc:
- - name: 'Survival '
- bonus: 38
- misc:
- perception: 35
- ability_mods:
- str_mod: 10
- dex_mod: 5
- con_mod: 7
- int_mod: 2
- wis_mod: 7
- cha_mod: 4
- sense_abilities:
- items:
- - +3 greater striking warhammer
- ac: 46
- ac_special:
- saves:
- fort: 38
- fort_misc:
- ref: 34
- ref_misc:
- will: 36
- will_misc:
- misc:
- hp: 490
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 20
- type: piercing
- - amount: 20
- type: slashing
- weaknesses:
- - amount: 20
- type: cold
- automatic_abilities:
- - name: Tenacious Flames
- action_cost: None
- traits:
- - aura
- - evocation
- - fire
- - primal
- description: >-
- 100 feet. Creatures in the emanation
-
-
- cannot recover from __persistent fire damage__.
- raw_description: >-
- **Tenacious Flames** (__aura__, __evocation__, __fire__, __primal__) 100 feet. Creatures in the emanation
-
-
- cannot recover from __persistent fire damage__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- melee:
- - action_cost: One Action
- name: warhammer
- to_hit: 40
- traits:
- - magical
- - reach 25 feet
- - shove
- damage:
- formula: 4d12+18
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: persistent fire damage
- - action_cost: One Action
- name: jaws
- to_hit: 39
- traits:
- - agile
- - reach 25 feet
- damage:
- formula: 4d10+18
- type: piercing
- plus_damage:
- - formula: 2d6
- type: persistent fire damage
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 39
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 4d6+18
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: persistent fire
- spell_lists:
- - name: Primal Innate Spells
- dc: 46
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: cataclysm
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: fireball
- frequency:
- requirement:
- - name: meteor swarm
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: earthquake
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: to the Material Plane, Plane of Fire, or Plane of Earth only
- requirement:
- - level: 0
- heightened_level: 10
- spells:
- - name: produce flame
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: "A lerritan can break stony scales off its body to throw; these scales reform at the end of each round, so the lerritan is never without a supply of rocks to hurl. __Volcanic Eruption__ [Two Actions] (earth, evocation, fire, primal); The volcano on the lerritan's back erupts and sends lava bombs raining down in a 30-foot emanation, dealing 12d12 fire damage. Each creature in the area must attempt a DC 46 Reflex saving throw. The lava globules quickly cool into heavy stones, transforming the area into greater difficult terrain for non-lerritans. The lerritan can't use Volcanic Eruption for 1d4 rounds. \n\n"
- raw_description: "**__Throw Rock__** A lerritan can break stony scales off its body to throw; these scales reform at the end of each round, so the lerritan is never without a supply of rocks to hurl. __Volcanic Eruption__ (earth, evocation, fire, primal); The volcano on the lerritan's back erupts and sends lava bombs raining down in a 30-foot emanation, dealing 12d12 fire damage. Each creature in the area must attempt a DC 46 Reflex saving throw. The lava globules quickly cool into heavy stones, transforming the area into greater difficult terrain for non-lerritans. The lerritan can't use Volcanic Eruption for 1d4 rounds. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage and is __encumbered__ for 1 round. \n\n**Failure** The creature takes full damage and is __immobilized__ (Escape DC 46). \n\n**Critical Failure** The creature takes double damage and is encased in a rocky crust with lava on the inside. The creature is __restrained__ (Escape DC 46), can't breathe, takes 3d12 __persistent fire damage__, and can't recover from this persistent fire damage until freed."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature takes half damage and is encumbered for 1 round.
- failure: The creature takes full damage and is immobilized (Escape DC 46).
- critical_failure: The creature takes double damage and is encased in a rocky crust with lava on the inside. The creature is restrained (Escape DC 46), can't breathe, takes 3d12 persistent fire damage, and can't recover from this persistent fire damage until freed.
- full_description:
-- name: Lesser Death
- source:
- - abbr: Bestiary
- page_start: 197
- page_stop:
- description: >-
- No one is quite sure what lesser deaths are, though some claim that they are avatars of the grim reaper. Unlike that strange hunter, however, lesser deaths hunt in packs on rare occasions. More often than not, they manifest from cursed magic items. Other times, they are just the enactors of death, hunting in the same way the grim reaper does— silently, with neither remorse nor quarter. Rarely, multiple lesser deaths work together to cull a large population, their scythes cutting through crowds and leaving entire cities devoid of life, inspiring (hopefully) false rumors of multiple grim reapers.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 40
- level: 16
- rarity: Rare
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Rare
- - NE
- - Medium
- - Undead
- senses:
- - Perception +32
- - darkvision
- - see invisibility
- - status sight
- - true seeing
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- - name: 'Deception '
- bonus: 30
- misc:
- - name: 'Intimidation '
- bonus: 32
- misc:
- - name: 'Religion '
- bonus: 30
- misc:
- - name: 'Society '
- bonus: 26
- misc:
- - name: 'Stealth '
- bonus: 35
- misc:
- perception: 32
- ability_mods:
- str_mod: 6
- dex_mod: 9
- con_mod: 6
- int_mod: 4
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- - name: Death's Grace
- action_cost: None
- traits:
- description: The lesser death can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the lesser death still never counts as a living creature.
- raw_description: "**Death's Grace** The lesser death can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the lesser death still never counts as a living creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Status Sight
- action_cost: None
- traits:
- description: >+
- The lesser death automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see.
-
- raw_description: >+
- **Status Sight** The lesser death automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - scythe
- ac: 39
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 33
- ref_misc:
- will: 32
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 255
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Aura of Misfortune
- action_cost: None
- traits:
- - aura
- - divination
- - divine
- - misfortune
- description: 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result.
- raw_description: '**Aura of Misfortune** (__aura__, __divination__, __divine__, __misfortune__) 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Negative Healing
- action_cost: None
- traits:
- description: The lesser death can choose whether or not it takes positive damage.
- raw_description: '**Negative Healing** The lesser death can choose whether or not it takes positive damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lurking Death
- action_cost: Reaction
- traits:
- - teleportation
- description:
- raw_description: '**Lurking Death** [Reaction] (__teleportation__); **Trigger** A creature within 60 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. **Effect** The lesser death teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the lesser death disrupts the triggering action.'
- generic_description:
- frequency:
- trigger: A creature within 60 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait.
- effect: The lesser death teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the lesser death disrupts the triggering action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: keen scythe
- to_hit: 32
- traits:
- - agile
- - deadly 2d10
- - magical
- - reach 10 feet
- - trip
- damage:
- formula: 3d10+14
- type: slashing
- plus_damage:
- - formula: 1d12
- type: negative
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- - level: -1
- heightened_level: 3
- spells:
- - name: haste
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Infuse Weapon
- action_cost: None
- traits:
- - divine
- - evocation
- description: Any scythe gains the __agile__ trait, can't be disarmed, and becomes a __+2 greater striking__ __keen__ scythe while the lesser death wields it.
- raw_description: "**Infuse Weapon** (__divine__, __evocation__) Any scythe gains the __agile__ trait, can't be disarmed, and becomes a __+2 greater striking__ __keen__ scythe while the lesser death wields it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Leucrotta
- source:
- - abbr: Bestiary 2
- page_start: 162
- page_stop:
- description: >-
- The vile and vicious offspring of a demon lord and a monstrous species of hyenas, leucrottas are intelligent and cruel beasts. They use their astounding vocal mimicry to lure unsuspecting creatures near so that they can first torment and then devour them. Leucrottas measure 5 feet at the shoulder and weigh 800 pounds, and they are perpetually filthy. A leucrotta's oversized jaws are lined with rows of jagged, hardened bony ridges rather than teeth, and it can shear through flesh, bone, and even steel with ease.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Beast
- senses:
- - Perception +11
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - one additional language (usually Gnoll)
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Deception '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 11
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: 0
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- - name: Language Adaptation
- action_cost: None
- traits:
- description: A leucrotta can learn any language it hears spoken for at least 10 minutes, adding it to its languages known and replacing the language it previously learned using this ability. Typically, a leucrotta knows Gnoll as the language granted by this ability.
- raw_description: '**Language Adaptation** A leucrotta can learn any language it hears spoken for at least 10 minutes, adding it to its languages known and replacing the language it previously learned using this ability. Typically, a leucrotta knows Gnoll as the language granted by this ability.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 9
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 85
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: jagged jaws
- to_hit: 15
- traits:
- - fatal d10
- damage:
- formula: 2d8+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: hoof
- to_hit: 13
- traits:
- - agile
- damage:
- formula: 2d4+8
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Luring Cry
- action_cost: Two Actions
- traits:
- - aura
- - enchantment
- - incapacitation
- - linguistic
- - mental
- - primal
- description:
- raw_description: "**Luring Cry** [Two Actions] (__aura__, __enchantment__, __incapacitation__, __linguistic__, __mental__, __primal__) 60 feet; **Requirements** The leucrotta's last action was Sound Mimicry; **Effect** The leucrotta utters a plaintive cry to draw its prey closer. Each creature within the emanation that was deceived by Sound Mimicry must succeed at a DC 19 Will save or become **fascinated** and compelled to move toward the sound of the leucrotta's voice on their turn. Fascinated creatures are also **flat-footed**. If the leucrotta attacks, the fascinated condition ends only for the creature that is attacked. If the leucrotta speaks a creature's name while using its Luring Cry, that creature takes a -2 circumstance penalty to their saving throw to resist the ability. On a successful save, a creature is temporarily immune to Luring Cry for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect: The leucrotta's last action was Sound Mimicry
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sound Mimicry
- action_cost: One Action
- traits:
- description: The leucrotta perfectly imitates voices and speech and attempts a __Deception__ check against listeners' Will DC to fool them. The leucrotta gains a +4 bonus to this Deception check if it has listened to the creature it's imitating for at least 10 minutes at any point in the last 24 hours. The leucrotta can't duplicate voice-based abilities or spells, though it can perfectly mimic the sound of verbal spellcasting and can attempt to deceive __constructs__ or __undead__ that respond to voice commands. The leucrotta can't imitate speech in languages it doesn't know.
- raw_description: "**Sound Mimicry** The leucrotta perfectly imitates voices and speech and attempts a __Deception__ check against listeners' Will DC to fool them. The leucrotta gains a +4 bonus to this Deception check if it has listened to the creature it's imitating for at least 10 minutes at any point in the last 24 hours. The leucrotta can't duplicate voice-based abilities or spells, though it can perfectly mimic the sound of verbal spellcasting and can attempt to deceive __constructs__ or __undead__ that respond to voice commands. The leucrotta can't imitate speech in languages it doesn't know."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Leukodaemon
- source:
- - abbr: Bestiary
- page_start: 72
- page_stop:
- description: >-
- These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Horseman, Apollyon. Manifestations of evil souls who perished from disease in life, leukodaemons work tirelessly to spread disease across all the worlds of the multiverse. More than any other daemon, leukodaemons cooperate with each other and those who conjure them to mortal worlds to spread sickness and plague, eschewing personal glory for end results.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Daemon
- - Fiend
- senses:
- - Perception +20
- - darkvision
- - plaguesense 60 feet
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Medicine '
- bonus: 20
- misc:
- - name: 'Religion '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 5
- con_mod: 1
- int_mod: 3
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- - name: Plaguesense
- action_cost: None
- traits:
- description: >+
- A leukodaemon senses any creature with a disease, and it knows the type and current stage of all diseases carried by any creature within range.
-
- raw_description: >+
- **Plaguesense** A leukodaemon senses any creature with a disease, and it knows the type and current stage of all diseases carried by any creature within range.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 striking composite longbow (50 arrows)
- ac: 28
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 21
- ref_misc:
- will: 19
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 155
- hp_misc:
- immunities:
- - death effects
- - disease
- resistances:
- - amount: 10
- type: good
- weaknesses:
- automatic_abilities:
- - name: Infectious Aura
- action_cost: None
- traits:
- - aura
- - disease
- description: 30 feet. Leukodaemons radiate infection. All creatures within 30 feet of a leukodaemon take a -2 status penalty to saves against disease effects. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC.
- raw_description: '**Infectious Aura** (__aura__, __disease__) 30 feet. Leukodaemons radiate infection. All creatures within 30 feet of a leukodaemon take a -2 status penalty to saves against disease effects. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - disease
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d12+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and daemonic pestilence
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- - disease
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+9
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil and daemonic pestilence
- ranged:
- - action_cost: One Action
- name: composite longbow
- to_hit: 21
- traits:
- - deadly 1d10
- - disease
- - evil
- - magical
- - propulsive
- - range increment 100 feet
- - reload 0
- - volley 30 feet
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and daemonic pestilence
- spell_lists:
- - name: Divine Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: dispel magic
- frequency: x2
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, good only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - divine
- description: The leukodaemon exhales a cloud of corpse-bloated, biting black flies in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28 basic Reflex save). A creature that fails the save becomes __sickened 1__ (or __sickened 2__ on a critical failure).
- raw_description: '**Breath Weapon** [Two Actions] (__evocation__, __divine__) The leukodaemon exhales a cloud of corpse-bloated, biting black flies in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28 basic Reflex save). A creature that fails the save becomes __sickened 1__ (or __sickened 2__ on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Daemonic Pestilence
- action_cost: None
- traits:
- - disease
- description: The leukodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; **Saving Throw** DC 28 Fortitude; **Stage 1** carrier (1 day); **Stage 2** __drained 1__ (1 day); **Stage 3** __drained 2__ (1 day); **Stage 4** __drained 2__ (1 day); **Stage 5** __drained 3__ (1 week); **Stage 6** dead
- raw_description: '**Daemonic Pestilence** (__disease__) The leukodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; **Saving Throw** DC 28 Fortitude; **Stage 1** carrier (1 day); **Stage 2** __drained 1__ (1 day); **Stage 3** __drained 2__ (1 day); **Stage 4** __drained 2__ (1 day); **Stage 5** __drained 3__ (1 week); **Stage 6** dead'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quicken Pestilence
- action_cost: One Action
- traits:
- - divine
- - manipulate
- - necromancy
- 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 must attempt a Fortitude save against the disease as if the interval for the disease's current stage had passed.
- raw_description: "**Quicken Pestilence** (__divine__, __manipulate__, __necromancy__) 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 must attempt a Fortitude save against the disease as if the interval for the disease's current stage had passed."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Leydroth
- source:
- - abbr: Bestiary 2
- page_start: 163
- page_stop:
- description: >-
- In ancient times, a cabal of primalists imbued an amalgam of beasts with both supernatural might and a hatred of magic itself, hoping to achieve a potent weapon for use against arcane spellcasters. Effective beyond expectation, the first leydroths broke free and turned on their creators. Worse, the leydroths bred true, and these reclusive predators have long outlived their original creators.
-
-
-
-
- Leydroths look like distorted, apelike felines with many-branching horns growing from the backs of their heads. Their thickly muscled limbs end in glowing claws.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 38
- level: 17
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Large
- traits:
- - Uncommon
- - NE
- - Large
- - Beast
- senses:
- - Perception +30
- - darkvision
- - magic sense (imprecise) 60 feet
- languages:
- - Aklo
- skills:
- - name: 'Acrobatics '
- bonus: 32
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Deception '
- bonus: 28
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Stealth '
- bonus: 32
- misc:
- - name: 'Survival '
- bonus: 30
- misc:
- perception: 30
- ability_mods:
- str_mod: 8
- dex_mod: 7
- con_mod: 9
- int_mod: -3
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- - name: Magic Sense
- action_cost: None
- traits:
- - primal
- description: The leydroth detects the source and school of each source of magic within 60 feet as an imprecise sense.
- raw_description: '**Magic Sense** (__primal__) The leydroth detects the source and school of each source of magic within 60 feet as an imprecise sense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 30
- ref_misc:
- will: 28
- will_misc:
- misc: +2 status to all saves vs. magic
- hp: 315
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: all (except non-magical)
- weaknesses:
- automatic_abilities:
- - name: Menace to Magic
- action_cost: Reaction
- traits:
- - abjuration
- - primal
- description:
- raw_description: '**Menace to Magic [Reaction]** (__abjuration__, __primal__) **Trigger** A creature within 60 feet Casts a Spell; **Effect** The leydroth attempts an __Intimidation__ check to counteract the triggering spell.'
- generic_description:
- frequency:
- trigger: A creature within 60 feet Casts a Spell
- effect: The leydroth attempts an __Intimidation__ check to counteract the triggering spell.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+16
- type: piercing
- plus_damage:
- - formula: 1d10
- type: persistent bleed
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+16
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: horn sweep
- to_hit: 33
- traits:
- - magical
- - reach 10 feet
- - sweep
- - versatile P
- damage:
- formula: 3d12+16
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: disjunction
- frequency: ×2
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: dispel magic
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Dispelling Roar
- action_cost: Two Actions
- traits:
- - abjuration
- - auditory
- - emotion
- - fear
- - mental
- - primal
- description: The leydroth unleashes a bestial roar that reverberates within a 30-foot emanation. It rolls an __Intimidation__ check and compares the result to the Will DC of each creature in the area, with the effects of __Demoralize__. It also uses this result to attempt to counteract each spell or magical effect in the area, plus one item or effect on each creature in the area, with the effects of __dispel magic__. The leydroth can't use Dispelling Roar again for 1d4 rounds.
- raw_description: "**Dispelling Roar** [Two Actions] (__abjuration__, __auditory__, __emotion__, __fear__, __mental__, __primal__) The leydroth unleashes a bestial roar that reverberates within a 30-foot emanation. It rolls an __Intimidation__ check and compares the result to the Will DC of each creature in the area, with the effects of __Demoralize__. It also uses this result to attempt to counteract each spell or magical effect in the area, plus one item or effect on each creature in the area, with the effects of __dispel magic__. The leydroth can't use Dispelling Roar again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dispelling Strike
- action_cost: Free Action
- traits:
- - abjuration
- - primal
- description:
- raw_description: '**Dispelling Strike** [Free Action] (__abjuration__, __primal__) **Frequency** once per round; **Trigger** The leydroth hits a creature, object, or spell effect with a Strike; **Effect** The leydroth casts its innate __dispel magic__, targeting one effect on the creature struck.'
- generic_description:
- frequency: once per round
- trigger: The leydroth hits a creature, object, or spell effect with a Strike
- effect: The leydroth casts its innate __dispel magic__, targeting one effect on the creature struck.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spell Feedback
- action_cost: None
- traits:
- - primal
- description: Any time a leydroth counteracts a spell or item, the spell's caster or the creature holding the item takes 8d6 mental damage (DC 38 basic Will save).
- raw_description: "**Spell Feedback** (__primal__) Any time a leydroth counteracts a spell or item, the spell's caster or the creature holding the item takes 8d6 mental damage (DC 38 basic Will save)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lich
- source:
- - abbr: Bestiary
- page_start: 221
- page_stop:
- description: >-
- A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 35
- level: 12
- rarity: Rare
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Rare
- - NE
- - Medium
- - Undead
- senses:
- - Perception +20
- - darkvision
- languages:
- - Abyssal
- - Aklo
- - Common
- - Draconic
- - Elven
- - Infernal
- - Necril
- - Undercommon
- skills:
- - name: 'Arcana '
- bonus: 28
- misc:
- - name: 'Crafting '
- bonus: 24
- misc: can craft magic items
- - name: 'Deception '
- bonus: 17
- misc:
- - name: 'Diplomacy '
- bonus: 19
- misc:
- - name: 'Religion '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- perception: 20
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 0
- int_mod: 6
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- - potion of invisibility
- - scroll of teleport
- - staff of fire (greater)
- ac: 31
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 21
- ref_misc:
- will: 23
- will_misc:
- misc: +1 status to all saves vs. positive
- hp: 190
- hp_misc: negative healing, rejuvenation
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 10
- type: cold
- - amount: 10
- type: physical (except magic bludgeoning)
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 60 feet, DC 29
- raw_description: >-
- **Frightful Presence** 60 feet, DC 29 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Counterspell
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Counterspell** [Reaction] **Trigger** A creature casts a spell the lich has prepared. **Effect** The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell."
- generic_description:
- frequency:
- trigger: A creature casts a spell the lich has prepared.
- effect: The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: hand
- to_hit: 24
- traits:
- - finesse
- - magical
- damage:
- formula: 4d8
- type: negative
- plus_damage:
- - formula:
- type: paralyzing touch
- ranged:
- spell_lists:
- - name: Arcane Prepared Spells
- dc: 36
- to_hit: 26
- misc: ''
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: chain lightning
- frequency:
- requirement:
- - name: dominate
- frequency:
- requirement:
- - name: vampiric exsanguination
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: cloudkill
- frequency:
- requirement:
- - name: cone of cold
- frequency: x2
- requirement:
- - name: wall of ice
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: fire shield
- frequency:
- requirement:
- - name: fly
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: blindness
- frequency:
- requirement:
- - name: locate
- frequency:
- requirement:
- - name: magic missile
- frequency:
- requirement:
- - name: vampiric touch
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: false life
- frequency:
- requirement:
- - name: mirror image
- frequency:
- requirement:
- - name: resist energy
- frequency:
- requirement:
- - name: see invisibility
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: fleet step
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency: x2
- requirement:
- - name: true strike
- frequency:
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Drain Phylactery
- action_cost: Free Action
- traits:
- description: 6th level
- raw_description: '**Drain Phylactery** [Free Action] 6th level'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralyzing Touch
- action_cost: None
- traits:
- - arcane
- - curse
- - incapacitation
- - necromancy
- description: DC 32
- raw_description: '**Paralyzing Touch** (__arcane__, __curse__, __incapacitation__, __necromancy__) DC 32'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Steady Spellcasting
- action_cost: None
- traits:
- 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.
- raw_description: "**Steady Spellcasting** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lillend
- source:
- - abbr: Bestiary
- page_start: 32
- page_stop:
- description: >-
- Lillends are tale-tellers, chroniclers, and champions of freedom of expression. They are generally peaceful, but are quick to act if a masterful piece of art is threatened or free speech is suppressed. They pride themselves on inspiring mortals to greater heights of expression and creativity, and more than one bard looks to a lillend as their personal inspiration. Lillends sometimes secretly 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 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 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 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 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.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CG
- size: Large
- traits:
- - CG
- - Large
- - Azata
- - Celestial
- senses:
- - Perception +16
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - speak with animals
- - speak with plants
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 16
- misc:
- - name: 'Diplomacy '
- bonus: 18
- misc:
- - name: 'Nature '
- bonus: 14
- misc:
- - name: 'Performance '
- bonus: 20
- misc:
- - name: 'Religion '
- bonus: 14
- misc:
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 16
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 5
- int_mod: 2
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- - +1 longsword
- - virtuoso harp
- ac: 25
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 16
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 145
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: cold iron
- - amount: 10
- type: evil
- automatic_abilities:
- - name: Free Expression
- action_cost: None
- traits:
- description: A lillend's auditory and sonic effects attempt to counteract any effect that would directly control, manipulate, or prevent them from expressing themself freely, such as silence. She can also spend an action, which has concentrate trait, to speak forcefully and counteract such effects.
- raw_description: "**Free Expression** A lillend's auditory and sonic effects attempt to counteract any effect that would directly control, manipulate, or prevent them from expressing themself freely, such as silence. She can also spend an action, which has concentrate trait, to speak forcefully and counteract such effects."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 45
- type: fly
- melee:
- - action_cost: One Action
- name: longsword
- to_hit: 18
- traits:
- - chaotic
- - magical
- - versatile P
- damage:
- formula: 1d8+10
- type: slashing
- plus_damage:
- - formula: 1d6
- type: chaotic and 1d6 good
- - action_cost: One Action
- name: tail
- to_hit: 18
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+10
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: chaotic
- - formula: 1d6
- type: good
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: counter performance
- frequency:
- requirement:
- - name: hallucinatory terrain
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: inspire heroics
- frequency:
- requirement:
- - name: sound burst
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: sleep
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: invisibility
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: inspire competence
- frequency:
- requirement:
- - name: inspire courage
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: speak with plants
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: speak with animals
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Lion Visitant
- source:
- - abbr: 'Pathfinder #152: Legacy of the Lost God'
- page_start: 83
- page_stop:
- description: >-
- Scars and other marks of obvious mistreatment are the clearest indicators that an undead animal is no mere zombie.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Animal
- - Undead
- senses:
- - Perception +13
- - darkvision
- - lifesense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 2
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 11
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 95
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 7
- type: positive
- - amount:
- type: whip vulnerability
- weaknesses:
- automatic_abilities:
- - name: Whip Vulnerability
- action_cost: None
- traits:
- description: A lion visitant takes 7 additional damage from whips.
- raw_description: '**Whip Vulnerability** A lion visitant takes 7 additional damage from whips.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- damage:
- formula: 2d6+8
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- damage:
- formula: 2d4+8
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The visitant deals an extra 1d4 damage to any creature that's within reach of at least two of the visitant's allies.
- raw_description: "**Pack Attack** The visitant deals an extra 1d4 damage to any creature that's within reach of at least two of the visitant's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The visitant Strides and makes a Strike at the end of that movement. If the visitant began this action hidden, it remains hidden until after the ability's Strike.
- raw_description: "**Pounce** The visitant Strides and makes a Strike at the end of that movement. If the visitant began this action hidden, it remains hidden until after the ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Roar
- action_cost: One Action
- traits:
- description: "The visitant lets out a loud and horrifying roar. Each creature within 100 feet must attempt at a Will save. No matter the result, affected creatures are then temporarily immune to the effect for 1 minute. \n\n"
- raw_description: "**Roar** The visitant lets out a loud and horrifying roar. Each creature within 100 feet must attempt at a Will save. No matter the result, affected creatures are then temporarily immune to the effect for 1 minute. \n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is frightened 1.\n\n**Failure** The creature is frightened 2.\n\n**Critical Failure** The creature is frightened 3."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 3.
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The visitant deals an extra 1d8 precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The visitant deals an extra 1d8 precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lion
- source:
- - abbr: Bestiary
- page_start: 52
- page_stop:
- description: >-
- Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill their prey. Male lions are typically larger, with long manes, and when they hunt, they tend to do so on their own.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +9
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d10+6
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d8+6
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies
- raw_description: "**Pack Attack** The lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The lion Strides and makes a Strike at the end of that movement. If the lion began this action hidden, it remains hidden until after this ability's Strike.
- raw_description: "**Pounce** The lion Strides and makes a Strike at the end of that movement. If the lion began this action hidden, it remains hidden until after this ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The lion deals 1d6 extra precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The lion deals 1d6 extra precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Living Boulder
- source:
- - abbr: Bestiary 2
- page_start: 108
- page_stop:
- description: >-
- Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship's hull covered in barnacles. Barely more intelligent than many animals, living boulders fill much the same role on the Plane of Earth as the great herd animals found on Material Plane worlds.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Earth
- - Elemental
- senses:
- - Perception +6
- - darkvision
- - tremorsense 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 5
- misc: +7 in rocky areas
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: -1
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 5
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 36
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: burrow
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Earth Glide
- action_cost: None
- traits:
- description: A living boulder can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** A living boulder can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rolling Charge
- action_cost: Two Actions
- traits:
- description: The living boulder Strides twice, and can then make a Strike with its jaws. This jaws Strike gains __Knockdown__.
- raw_description: '**Rolling Charge** [Two Actions] The living boulder Strides twice, and can then make a Strike with its jaws. This jaws Strike gains __Knockdown__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Living Graffiti
- source:
- - abbr: 'Pathfinder #151: The Show Must Go On'
- page_start: 84
- page_stop:
- description: "A living graffiti is a painting or drawing that has come to life by way of strange magic. It typically looks like a cartoonish humanoid made of wet oil paint. These two-dimensional beings are unbound from the canvases on which they were originally drawn and can move along any flat surface they touch, including walls, floors, furniture, doors, and even bodies of still water. They cannot exist apart from the surfaces they traverse except in brief bursts, which they typically use to harass or attack nearby creatures. Although they are not incredibly intelligent, living graffiti exhibit a mischievous spitefulness and seeming desire to make the real world as much of a caricature as their own two-dimensional domain. \n\n## Variant Living Graffiti\n\n The living graffiti below is but one type of this strange creature. Other living graffiti exist, made from media like chalk, pastels, ink, or tempera, or even more archaic materials like mud, beeswax, or blood. The following are a few examples of the kinds of abilities such a variant living graffiti might have. \n\n\n\n**Blood**: The living graffiti gains the following ability.\n\n**Absorb Blood** Anytime a creature within 5 feet of the living graffiti takes slashing, piercing, or __persistent bleed__ damage, the graffiti gains a number of temporary HP equal to half the damage dealt to the adjacent creature. \n\n\n\n**Chalk**: The living graffiti gains the following ability. \n\n**Cone of Chalk** [Two Actions] The living graffiti expels a 15-foot cone of chalk. Creatures in the area must succeed at a DC 20 Reflex save or be blinded for 1 round. The living graffiti can't use Cone of Chalk again for 1d4 rounds. \n\n\n\n**Ink**: The living graffiti's HP increases to 60 and its splatter Strike deals 2d6 damage (in addition to blinding for 1 round), but it gains the following weakness.\n\n**Water Weakness** When the living graffiti is doused with water or starts its turn in water (either through a spell or some other effect, such as pouring a bucket of water over it), it takes 2d6 damage.\n\n\n\n**__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 18"
- level: 3
- rarity: Common
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - CN
- - Medium
- - Construct
- senses:
- - Perception +9
- - darkvision
- languages:
- - Common
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Crafting '
- bonus: 5
- misc:
- - name: 'Deception '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 9
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 1
- int_mod: -2
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - necromancy
- - nonlethal
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Backdrop
- action_cost: None
- traits:
- description: When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a wall, canvas, or so on) behind the living graffiti. This may damage or break the weapon or surface.
- raw_description: '**Backdrop** When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a wall, canvas, or so on) behind the living graffiti. This may damage or break the weapon or surface.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Surface-Bound
- action_cost: None
- traits:
- description: A living graffiti can move only along flat surfaces such as floors and walls. If the surface it's on is destroyed (such as a portrait hit by a __fireball__ spell or a puddle being splashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the living graffiti is destroyed.
- raw_description: "**Surface-Bound** A living graffiti can move only along flat surfaces such as floors and walls. If the surface it's on is destroyed (such as a portrait hit by a __fireball__ spell or a puddle being splashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the living graffiti is destroyed."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 13
- traits:
- - agile
- - finesse
- damage:
- formula: 2d4+4
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: splatter
- to_hit: 11
- traits:
- - nonlethal
- - range increment 20 feet
- damage:
- formula: 1d4+4
- type:
- plus_damage:
- - formula:
- type: blinded 1 round
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Living Landslide
- source:
- - abbr: Bestiary
- page_start: 146
- page_stop:
- description: >-
- Living landslides resemble humanoids made of earth and gravel.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Earth
- - Elemental
- senses:
- - Perception +12
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: -1
- con_mod: 4
- int_mod: -2
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- - name: Earthbound
- action_cost: None
- traits:
- description: When not touching solid ground, the living landslide is slowed 1 and can't use reactions.
- raw_description: "**Earthbound** When not touching solid ground, the living landslide is slowed 1 and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 8
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Crumble
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Crumble** [Reaction] **Trigger** The living landslide takes damage from a hostile source while atop rock or earth. **Effect** The living landslide crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The living landslide can't Crumble again for 1d4 rounds."
- generic_description:
- frequency:
- trigger: The living landslide takes damage from a hostile source while atop rock or earth.
- effect: The living landslide crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The living landslide can't Crumble again for 1d4 rounds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: burrow
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 16
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+8
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Earth Glide
- action_cost: None
- traits:
- description: The living landslide can Burrow through any earthen matter, including rock. When it does so, the living landslide moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** The living landslide can Burrow through any earthen matter, including rock. When it does so, the living landslide moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Living Sap
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 89
- page_stop:
- description: >-
- The tall sharinga trees of the Mwangi Expanse leak golden sap from 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 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 a nuisance to communities that rely on the sap of sharinga trees to make resin, rubber, and glue.
-
-
-
-
- Jungle-dwelling alchemists such as __gripplis__ cherish the sap of the sharinga tree for its unique adhesive properties. The sap has been used for centuries to create tanglefoot bags, glue, and hard resin. Residue collected from a living sap is even more fascinating from an alchemical standpoint. Though harvesting a living sap is very dangerous, some alchemists will risk death (if not their own, then that of hearty adventurers for hire) in order to procure these easily worked ingredients. To increase the odds of a successful harvest, such employers are often willing to supply offensive aids such as lesser frost vials; living sap hunters learned long ago that cold energy is effective against these creatures and luckily doesn't harm the harvestable reagents.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Uncommon
- - N
- - Medium
- - Mindless
- - Ooze
- senses:
- - Perception +7
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 7
- ability_mods:
- str_mod: 5
- dex_mod: -3
- con_mod: 4
- int_mod: -5
- wis_mod: -5
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: Living sap can sense nearby motion through vibration and air movement.
- raw_description: '**Motion Sense** Living sap can sense nearby motion through vibration and air movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 13
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - critical hits
- - mental
- - piercing
- - precision
- - slashing
- - unconscious
- - visual
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Adhesive Body
- action_cost: None
- traits:
- description: A creature that Strikes a living sap with a melee weapon must succeed at a DC 24 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the living sap's space. A creature that hits a living sap with an unarmed attack must succeed at a DC 24 Reflex save or become __grabbed__ by the living sap until the end of its next turn.
- raw_description: "**Adhesive Body** A creature that Strikes a living sap with a melee weapon must succeed at a DC 24 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the living sap's space. A creature that hits a living sap with an unarmed attack must succeed at a DC 24 Reflex save or become __grabbed__ by the living sap until the end of its next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 17
- traits:
- damage:
- formula: 2d8+8
- type: bludgeoning
- plus_damage:
- - formula:
- type: entangling residue
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Engulf
- action_cost: Two Actions
- traits:
- description: DC 22, 2d6 acid, Escape DC 24, Rupture 10
- raw_description: '**Engulf** [Two Actions] DC 22, 2d6 acid, Escape DC 24, Rupture 10'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Entangling Residue
- action_cost: None
- traits:
- description: A creature hit by a living sap's pseudopod Strike must succeed at a DC 24 Reflex save or become __grabbed__ until the end of the living sap's next turn.
- raw_description: "**Entangling Residue** A creature hit by a living sap's pseudopod Strike must succeed at a DC 24 Reflex save or become __grabbed__ until the end of the living sap's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Living Thunderclap
- source:
- - abbr: Bestiary 2
- page_start: 106
- page_stop:
- description: >-
- A living thunderclap is a humanoid-shaped storm cloud that cracks and booms with thunder.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Air
- - Elemental
- senses:
- - Perception +9
- - darkvision
- languages:
- - Auran
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 9
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: -3
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 12
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- - sonic
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: fly
- - amount:
- type: swiftness
- melee:
- - action_cost: One Action
- name: gust
- to_hit: 14
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 5 feet
- ranged:
- - action_cost: One Action
- name: lightning bolt
- to_hit: 14
- traits:
- - electricity
- - range increment 50 feet
- damage:
- formula: 2d12
- type: electricity
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: massacre
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- - name: finger of death
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: vampiric exsanguination
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 10
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: create undead
- frequency: shadows only
- requirement:
- proactive_abilities:
- - name: Swiftness
- action_cost: None
- traits:
- description: The living thunderclap doesn't trigger reactions when it moves.
- raw_description: "**Swiftness** The living thunderclap doesn't trigger reactions when it moves."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thunderbolt
- action_cost: Two Actions
- traits:
- - electricity
- - evocation
- - primal
- - sonic
- description: The living thunderclap emits a bolt of lightning that crashes with deafening thunder. The living thunderclap makes a lightning bolt Strike that deals 1d12 electricity damage. If it hits, the target and any creatures within a 15-foot emanation around the target take 2d6 sonic damage and must attempt a DC 18 basic Fortitude save. Any creature that fails its save is also __deafened__ for 1d4 rounds.
- raw_description: '**Thunderbolt** [Two Actions] (__electricity__, __evocation__, __primal__, __sonic__) The living thunderclap emits a bolt of lightning that crashes with deafening thunder. The living thunderclap makes a lightning bolt Strike that deals 1d12 electricity damage. If it hits, the target and any creatures within a 15-foot emanation around the target take 2d6 sonic damage and must attempt a DC 18 basic Fortitude save. Any creature that fails its save is also __deafened__ for 1d4 rounds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Living Waterfall
- source:
- - abbr: Bestiary
- page_start: 152
- page_stop:
- description: >-
- Living waterfalls are humanoid-shaped columns of churning water.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Aquatic
- - Elemental
- - Water
- senses:
- - Perception +10
- - darkvision
- languages:
- - Aquan
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 3
- int_mod: -2
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- - name: Water-Bound
- action_cost: None
- traits:
- description: When not touching water, the living waterfall is slowed 1 and can't use reactions.
- raw_description: "**Water-Bound** When not touching water, the living waterfall is slowed 1 and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 12
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Vortex
- action_cost: None
- traits:
- - aura
- - water
- description: 30 feet. Water in the area that is in the same body of water as the living waterfall is difficult terrain for Swimming creatures that don't have the water trait.
- raw_description: "**Vortex** (__aura__, __water__) 30 feet. Water in the area that is in the same body of water as the living waterfall is difficult terrain for Swimming creatures that don't have the water trait."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: wave
- to_hit: 15
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push or Pull 5 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drench
- action_cost: One Action
- traits:
- - abjuration
- - primal
- - water
- description: The elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier).
- raw_description: '**Drench** (__abjuration__, __primal__, __water__) The elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Living Whirlwind
- source:
- - abbr: Bestiary
- page_start: 144
- page_stop:
- description: >-
- A living whirlwind resembles a roughly humanoid-shaped dust devil.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Air
- - Elemental
- senses:
- - Perception +10
- - darkvision
- languages:
- - Auran
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 10
- ability_mods:
- str_mod: 3
- dex_mod: 5
- con_mod: 2
- int_mod: -2
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 16
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Disperse
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Disperse** [Reaction] **Trigger** The living whirlwind takes damage from a hostile action. **Effect** The living whirlwind disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind reforms in any space in which it can fit within 25 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed."
- generic_description:
- frequency:
- trigger: The living whirlwind takes damage from a hostile action.
- effect: The living whirlwind disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind reforms in any space in which it can fit within 25 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: fly
- - amount:
- type: swiftness
- melee:
- - action_cost: One Action
- name: gust
- to_hit: 14
- traits:
- - finesse
- - reach 10 feet
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 5 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swiftness
- action_cost: None
- traits:
- description: The living whirlwind's movement doesn't trigger reactions.
- raw_description: "**Swiftness** The living whirlwind's movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Living Wildfire
- source:
- - abbr: Bestiary
- page_start: 148
- page_stop:
- description: >-
- Living wildfires appear as humanoids made of living fire.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Elemental
- - Fire
- senses:
- - Perception +10
- - darkvision
- - smoke vision
- languages:
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- perception: 10
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: -2
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: The living wildfire ignores the concealed condition from smoke.
- raw_description: '**Smoke Vision** The living wildfire ignores the concealed condition from smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 15
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 80
- hp_misc: explosion
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Explosion
- action_cost: None
- traits:
- - fire
- description: When the living wild fire dies, it explodes, dealing 3d6 fire damage to each creature in a 10-foot emanation (DC 19 basic Reflex save).
- raw_description: '**Explosion** (__fire__) When the living wild fire dies, it explodes, dealing 3d6 fire damage to each creature in a 10-foot emanation (DC 19 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- melee:
- - action_cost: One Action
- name: tendril
- to_hit: 15
- traits:
- - agile
- - finesse
- - reach 10 feet
- damage:
- formula: 2d6+6
- type: fire
- plus_damage:
- - formula: 2d4
- type: persistent fire
- ranged:
- - action_cost: One Action
- name: fire mote
- to_hit: 15
- traits:
- - range increment 60 feet
- damage:
- formula: 2d6+3
- type: fire
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Lizardfolk Defender
- source:
- - abbr: Bestiary
- page_start: 230
- page_stop:
- description: >-
- The lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, soldier in time of war. They eagerly rise to the defense of their kin but do not revel in battle. An iruxi defender would rather turn back intruders and allow them to flee with the knowledge they were beaten, in hopes that such word prevents further invasions, but they are not naive. The iruxi understand the need for revenge, and when they allow a foe to escape, they do not forget.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Humanoid
- - Lizardfolk
- senses:
- - Perception +7
- languages:
- - Draconic
- - Iruxi
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 3
- int_mod: -1
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - flail
- - javelin (3)
- - wooden shield (Hardness 3, HP 12, BT 6)
- ac: 16
- ac_special:
- - descr: 18 with shield raised
- saves:
- fort: 8
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 21
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 15
- type: swim
- melee:
- - action_cost: One Action
- name: flail
- to_hit: 8
- traits:
- - disarm
- - sweep
- - trip
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 8
- traits:
- - agile
- damage:
- formula: 1d4+3
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: javelin
- to_hit: 7
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: A lizardfolk defender can hold their breath for 175 rounds (17-1/2 minutes).
- raw_description: '**Deep Breath** A lizardfolk defender can hold their breath for 175 rounds (17-1/2 minutes).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrain Advantage
- action_cost: None
- traits:
- description: Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are __flat-footed__ to the lizardfolk defender.
- raw_description: '**Terrain Advantage** Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are __flat-footed__ to the lizardfolk defender.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lizardfolk Scout
- source:
- - abbr: Bestiary
- page_start: 231
- page_stop:
- description: >-
- Iruxi scouts are the lizardfolk most often encountered by adventurers, for these explorers and hunters spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the responsibility of the iruxi scouts to track them, observe them, and learn their ways and weaknesses so as to report back to the community and aid in the defense against potential reprisals.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Humanoid
- - Lizardfolk
- senses:
- - Perception +8
- languages:
- - Common
- - Draconic
- - Iruxi
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Diplomacy '
- bonus: 4
- misc:
- - name: 'Nature '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 1
- int_mod: -1
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- - blowgun (10 darts, 1 of which is coated with giant centipede venom)
- ac: 17
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 17
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 7
- traits:
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 8
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+2
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: blowgun
- to_hit: 8
- traits:
- - agile
- - nonlethal
- - range increment 20 feet
- - reload 1
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: A lizardfolk scout can hold their breath for 150 rounds (15 minutes).
- raw_description: '**Deep Breath** A lizardfolk scout can hold their breath for 150 rounds (15 minutes).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Giant Centipede Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and __flat-footed__ (1 round); **Stage 3** 1d12 poison damage, __clumsy 1__, and __flat-footed__ (1 round)'
- raw_description: '**Giant Centipede Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d8 poison damage and __flat-footed__ (1 round); **Stage 3** 1d12 poison damage, __clumsy 1__, and __flat-footed__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hidden Movement
- action_cost: None
- traits:
- description: If the lizardfolk scout starts its turn undetected by a creature or hidden from it, that creature is __flat-footed__ against the scout's attacks until the end of the scout's turn.
- raw_description: "**Hidden Movement** If the lizardfolk scout starts its turn undetected by a creature or hidden from it, that creature is __flat-footed__ against the scout's attacks until the end of the scout's turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The lizardfolk scout deals an extra 1d6 precision damage to __flat-footed__ creatures.
- raw_description: '**__Sneak Attack__** The lizardfolk scout deals an extra 1d6 precision damage to __flat-footed__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrain Advantage
- action_cost: None
- traits:
- description: Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are __flat-footed__ to the lizardfolk scout.
- raw_description: '**Terrain Advantage** Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are __flat-footed__ to the lizardfolk scout.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lizardfolk Stargazer
- source:
- - abbr: Bestiary
- page_start: 231
- page_stop:
- 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, as presented here, has a number of useful primal spells to aid their kin; in larger iruxi settlements, stargazers wield even greater powers.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Humanoid
- - Lizardfolk
- senses:
- - Perception +8
- languages:
- - Draconic
- - Iruxi
- skills:
- - name: 'Diplomacy '
- bonus: 4
- misc:
- - name: 'Iruxi Lore '
- bonus: 6
- misc:
- - name: 'Nature '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 2
- dex_mod: 2
- con_mod: 1
- int_mod: 0
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- items:
- - staff
- ac: 17
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 6
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: staff
- to_hit: 8
- traits:
- - two-hand d8
- damage:
- formula: 1d6+2
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 8
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+2
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Prepared Spells
- dc: 20
- to_hit: 10
- misc: ''
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: magic fang
- frequency:
- requirement:
- - name: shillelagh
- frequency:
- requirement:
- - name: summon animal
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: guidance
- frequency:
- requirement:
- - name: know direction
- frequency:
- requirement:
- - name: produce flame
- frequency:
- requirement:
- - name: stabilize
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: A lizardfolk stargazer can hold their breath for 200 rounds (20 minutes).
- raw_description: '**Deep Breath** A lizardfolk stargazer can hold their breath for 200 rounds (20 minutes).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Luminous Ooze
- source:
- - abbr: 'Pathfinder #151: The Show Must Go On'
- page_start: 85
- page_stop:
- description: >-
- Luminous oozes are strange globular creatures that glow with brilliant multicolored light. Unlike many oozes, which rely on camouflage and stealth to attack their prey, luminous oozes attract victims with their impressive light displays before blinding them and launching into a frenzied attack. They are often found on the ceilings or walls of dark caverns, and more than a few curious spelunkers have met their end simply by investigating their strange yet beautiful light. The effects of electricity on luminous oozes are ill understood, though those who have studied these creatures liken their static-absorbing power to that of lightning rods.
-
-
-
-
- These creatures are highly sought after by status-hungry socialites, flamboyant barkeeps, and daring showrunners, for in addition to being dangerous monsters, luminous oozes are also incredible sources of beautiful prismatic light, comparable to a magical light show but available for a fraction of the price. The trick, of course, is capturing and penning such a specimen. The most reliable means of caging a luminous ooze is with a permanent wall of force shaped into a cube or sphere, but few have the means to create or commission such an enclosure. Instead, most people who find themselves in possession of a luminous ooze simply put it in a thick glass box. As long as they are well fed, luminous oozes accept this treatment, though woe be unto anyone in the vicinity if a hungry luminous ooze should escape from its display case.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Mindless
- - Ooze
- senses:
- - Perception +6
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: -5
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: 1
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A luminous ooze can sense nearby motion through vibration and air movement.
- raw_description: '**Motion Sense** A luminous ooze can sense nearby motion through vibration and air movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 11
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 3
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- - critical hits
- - electricity
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Bedazzling
- action_cost: None
- traits:
- - aura
- - light
- - visual
- description: 5 feet. A luminous ooze constantly sheds distracting multicolored light. A creature that ends its turn within the aura must attempt a DC 21 Fortitude save or become __dazzled__ until the end of its next turn. On a critical failure, it instead becomes __blinded__ until the end of its next turn.
- raw_description: '**Bedazzling** (__aura__, __light__, __visual__) 5 feet. A luminous ooze constantly sheds distracting multicolored light. A creature that ends its turn within the aura must attempt a DC 21 Fortitude save or become __dazzled__ until the end of its next turn. On a critical failure, it instead becomes __blinded__ until the end of its next turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lightning Catcher
- action_cost: None
- traits:
- description: Whenever the luminous ooze's electricity immunity prevents it from taking damage, it gains 8 temporary HP. Until the end of its next turn, the luminous ooze's pseudopod Strike deals an additional 1d6 points of electricity damage.
- raw_description: "**Lightning Catcher** Whenever the luminous ooze's electricity immunity prevents it from taking damage, it gains 8 temporary HP. Until the end of its next turn, the luminous ooze's pseudopod Strike deals an additional 1d6 points of electricity damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 15
- type: climb
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 13
- traits:
- damage:
- formula: 2d8+5
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Light Up
- action_cost: Two Actions
- traits:
- - light
- - visual
- description: >+
- The ooze glows with blinding brightness. All creatures within a 30-foot emanation must attempt a DC 21 Fortitude save.
-
- raw_description: >-
- **Light Up** [Two Actions] (__light__, __visual__) The ooze glows with blinding brightness. All creatures within a 30-foot emanation must attempt a DC 21 Fortitude save.
-
-
- **Critical Success** The creature is unaffected
-
-
- **Success** The creature is __dazzled__ until the end of its next turn.
-
-
- **Failure** The creature is __blinded__ until the end of its next turn.
-
-
- **Critical Failure** The creature is blinded for 1 minute.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected
- success: The creature is dazzled until the end of its next turn.
- failure: The creature is blinded until the end of its next turn.
- critical_failure: The creature is blinded for 1 minute.
- full_description:
-- name: Lunar Naga
- source:
- - abbr: Bestiary 2
- page_start: 178
- page_stop:
- description: >-
- Lunar nagas are skilled diviners and astrologers whose dark scales and white hair sparkle with motes of light that mimic the night skies to which they are forever drawn. While they are less physically imposing than other nagas, they possess a graceful beauty that many find entrancing, even without the help of the naga's inherent magical abilities. Earning a lunar naga's trust is difficult, but not impossible, especially for someone who shares the creature's interest in the celestial sphere.
-
-
-
-
- As they have no hands, lunar nagas use __mage hand__ to manipulate delicate instruments and fine telescopes to observe the night sky. They track the positions of celestial bodies, recording their discoveries in esoteric journals. At their best, lunar nagas are wise and mysterious beings who seek to expand their knowledge of the cosmos. At their worst, after too much exposure to the unfathomable entities that dwell in the darkness between the stars, they become dark prophets who drive others to commit terrible deeds in the name of abominable masters.
-
-
-
-
- On Golarion, the lunar nagas of the nation of Nagajor use their abilities to serve many communities as soothsayers. A few have founded observatories in which they and their followers explore the night sky. Some nagas even use their knowledge of the stars as navigators on ships or overland caravans. In the broader world, where people do not give nagas deference as nearly divine rulers, lunar nagas try to avoid contact with outsiders or use their magical powers of disguise to hide their true forms from all but their most worthy allies.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Aberration
- senses:
- - Perception +16
- - darkvision
- languages:
- - Aklo
- - Celestial
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Astronomy Lore '
- bonus: 11
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Diplomacy '
- bonus: 15
- misc:
- - name: 'Nature '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 14
- misc:
- perception: 16
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 4
- int_mod: 1
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 16
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 100
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 16
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6+8
- type: piercing
- plus_damage:
- - formula:
- type: lunar naga venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Primal Spontaneous Spells
- action_cost: None
- traits:
- description: >+
- DC 24, attack +16; **3rd** __heal__, __lightning bolt__, __slow__ (4 slots); **2nd** __glitterdust__, __humanoid form__, __invisibility__, __web__ (4 slots); **1st** __charm__, __fleet step__, __heal__, __spider sting__ (4 slots); **Cantrips** **(3rd)** __dancing lights__, __daze__, __detect magic__, __mage hand__, __read aura__
-
- raw_description: >+
- **Primal Spontaneous Spells** DC 24, attack +16; **3rd** __heal__, __lightning bolt__, __slow__ (4 slots); **2nd** __glitterdust__, __humanoid form__, __invisibility__, __web__ (4 slots); **1st** __charm__, __fleet step__, __heal__, __spider sting__ (4 slots); **Cantrips** **(3rd)** __dancing lights__, __daze__, __detect magic__, __mage hand__, __read aura__
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hypnosis
- action_cost: Two Actions
- traits:
- - concentrate
- - enchantment
- - incapacitation
- - mental
- - primal
- - visual
- description:
- raw_description: "**Hypnosis** [Two Actions] (__concentrate__, __enchantment__, __incapacitation__, __mental__, __primal__, __visual__) **Frequency** once per day; **Effect** The lunar naga twists the coils of their serpentine body, causing the starlike motes on their scales to shift and move as they glow brighter, creating a mesmerizing swirl of light and darkness. All creatures within a 30.foot emanation must succeed at a DC 21 Will save or become __fascinated__ until the end of the naga\x81fs next turn (on a critical failure, fascinated creatures drop whatever items they are carrying as well). The lunar naga can Sustain a Spell on Hypnosis. If the naga moves, affected creatures are compelled to remain within 30 feet of the naga and must spend each of its actions moving closer to the naga as expediently as possible on its next turn. If a creature is unable to end its turn within 30 feet of the naga, the effect ends for that creature."
- generic_description:
- frequency: once per day
- trigger:
- effect: "The lunar naga twists the coils of their serpentine body, causing the starlike motes on their scales to shift and move as they glow brighter, creating a mesmerizing swirl of light and darkness. All creatures within a 30.foot emanation must succeed at a DC 21 Will save or become __fascinated__ until the end of the naga\x81fs next turn (on a critical failure, fascinated creatures drop whatever items they are carrying as well). The lunar naga can Sustain a Spell on Hypnosis. If the naga moves, affected creatures are compelled to remain within 30 feet of the naga and must spend each of its actions moving closer to the naga as expediently as possible on its next turn. If a creature is unable to end its turn within 30 feet of the naga, the effect ends for that creature."
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lunar Naga Venom
- action_cost: None
- traits:
- - poison
- - sleep
- description: '**Saving Throw** DC 24; **Maximum Duration** 6 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** as stage 1 (1 round); **Stage 3** __stupefied 2__ (1 round); **Stage 4** __unconscious__ (1 round). Once a creature falls unconscious from lunar naga venom, they remain asleep for 1d8 hours unless woken.'
- raw_description: '**Lunar Naga Venom** (__poison__, __sleep__) **Saving Throw** DC 24; **Maximum Duration** 6 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** as stage 1 (1 round); **Stage 3** __stupefied 2__ (1 round); **Stage 4** __unconscious__ (1 round). Once a creature falls unconscious from lunar naga venom, they remain asleep for 1d8 hours unless woken.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lurker In Light
- source:
- - abbr: Bestiary 2
- page_start: 169
- page_stop:
- description: >-
- These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they've been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly.
-
-
-
-
- While lurkers in light are fey and have ties to the __First World__, these creatures are often found elsewhere in the Great Beyond. They are particularly fond of invading the __Shadow Plane__ to bring light to those who dwell there-not to help, but to spread misery and pain among those to whom light is agonizing.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: NE
- size: Small
- traits:
- - NE
- - Small
- - Fey
- senses:
- - Perception +13
- - low-light vision
- languages:
- - Aklo
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Nature '
- bonus: 11
- misc:
- - name: 'Occultism '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- - name: 'Survival '
- bonus: 13
- misc:
- perception: 13
- ability_mods:
- str_mod: 0
- dex_mod: 5
- con_mod: 2
- int_mod: 2
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 14
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 72
- hp_misc:
- immunities:
- - blinded
- resistances:
- - amount: 5
- type: cold iron
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6+2
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: mote of light
- to_hit: 14
- traits:
- - agile
- - magical
- - range increment 10 feet
- damage:
- formula: 2d4+2
- type: force
- plus_damage:
- - formula:
- type: lurker's glow
- spell_lists:
- - name: Primal Innate Spells
- dc: 22
- to_hit: 14
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: only when in bright light, and only to an area in bright light
- requirement:
- - name: summon fey
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: blindness
- frequency:
- requirement:
- - name: searing light
- frequency:
- requirement:
- - name: summon fey
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Blend with Light
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Blend with Light** [Reaction] **Trigger** The lurker in light uses a __move__ action; **Requirements** The lurker in light is in an area of bright light; **Effect** The lurker in light becomes __invisible__ until it enters an area of dim light or darkness, or until it uses a hostile action.'
- generic_description:
- frequency:
- trigger: The lurker in light uses a __move__ action
- effect: The lurker in light is in an area of bright light
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lurker's Glow
- action_cost: None
- traits:
- - evocation
- - light
- - primal
- description: "A creature that takes damage from a lurker in light's mote of light must attempt a DC 22 Will save. \n\n"
- raw_description: "**Lurker's Glow** (__evocation__, __light__, __primal__) A creature that takes damage from a lurker in light's mote of light must attempt a DC 22 Will save. \n\n**Success** The creature is unaffected and is temporarily immune to lurker's glow for 24 hours. \n\n**Failure** The creature is lined in golden light for 1 minute and can't be __concealed__ during this time. If the creature becomes __invisible__, it is concealed rather than being __undetected__. \n\n**Critical Failure** As failure, but the creature sheds bright light in a 20-foot emanation for the duration of the effect. In addition, the creature is __dazzled__ on its first turn after failing this save."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected and is temporarily immune to lurker's glow for 24 hours.
- failure: The creature is lined in golden light for 1 minute and can't be concealed during this time. If the creature becomes invisible, it is concealed rather than being undetected.
- critical_failure: As failure, but the creature sheds bright light in a 20-foot emanation for the duration of the effect. In addition, the creature is dazzled on its first turn after failing this save.
- full_description:
- - name: Ritual Gate
- action_cost: One Action
- traits:
- - conjuration
- - primal
- description:
- raw_description: '**Ritual Gate** (__conjuration__, __primal__) **Requirements** The lurker in light has reduced a living creature to 0 Hit Points on this turn or its previous turn and has a __summon fey__ innate spell available; **Effect** The lurker in light casts summon fey with only a verbal component, using the act of slaughter to replace the normal material and somatic components for the spell. If the fey creature summoned has the same alignment as the lurker in light, the lurker in light can sustain the summon fey spell for up to 1 hour instead of 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect: The lurker in light has reduced a living creature to 0 Hit Points on this turn or its previous turn and has a __summon fey__ innate spell available
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: A lurker in light's Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** A lurker in light's Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Lyrakien
- source:
- - abbr: Bestiary
- page_start: 30
- page_stop:
- description: >-
- Lyrakiens are musical messengers and embodiments of free travel. They serve Desna and other deities and empyreal lords of Elysium, but are quite fond of the concept of free time and are always on the hunt for opportunities to pause in their duties to enjoy music or appreciate a moment of beauty. They love contests, stories, and songs, and they often challenge mortals to musical contests or pester them to share grand tales of their exploits. Lyrakiens rely on their agility to avoid conflicts, but they do their best to defend places of great natural beauty, especially against lawful or evil foes they can damage with their starlight. Lyrakiens have an innate wanderlust and rarely stay in the same place for very long. Some travel alongside adventurers, ofter writing songs about their quests and feats of derring-do.
-
-
-
-
- Though light-hearted creatures, lyrakiens don't let their whimsical personalities get in the way of protecting breathtaking natural locations. Often called "glistenwings" by gnomes and halflings, they are frequently mistaken for sprites or similar fey, a bit of confusion that many lyrakiens dind amusing and fertile ground for shenanigans involving those they deem deserving of a bit of unexpected fun and discord in their lives.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CG
- size: Tiny
- traits:
- - CG
- - Tiny
- - Azata
- - Celestial
- senses:
- - Perception +8
- - darkvision
- languages:
- - Celestial
- - Common
- - Draconic
- - Infernal
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Diplomacy '
- bonus: 6
- misc:
- - name: 'Performance '
- bonus: 8
- misc:
- - name: 'Religion '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: -2
- dex_mod: 4
- con_mod: 1
- int_mod: 1
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 7
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 25
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 3
- type: cold iron
- - amount: 3
- type: evil
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 9
- traits:
- - agile
- - chaotic
- - finesse
- - good
- - magical
- damage:
- formula: 1d4-2
- type: bludgeoning
- plus_damage:
- - formula: 1
- type: chaotic and 1 good
- ranged:
- - action_cost: One Action
- name: starlight ray
- to_hit: 9
- traits:
- - chaotic
- - good
- - light
- - range 10 feet
- damage:
- formula: 1d4
- type: chaotic and 1d4 good
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, evil only
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Starlight Blast
- action_cost: Two Actions
- traits:
- - chaotic
- - good
- - light
- 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 its starlight ray ranged attack for 1d4 rounds.
- raw_description: "**Starlight Blast** [Two Actions] (__chaotic__, __good__, __light__) 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 its starlight ray ranged attack for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Magma Scorpion
- source:
- - abbr: Bestiary 2
- page_start: 111
- page_stop:
- description: >-
- Whether skittering through Abyssal wastelands or basking in the searing sand of the deepest deserts, magma scorpions have charred carapaces constantly emitting vision-warping waves of heat.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Elemental
- - Fire
- senses:
- - Perception +18
- - darkvision
- - smoke vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 5
- int_mod: -4
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: The magma scorpion ignores the __concealed__ condition from smoke.
- raw_description: '**Smoke Vision** The magma scorpion ignores the __concealed__ condition from smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 14
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 155
- hp_misc:
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: pincer
- to_hit: 20
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+9
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: persistent fire and Grab
- - action_cost: One Action
- name: tail sting
- to_hit: 20
- traits:
- - reach 10 feet
- damage:
- formula: 1d10+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: persistent fire and magma scorpion venom
- ranged:
- - action_cost: One Action
- name: magma spit
- to_hit: 17
- traits:
- - fire
- - range increment 40 feet
- damage:
- formula: 1d6+9
- type: fire
- plus_damage:
- - formula: 1d6
- type: persistent fire
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Magma Scorpion Venom
- action_cost: None
- traits:
- - fire
- - injury
- - poison
- description: '**Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 fire damage (1 round) and __enfeebled 1__; **Stage 2** 3d6 fire damage and enfeebled 2 (1 round)'
- raw_description: '**Magma Scorpion Venom** (__fire__, __injury__, __poison__) **Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 fire damage (1 round) and __enfeebled 1__; **Stage 2** 3d6 fire damage and enfeebled 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mammoth
- source:
- - abbr: Bestiary
- page_start: 154
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +18
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Survival '
- bonus: 19
- misc:
- perception: 18
- ability_mods:
- str_mod: 8
- dex_mod: 1
- con_mod: 5
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 15
- ref_misc:
- will: 18
- will_misc:
- misc: +2 status to all saves vs. cold
- hp: 190
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Cold Adaptation
- action_cost: None
- traits:
- description: The mammoth reduces the effects it suffers from cold environments by one step.
- raw_description: '**Cold Adaptation** The mammoth reduces the effects it suffers from cold environments by one step.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 45
- type: Land
- melee:
- - action_cost: One Action
- name: tusk
- to_hit: 22
- traits:
- - reach 15 feet
- damage:
- formula: 3d8+12
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: trunk
- to_hit: 22
- traits:
- - reach 15 feet
- damage:
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 22
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+12
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dual Tusks
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Dual Tusks** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Grabbing Trunk
- action_cost: None
- traits:
- description: A Medium or smaller creature hit by the mammoth's trunk is __grabbed__. If the mammoth moves, it can bring the __grabbed__ creature along with it.
- raw_description: "**Grabbing Trunk** A Medium or smaller creature hit by the mammoth's trunk is __grabbed__. If the mammoth moves, it can bring the __grabbed__ creature along with it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 28
- raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 28'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mandragora
- source:
- - abbr: Bestiary 2
- page_start: 170
- page_stop:
- description: >-
- A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. These insidious little plants typically form when a mandrake root is watered with a __demon's__ blood. Upon absorbing the otherworldly properties of the demon's blood, the root animates and is forced to seek out blood to feast from, lest it die of thirst.
-
-
-
-
- Always famished and in search for sustenance, mandragoras live haunted, pained lives and perform vile and desperate acts to acquire the blood they crave. While they prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can also feed off of potions, alchemical bombs, and other magical elixirs, a mandragora can subsist on the blood of non-magical creatures. They find the flavor of mundane blood to be bland and bitter, and they do not blanch at voicing these complaints to the creatures from which they drink.
-
-
-
-
- While the typical mandragora is the size of a human child, some of these evil plants continue to grow and grow, reaching sizes more comparable to those of giants. Sometimes as they grow, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Plant
- senses:
- - Perception +11
- - blood scent
- - low-light vision
- languages:
- - Abyssal
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 12
- misc: +20 in vegetation
- perception: 11
- ability_mods:
- str_mod: 2
- dex_mod: 5
- con_mod: 3
- int_mod: -1
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Blood Scent
- action_cost: None
- traits:
- description: A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell __demons__, __fey__, and __sorcerers__ with blood as a precise sense at a range of 30 feet.
- raw_description: '**Blood Scent** A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell __demons__, __fey__, and __sorcerers__ with blood as a precise sense at a range of 30 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 13
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 5
- type: electricity
- weaknesses:
- - amount: 5
- type: fire
- automatic_abilities:
- - name: Vulnerability to Supernatural Darkness
- action_cost: None
- traits:
- description: Whenever a mandragora begins its turn in an area of magical darkness, it is __slowed 1__ on that turn.
- raw_description: '**Vulnerability to Supernatural Darkness** Whenever a mandragora begins its turn in an area of magical darkness, it is __slowed 1__ on that turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 10
- type: burrow
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- - finesse
- damage:
- formula: 2d8+4
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: thorny vine
- to_hit: 14
- traits:
- - agile
- - finesse
- - reach 10 feet
- damage:
- formula: 2d4+4
- type: slashing
- plus_damage:
- - formula:
- type: mandragora venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Drain
- action_cost: One Action
- traits:
- description:
- raw_description: '**Blood Drain** **Requirements** The mandragora has a creature __grabbed__; **Effect** The mandragora drains blood from the creature it has grabbed, dealing 2d6 damage. If the creature is a __demon__, __fey__, or __sorcerer__, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is __drained 1__ until it receives healing of any kind or amount.'
- generic_description:
- frequency:
- trigger:
- effect: The mandragora has a creature __grabbed__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mandragora Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __stupefied 1__ (1 round); **Stage 2** 1d6 poison damage, __confused__, and stupefied 1 (1 round); **Stage 3** 2d6 poison damage, confused, and stupefied 1 (1 round)'
- raw_description: '**Mandragora Venom** (__poison__) **Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __stupefied 1__ (1 round); **Stage 2** 1d6 poison damage, __confused__, and stupefied 1 (1 round); **Stage 3** 2d6 poison damage, confused, and stupefied 1 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Piercing Shriek
- action_cost: One Action
- traits:
- - auditory
- - evocation
- - mental
- - primal
- description:
- raw_description: "**Piercing Shriek** (__auditory__, __evocation__, __mental__, __primal__) **Frequency** once per day; **Effect** The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 25 Will save. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is __sickened 1__. \n\n**Failure** The creature is sickened 2. \n\n**Critical Failure** The creature is sickened 2 and __slowed 1__. As long as the creature remains sickened, this slowed condition value can't be reduced below 1."
- generic_description:
- frequency: once per day
- trigger:
- effect: "The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 25 Will save. \n\n"
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is sickened 1.
- failure: The creature is sickened 2.
- critical_failure: The creature is sickened 2 and slowed 1. As long as the creature remains sickened, this slowed condition value can't be reduced below 1.
- full_description:
-- name: Manta Ray
- source:
- - abbr: Bestiary 2
- page_start: 226
- page_stop:
- description: >-
- While manta rays might appear daunting, they are generally docile. Manta rays are found in temperate or tropical oceans, and they generally stay in the upper reaches or at the surface of deeper waters. These rays are filter feeders that subsist on plankton. They can also eat larger fish or aquatic creatures as the need arises, but rarely attack anything Small or larger. Many underwater cultures, particularly aquatic elves, raise and farm manta rays to serve as messengers, beasts of burden, or even pets. Manta rays don't make particularly good mounts, but some aquatic civilizations use them to draw underwater carriages.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Aquatic
- senses:
- - Perception +6
- - electrolocation (imprecise) 30 feet
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 4
- int_mod: -4
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- - name: Electrolocation
- action_cost: None
- traits:
- description: A manta ray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.
- raw_description: '**Electrolocation** A manta ray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 24
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: tail
- to_hit: 8
- traits:
- - agile
- damage:
- formula: 1d8+3
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Strafing Rush
- action_cost: One Action
- traits:
- description: The manta ray Swims, making one tail Strike at any point along the way. The Strike deals half damage.
- raw_description: '**Strafing Rush** The manta ray Swims, making one tail Strike at any point along the way. The Strike deals half damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swift Swimmer
- action_cost: Two Actions
- traits:
- description: The manta ray Swims twice. It has a +10-foot circumstance bonus to its Speed during these actions.
- raw_description: '**Swift Swimmer** [Two Actions] The manta ray Swims twice. It has a +10-foot circumstance bonus to its Speed during these actions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Manticore
- source:
- - abbr: Bestiary
- page_start: 232
- page_stop:
- description: >-
- The manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned with large quills like those of a porcupine, which the manticore flings at prey by whipping its tail like a sling. These deadly spikes give the manticore the power to slaughter even well-armed warriors from the safety of the sky.
-
-
-
-
- Although the anthropomorphic face of the manticore suggests a keen intellect, most creatures of its kind are simple-minded killers. They can be clever liars, however, and their voices have a strangely musical sound that has lured many unwitting travelers into an ambush. A manticore discovered by uneducated humanoids (especially those who are both lawful and evil) can sometimes become the center of adoration and even worship; a manticore in this situation swiftly gives in to its laziness and allows its acolytes to bring it tribute in the form of food and treasure, feasting upon its own followers when offerings become scarce. Stronger humanoids who encounter a manticore can cow it through intimidation and violence, sometimes even forcing it into service as a mount. As long as the manticore is well fed with human flesh and its master leads it to victory, a manticore mount can prove surprisingly loyal.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Beast
- senses:
- - Perception +14
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: -2
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 12
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 90
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spike
- to_hit: 14
- traits:
- - range increment 40 feet
- damage:
- formula: 1d10+5
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Spike Volley
- action_cost: One Action
- traits:
- description: >-
- The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore's multiple attack penalty, and the penalty doesn't increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, Rendering it immobilized. A creature that succeeds at a DC 23 __Athletics__ check (attempted as a single action) can pull the spike free.
-
-
- A manticore can hurl no more than 12 spikes in 24 hours.
- raw_description: >-
- **Spike Volley** The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore's multiple attack penalty, and the penalty doesn't increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, Rendering it immobilized. A creature that succeeds at a DC 23 __Athletics__ check (attempted as a single action) can pull the spike free.
-
-
- A manticore can hurl no more than 12 spikes in 24 hours.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Marid
- source:
- - abbr: Bestiary
- page_start: 165
- page_stop:
- 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, 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 flighty and annoying, associating only long enough to close trade deals. Marid society has strict rules of hospitality, and many marid cities have a magically sealed foreign quarter where marid shahzadas conduct business with air-breathers.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: CN
- size: Large
- traits:
- - Uncommon
- - CN
- - Large
- - Elemental
- - Genie
- - Water
- senses:
- - Perception +18
- - darkvision
- - detect alignment
- - detect magic
- - wavesense (imprecise) 60 feet
- languages:
- - Aquan
- - Common
- skills:
- - name: 'Athletics '
- bonus: 20
- misc: +24 to swim
- - name: 'Crafting '
- bonus: 16
- misc:
- - name: 'Diplomacy '
- bonus: 19
- misc:
- - name: 'Nature '
- bonus: 18
- misc:
- - name: 'Performance '
- bonus: 16
- misc:
- - name: 'Society '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 5
- con_mod: 4
- int_mod: 1
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- - +1 striking trident
- ac: 28
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 21
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 145
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Vortex
- action_cost: None
- traits:
- - aura
- - water
- description: 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune.
- raw_description: '**Vortex** (__aura__, __water__) 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: trident
- to_hit: 21
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+11
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 20
- traits:
- - agile
- - magical
- - nonlethal
- - reach 10 feet
- damage:
- formula: 1d4+11
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: trident
- to_hit: 21
- traits:
- - magical
- - thrown 20 feet
- damage:
- formula: 2d8+11
- type: piercing
- plus_damage:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: at will, to Astral Plane, Elemental Planes, or Material Plane only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency: at will
- requirement:
- - name: hallucinatory terrain
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: hydraulic push
- frequency: at will
- requirement:
- - name: hydraulic torrent
- frequency:
- requirement:
- - name: solid fog
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: blur
- frequency: at will
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 1
- spells:
- - name: detect alignment
- frequency: evil or good only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - polymorph
- - transmutation
- 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 with its Strikes.
- raw_description: "**Change Shape** (__arcane__, __concentrate__, __polymorph__, __transmutation__) 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 with its Strikes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rush of Water
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - water
- 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 Rush of Water again for 1d4 rounds.
- raw_description: "**Rush of Water** [Two Actions] (__arcane__, __evocation__, __water__) 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 Rush of Water again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Skewer
- action_cost: One Action
- traits:
- description: The marid makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit).
- raw_description: '**Skewer** The marid makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Marilith
- source:
- - abbr: Bestiary
- page_start: 81
- page_stop:
- 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 prominence over other demonic deities, most pride demons encountered by mortals take female form, but they can be of any gender.
-
-
-
-
- Mariliths are among the greatest tacticians in the Abyss, and they have an almost supernatural knack for understanding the ripples of chaos and the unpredictable nature of demonic life. Their ability to command armies rises as much from their commanding presence as it does their ability to read into the potential results of any possible act and a sufficient understanding of the flow of entropy to allow them to predict likely outcomes.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 36
- level: 17
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Demon
- - Fiend
- senses:
- - Perception +30
- - darkvision
- - true seeing
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Deception '
- bonus: 30
- misc:
- - name: 'Diplomacy '
- bonus: 30
- misc:
- - name: 'Intimidation '
- bonus: 32
- misc:
- - name: 'Religion '
- bonus: 29
- misc:
- - name: 'Stealth '
- bonus: 29
- misc:
- - name: 'Warfare Lore '
- bonus: 31
- misc:
- perception: 30
- ability_mods:
- str_mod: 8
- dex_mod: 6
- con_mod: 6
- int_mod: 4
- wis_mod: 4
- cha_mod: 7
- sense_abilities:
- items:
- - longsword (6)
- ac: 40
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 29
- ref_misc:
- will: 27
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 380
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 15
- type: cold iron
- - amount: 15
- type: good
- automatic_abilities:
- - name: Commander's Aura
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- description: 100 feet. Commanded or allied evil creatures in the aura of lower level than the marilith gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
- raw_description: "**Commander's Aura** (__aura__, __divine__, __enchantment__) 100 feet. Commanded or allied evil creatures in the aura of lower level than the marilith gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure Vulnerability
- action_cost: None
- traits:
- description: A marilith's pride feeds their strength, so the sting of failure wounds them. If the marilith uses a damaging spell or makes a Strike on their turn but doesn't deal any damage that turn, they take 3d6+10 mental damage at the end of their turn and their commander's aura deactivates until the end of their next turn.
- raw_description: "**Failure Vulnerability** A marilith's pride feeds their strength, so the sting of failure wounds them. If the marilith uses a damaging spell or makes a Strike on their turn but doesn't deal any damage that turn, they take 3d6+10 mental damage at the end of their turn and their commander's aura deactivates until the end of their next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: A marilith gains 5 extra reactions per round that they can use only to make Attacks of Opportunity. The demon can't use more than one on the same triggering action, even if a creature leaves several squares in the marilith's reach, and the marilith must use a different weapon for each Attack of Opportunity.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: fly (from fly)
- melee:
- - action_cost: One Action
- name: cold iron silver longsword
- to_hit: 35
- traits:
- - evil
- - magical
- - reach 10 feet
- - versatile P
- damage:
- formula: 3d8+16
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: tail
- to_hit: 33
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d12+16
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: evil and Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: blade barrier
- frequency: x2
- requirement:
- - name: weapon storm
- frequency: x2
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: fly
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Bladestorm
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Bladestorm** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Defensive Assault
- action_cost: Two Actions
- traits:
- description: The marilith makes two Strikes, each with a different weapon, and they use the remaining weapons for protection. The demon gains a circumstance bonus to AC for 1 round equal to the number of weapons not used for attacks. If the marilith later uses any of those weapons to attack (including for an Attack of Opportunity), the bonus to AC decreases by 1 for each weapon used.
- raw_description: '**Defensive Assault** [Two Actions] The marilith makes two Strikes, each with a different weapon, and they use the remaining weapons for protection. The demon gains a circumstance bonus to AC for 1 round equal to the number of weapons not used for attacks. If the marilith later uses any of those weapons to attack (including for an Attack of Opportunity), the bonus to AC decreases by 1 for each weapon used.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focused Assault
- action_cost: Two Actions
- traits:
- description: The marilith attacks a single target with all the weapons they wield in their arms, overwhelming the target with multiple attacks and leaving almost nowhere to dodge. The demon makes a longsword Strike. On a successful attack, the marilith deals longsword damage to the target, plus an additional 1d8 damage for every longsword they wield beyond the first (typically 5d8 extra damage). 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 equal to the number of longswords the pride demon wields.
- raw_description: "**Focused Assault** [Two Actions] The marilith attacks a single target with all the weapons they wield in their arms, overwhelming the target with multiple attacks and leaving almost nowhere to dodge. The demon makes a longsword Strike. On a successful attack, the marilith deals longsword damage to the target, plus an additional 1d8 damage for every longsword they wield beyond the first (typically 5d8 extra damage). 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 equal to the number of longswords the pride demon wields."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Greater Constrict
- action_cost: One Action
- traits:
- description: 2d12+13 bludgeoning, DC 39
- raw_description: '**Greater Constrict** 2d12+13 bludgeoning, DC 39'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infuse Weapons
- action_cost: None
- traits:
- - divine
- - evocation
- description: Any weapon becomes a +2 __greater striking__ weapon made of cold iron and silver while a marilith wields it. The marilith can change its evil damage to chaotic whenever it attacks.
- raw_description: '**Infuse Weapons** (__divine__, __evocation__) Any weapon becomes a +2 __greater striking__ weapon made of cold iron and silver while a marilith wields it. The marilith can change its evil damage to chaotic whenever it attacks.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Marrmora
- source:
- - abbr: Bestiary 2
- page_start: 171
- page_stop:
- description: >-
- On the __First World__, marrmoras dwell in ruined wildlands perpetually scourged by fire and rarely, if ever, travel elsewhere. When a wildfire devastates a wilderness region on the Material Plane and results in the death of other fey, marrmoras can be drawn across the planar boundary to revel in the resulting destruction. They seek to reignite the fires that beckoned them, to gather up and feed upon the charred remains of those who perished within (particularly the bodies of dead fey), though they do grow homesick if they spend too much time away from the First World. They are burdened by a capricious but persistent rage and are unfailingly cruel. While they are capable of negotiation and intelligent interaction, they almost never bargain in good faith and typically interact with others only as a means to more efficiently spread their fiery devastation.
-
-
-
-
- A marmorra's twisted appearance evokes the look of an __arboreal__ whose bark has been burnt down to charcoal. They have nearly featureless faces and hands ending in long, sharp claws. Their broken flesh looks like charcoal-burnt wood, riddled with cracks that still glow with an unwholesome heat. They trail ash wherever they walk, and wisps of smoke curl off of their bodies. Though marrmoras enjoy the sight of any woodland and its inhabitants roasting in the flames of their carefully curated fires, there is little that brings more pleasure to a marrmora than the sight of good-aligned plant creatures cooking to a crisp.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Fey
- - Fire
- senses:
- - Perception +27
- - low-light vision
- languages:
- - Common
- - Elven
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Deception '
- bonus: 30
- misc:
- - name: 'Intimidation '
- bonus: 30
- misc:
- - name: 'Nature '
- bonus: 30
- misc:
- - name: 'Stealth '
- bonus: 27
- misc:
- - name: 'Survival '
- bonus: 27
- misc:
- perception: 27
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 8
- int_mod: 4
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 29
- fort_misc:
- ref: 25
- ref_misc:
- will: 27
- will_misc:
- misc:
- hp: 280
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 10
- type: physical (except slashing)
- weaknesses:
- - amount: 15
- type: cold iron
- automatic_abilities:
- - name: Fascination of Flame
- action_cost: None
- traits:
- - aura
- - emotion
- - enchantment
- - mental
- - primal
- description: 30 feet. A creature that enters or begins its turn in this aura's emanation must attempt a DC 33 Will save. Regardless of the result of the saving throw, the creature is temporarily immune for 1 minute.
- raw_description: "**Fascination of Flame** (__aura__, __emotion__, __enchantment__, __mental__, __primal__) 30 feet. A creature that enters or begins its turn in this aura's emanation must attempt a DC 33 Will save. Regardless of the result of the saving throw, the creature is temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The creature is unaffected.
- raw_description: '**Critical Success** The creature is unaffected.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The creature loses any resistance to fire for 1 round.
- raw_description: '**Success** The creature loses any resistance to fire for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The creature loses any resistance to fire for 1 hour.
- raw_description: '**Failure** The creature loses any resistance to fire for 1 hour.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: The creature loses any resistance to fire for 1 hour and gains weakness 15 to fire for the same duration.
- raw_description: '**Critical Failure** The creature loses any resistance to fire for 1 hour and gains weakness 15 to fire for the same duration.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Absorb Flame
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Absorb Flame [Reaction]** **Trigger** The marrmora is targeted by a __fire__ spell or effect, or is in the area of a fire effect; **Effect** The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would have dealt.'
- generic_description:
- frequency:
- trigger: The marrmora is targeted by a __fire__ spell or effect, or is in the area of a fire effect
- effect: The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would have dealt.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 29
- traits:
- damage:
- formula: 3d6+14
- type: slashing
- plus_damage:
- - formula: 3d6
- type: fire and 1d6 persistent fire
- ranged:
- - action_cost: One Action
- name: flame jet
- to_hit: 29
- traits:
- - fire
- - range increment 40 feet
- damage:
- formula: 6d6
- type: fire
- plus_damage:
- - formula: 2d6
- type: persistent fire
- spell_lists:
- - name: Primal Innate Spells
- dc: 36
- to_hit: 28
- misc: ''
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: fire shield
- frequency:
- requirement:
- - name: fireball
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: elemental form
- frequency: fire elemental only
- requirement:
- - name: volcanic eruption
- frequency:
- requirement:
- - name: wall of fire
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: fire shield
- frequency: x3
- requirement:
- - name: fireball
- frequency: x3
- requirement:
- - name: tree shape
- frequency: at will, appears as a burnt, dead tree
- requirement:
- - level: 0
- heightened_level: 8
- spells:
- - name: produce flame
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Igniting Assault
- action_cost: One Action
- traits:
- description:
- raw_description: '**Igniting Assault** **Requirement** The marrmora is not under the effect of __fire shield__; **Effect** The marrmora makes a claw Strike. If it hits, it can immediately cast one of its available fire shield innate spells as a free action.'
- generic_description:
- frequency:
- trigger:
- effect: The marrmora is not under the effect of __fire shield__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Marsh Giant
- source:
- - abbr: Bestiary 2
- page_start: 125
- page_stop:
- description: >-
- Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants are hideous in appearance indeed, with fishlike mouths, slimy gray-green skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, but many are also cannibals. It is perhaps this vicious behavior that keeps the creatures in check, for if a fellow marsh giant becomes too dangerous and powerful, it runs the risk of being ambushed and consumed by its clan.
-
-
-
-
- Marsh giants are insular and mysterious, dedicating much of their lives to zealous worship of sea-dwelling deities or stranger entities. While there is no central religion followed by all marsh giants, many are known to venerate the demon lord __Dagon__, while others worship even more powerful monstrosities from the Elder Mythos, such as distant, dreaming Cthulhu.
-
-
-
-
- Only rarely do more than a dozen marsh giants settle together in a location, but when they do it is often for a religious purpose. Whatever call from the deep draws them together also tugs at nearby creatures such as boggards or skum, who look upon marsh giants in fear and reverence. The grim, terrifying chants and screams coming from such an encampment are a sure sign of terror to come for any other residents of the area.
-
-
-
-
- Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants but make up for their relatively diminutive stature with their zealotry.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Amphibious
- - Giant
- - Humanoid
- senses:
- - Perception +16
- - low-light vision
- languages:
- - Aklo
- - Common
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Religion '
- bonus: 17
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- - +1 striking gaff
- - sack with 5 rocks
- ac: 27
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 13
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 150
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Catch Rock__** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: gaff
- to_hit: 20
- traits:
- - magical
- - reach 10 feet
- - trip
- - versatile P
- damage:
- formula: 2d6+14
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 20
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+14
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 20
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d6+14
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: mariner's curse
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: augury
- frequency:
- requirement:
- - name: obscuring mist
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Hook Shake
- action_cost: One Action
- traits:
- description:
- raw_description: "**Hook Shake** **Requirements** A creature adjacent to the marsh giant is __prone__ in water at least 1 foot deep; **Effect** The marsh giant uses its gaff to shake the creature back and forth and hold it underwater. The giant attempts an __Athletics__ check against the target's Fortitude DC. \n\n**Critical Success** The target takes 6d6+14 piercing damage and loses 5 rounds' worth of air if they were __holding their breath__. \n\n**Success** The target takes 3d6+14 piercing damage and loses 3 rounds' worth of air if they were holding their breath. \n\n**Failure** The target is unaffected. \n\n**Critical Failure** As failure, but the giant drops its gaff as well."
- generic_description:
- frequency:
- trigger:
- effect: A creature adjacent to the marsh giant is __prone__ in water at least 1 foot deep
- requirements:
- range:
- effects:
- critical_success: The target takes 6d6+14 piercing damage and loses 5 rounds' worth of air if they were holding their breath.
- success: The target takes 3d6+14 piercing damage and loses 3 rounds' worth of air if they were holding their breath.
- failure: The target is unaffected.
- critical_failure: As failure, but the giant drops its gaff as well.
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**__Throw Rock__** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Twist the Hook
- action_cost: Two Actions
- traits:
- description: The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to create an awful wound, dealing 3d6 __persistent bleed damage__ to the creature.
- raw_description: '**Twist the Hook** [Two Actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to create an awful wound, dealing 3d6 __persistent bleed damage__ to the creature.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Marut
- source:
- - abbr: Bestiary 2
- page_start: 10
- page_stop:
- description: >-
- A marut is tasked with hunting mortals who cheat death by artificially extending their lifespans. This includes those who seek undeath, such as liches and vampires, but also includes those who use powerful magic to cling to their youth, use divination to discover and avoid an appointed death, or call too often on the power of resurrection. Once the marut has selected its target, the inevitable pursues its quarry without surcease or deviation until either it or the target is dead.
-
-
-
-
- Maruts seem to be carved from stone and clad in golden armor, yet they move with the deliberate grace of a creature made of flesh and bone. A marut never rushes, but its thunderous footfalls are relentless as it pursues its target. Though able to speak any language, the marut is taciturn even among inevitables.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: LN
- size: Large
- traits:
- - LN
- - Large
- - Aeon
- - Inevitable
- - Monitor
- senses:
- - Perception +26
- - darkvision
- - true seeing
- languages:
- - Celestial
- - Infernal
- - Utopian
- - truespeech
- skills:
- - name: 'Athletics '
- bonus: 31
- misc:
- - name: 'Axis Lore '
- bonus: 22
- misc:
- - name: 'Diplomacy '
- bonus: 27
- misc:
- - name: 'Intimidation '
- bonus: 29
- misc:
- - name: 'Religion '
- bonus: 26
- misc:
- - name: 'Survival '
- bonus: 28
- misc:
- perception: 26
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 6
- int_mod: 1
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- - name: Truespeech
- action_cost: None
- traits:
- description: A marut can speak with and understand any creature with a language.
- raw_description: '**Truespeech** A marut can speak with and understand any creature with a language.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 25
- ref_misc:
- will: 26
- will_misc:
- misc: +2 status to all saves vs. magic
- hp: 230
- hp_misc: regeneration 15 (deactivated by chaotic
- immunities:
- - death effects
- - disease
- - emotion
- - poison
- - unconscious
- resistances:
- - amount: 15
- type: chaotic
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: ' [Reaction]'
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 30
- traits:
- - lawful
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+11
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: lawful and fists of thunder and lightning
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: chain lightning
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: earthquake
- frequency:
- requirement:
- - name: harm
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - name: plane shift
- frequency:
- requirement:
- - name: wall of force
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: command
- frequency:
- requirement:
- - name: locate
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: air walk
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: geas
- frequency:
- requirement:
- proactive_abilities:
- - name: Final End
- action_cost: None
- traits:
- description: The marut is anathema to beings that unnaturally extend their existence, including undead. Its fists bypass such creatures' resistances to damage and apply the creatures' highest weakness to damage. If a marut kills a creature that rejuvenates, like a lich or ghost, it always knows that the creature isn't fully defeated.
- raw_description: "**Final End** The marut is anathema to beings that unnaturally extend their existence, including undead. Its fists bypass such creatures' resistances to damage and apply the creatures' highest weakness to damage. If a marut kills a creature that rejuvenates, like a lich or ghost, it always knows that the creature isn't fully defeated."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fists of Thunder and Lightning
- action_cost: None
- traits:
- - divine
- - evocation
- - incapacitation
- description: Each time the marut makes a fist Strike, it chooses either lightning or thunder. If it chooses lightning, the attack deals an additional 2d12 electricity damage and the target must succeed at a DC 33 Fortitude save or be __blinded__ for 1 minute. If it chooses thunder, the attack deals an additional 3d8 sonic damage and the target must succeed at a DC 36 Fortitude save or be __deafened__ for 1 minute.
- raw_description: '**Fists of Thunder and Lightning** (__divine__, __evocation__, __incapacitation__) Each time the marut makes a fist Strike, it chooses either lightning or thunder. If it chooses lightning, the attack deals an additional 2d12 electricity damage and the target must succeed at a DC 33 Fortitude save or be __blinded__ for 1 minute. If it chooses thunder, the attack deals an additional 3d8 sonic damage and the target must succeed at a DC 36 Fortitude save or be __deafened__ for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mastodon
- source:
- - abbr: Bestiary 2
- page_start: 116
- page_stop:
- description: >-
- Not to be confused with the larger mammoth, mastodons are primeval elephants who dwell predominantly in temperate forests. There, they travel in close-knit social groups and feed on the forest vegetation.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +17
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 17
- ability_mods:
- str_mod: 8
- dex_mod: 0
- con_mod: 5
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 13
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 45
- type: Land
- melee:
- - action_cost: One Action
- name: tusk
- to_hit: 21
- traits:
- - reach 15 feet
- damage:
- formula: 3d8+12
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: trunk
- to_hit: 21
- traits:
- - reach 15 feet
- damage:
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 21
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+12
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dual Tusks
- action_cost: One Action
- traits:
- description: The mastodon makes two tusk Strikes, each against a different creature. This counts as one attack for the mastodon's multiple attack penalty, and the penalty doesn't increase until after both attacks.
- raw_description: "**Dual Tusks** The mastodon makes two tusk Strikes, each against a different creature. This counts as one attack for the mastodon's multiple attack penalty, and the penalty doesn't increase until after both attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Grabbing Trunk
- action_cost: None
- traits:
- description: A Medium or smaller creature hit by the mastodon's trunk is __grabbed__. If the mastodon moves, it can bring the grabbed creature along with it.
- raw_description: "**Grabbing Trunk** A Medium or smaller creature hit by the mastodon's trunk is __grabbed__. If the mastodon moves, it can bring the grabbed creature along with it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 27
- raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 27'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mechanical Carny
- source:
- - abbr: 'Pathfinder #151: The Show Must Go On'
- page_start: 86
- page_stop:
- description: "Mechanical carnies are constructs manufactured to serve as entertainers, cleaners, and guards at carnivals and circuses. The first of these constructs was created by a gnome inventor who yearned for a tireless companion who could make her laugh and smile. Her invention was so successful that it has spawned countless imitations and knockoffs throughout the Inner Sea, and mechanical carnies of some form or another are a staple throughout metropolitan lands in both Avistan and Garund. \n\n## Other Mechanical Carnies\n\n The statistics here represent a relatively simple mechanical carny; the extravagance and range of a mechanical carny's abilities are limited only by the skill and imagination of its creator. To represent other kinds of mechanical carnies, you can swap out the mechanical carny's Berserk and Berserk Slam abilities with one of the following.\n\n\n\n**Bounce Back** [Reaction] **Requirement** The mechanical carny takes damage from a melee attack; **Effect** The mechanical carny wobbles violently to and fro, making two headbutt Strikes: the first against the creature (if any) on the opposite side of itself from the creature that triggered this reaction and the second against the creature that triggered this reaction.\n\n\n\n**Spring-Loaded Jump** (__move__) The mechanical carny leaps up to 25 feet into the air and lands within 25 feet (or a distance equal to the height of the carny's jump, if fewer) of where it started, taking no falling damage.\n\n\n\n**Water Cannon** (__water__) The mechanical carny sprays a 15-foot cone of water, dealing 2d6+4 nonlethal bludgeoning to creatures in the area (DC 18 basic Reflex save) and extinguishing any non-magical fires.\n\n\n\n**__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 16"
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Construct
- - Mindless
- senses:
- - Perception +6
- - low-light vision
- languages:
- - Common
- - (can speak pre-recorded phrases only)
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Performance '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: 1
- con_mod: 0
- int_mod: -5
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 33
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 3
- type: physical (except adamantine)
- weaknesses:
- - amount: 6
- type: electricity
- automatic_abilities:
- - name: Haywire
- action_cost: None
- traits:
- description: A severely damaged mechanical carny has a chance of malfunctioning. If a mechanical carny has 15 or fewer Hit Points at the start of its turn, it must succeed at a DC 5 flat check or go haywire. A haywire mechanical carny wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. It takes a -1 circumstance penalty to Strikes but deals an additional 1d6 bludgeoning damage plus __Knockdown__. This effect lasts 10 minutes or until the mechanical carny is destroyed.
- raw_description: '**Haywire** A severely damaged mechanical carny has a chance of malfunctioning. If a mechanical carny has 15 or fewer Hit Points at the start of its turn, it must succeed at a DC 5 flat check or go haywire. A haywire mechanical carny wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. It takes a -1 circumstance penalty to Strikes but deals an additional 1d6 bludgeoning damage plus __Knockdown__. This effect lasts 10 minutes or until the mechanical carny is destroyed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: spring-loaded fist
- to_hit: 11
- traits:
- - nonlethal
- - reach 10 feet
- damage:
- formula: 2d4+4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: headbutt
- to_hit: 11
- traits:
- damage:
- formula: 2d4+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Medusa
- source:
- - abbr: Bestiary
- page_start: 234
- page_stop:
- description: >-
- Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that—if lingered upon—can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears 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' 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 into ornate stone decorations with little more than a glare.
-
-
-
-
- Exceptionally agile and surprisingly hardy, a medusa rarely backs down from a conflict even when cornered. Many adventurers who thought themselves readied to resist the effects of a medusa's gaze have nevertheless fallen to a medusa, as these creatures are also often deadly archers able to riddle their foes with venom-coated arrows from a distance. Still, a medusa may barter for their life if no alternatives remain, and the secrets carried by these powerful villains often make it more than worth sparing the monster's life.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Humanoid
- senses:
- - Perception +16
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Deception '
- bonus: 16
- misc:
- - name: 'Diplomacy '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- perception: 16
- ability_mods:
- str_mod: 2
- dex_mod: 5
- con_mod: 4
- int_mod: 2
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- - +1 composite shortbow (60 arrows)
- - shortsword
- ac: 25
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 16
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 105
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Petrifying Gaze
- action_cost: None
- traits:
- - arcane
- - aura
- - transmutation
- - visual
- description: 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait.
- raw_description: '**Petrifying Gaze** (__arcane__, __aura__, __transmutation__, __visual__) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Biting Snakes
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Biting Snakes** [Reaction] **Trigger** A creature ends its turn adjacent to the medusa. **Effect** The medusa makes a snake fangs Strike against the creature.'
- generic_description:
- frequency:
- trigger: A creature ends its turn adjacent to the medusa.
- effect: The medusa makes a snake fangs Strike against the creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 18
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+8
- type: piercing
- plus_damage:
- - formula:
- type: serpent venom
- - action_cost: One Action
- name: snake fangs
- to_hit: 16
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+8
- type: piercing
- plus_damage:
- - formula:
- type: serpent venom
- ranged:
- - action_cost: One Action
- name: composite shortbow
- to_hit: 19
- traits:
- - deadly 1d10
- - magical
- - propulsive
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6+7
- type: piercing
- plus_damage:
- - formula:
- type: serpent venom
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Focus Gaze
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - incapacitation
- - transmutation
- - visual
- description: The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be __petrified__ permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn.
- raw_description: "**Focus Gaze** (__arcane__, __concentrate__, __incapacitation__, __transmutation__, __visual__) The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be __petrified__ permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Serpent Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d6 poison damage and __enfeebled 2__ (1 round)'
- raw_description: '**Serpent Venom** (__poison__) **Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d6 poison damage and __enfeebled 2__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Megalania
- source:
- - abbr: Bestiary 2
- page_start: 168
- page_stop:
- description: >-
- Megalanias, like their smaller cousins the giant monitor lizards, strike fast and use their powerful bite to grip their prey. They prefer to swallow their prey whole rather than risk others getting a bite of a hard-won meal.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +15
- - low-light vision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 15
- misc: +17 in undergrowth
- perception: 15
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 15
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 125
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 18
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+9
- type: piercing
- plus_damage:
- - formula:
- type: Grab and megalania venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Megalania Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d6 poison damage, clumsy 2, and __flat-footed__ (1 round); **Stage 3** 2d6 poison damage, clumsy 3, and flat-footed (1 round)'
- raw_description: '**Megalania Venom** (__poison__) **Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and __clumsy 1__ (1 round); **Stage 2** 2d6 poison damage, clumsy 2, and __flat-footed__ (1 round); **Stage 3** 2d6 poison damage, clumsy 3, and flat-footed (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: None
- traits:
- - attack
- description: Large, 2d10+7 bludgeoning, Rupture 16
- raw_description: '**__Swallow Whole__** (__attack__) Large, 2d10+7 bludgeoning, Rupture 16'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Megalodon
- source:
- - abbr: Bestiary
- page_start: 291
- page_stop:
- description: >-
- Prehistoric sharks of incredible size, strength, and ferocity, megalodons scour waters deep and shallow to sate their considerable hunger. The presence of a megalodon undeniably affects the local aquatic ecosystem.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - Uncommon
- - N
- - Gargantuan
- - Animal
- - Aquatic
- senses:
- - Perception +20
- - blood scent
- - scent (imprecise) 100 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 20
- ability_mods:
- str_mod: 8
- dex_mod: 2
- con_mod: 5
- int_mod: -4
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- - name: Blood Scent
- action_cost: None
- traits:
- description: The shark can smell blood in the water from up to 1 mile away.
- raw_description: '**Blood Scent** The shark can smell blood in the water from up to 1 mile away.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 16
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 180
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 80
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 22
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+10
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: tail
- to_hit: 22
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+10
- type: piercing
- plus_damage:
- - formula:
- type: Push 15 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breach
- action_cost: One Action
- traits:
- - attack
- - move
- 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 surface or 40 feet with its tail). After the Strike, the shark splashes back down into the water.
- raw_description: "**Breach** (__attack__, __move__) 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 surface or 40 feet with its tail). After the Strike, the shark splashes back down into the water."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Savage
- action_cost: One Action
- traits:
- description:
- raw_description: '**Savage** **Requirement** The shark hit with a jaws Strike on its most recent action this turn. **Effect** The creature the shark hit takes 2d12 slashing damage.'
- generic_description:
- frequency:
- trigger:
- effect: The shark hit with a jaws Strike on its most recent action this turn.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Huge, 2d8+5 bludgeoning, Rupture 20
- raw_description: '**Swallow Whole** (__attack__) Huge, 2d8+5 bludgeoning, Rupture 20'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Megaprimatus
- source:
- - abbr: Bestiary
- page_start: 23
- page_stop:
- description: >-
- The megaprimatus is among the mightiest of apes, quick to confront any perceived intrusions into its domain. With a height of 40 feet, it towers over even most giants, and is used to being the top-tier predator in the region.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +15
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- perception: 15
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 5
- int_mod: -4
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 16
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 150
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 21
- traits:
- - agile
- - reach 20 feet
- damage:
- formula: 2d8+10
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+10
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mangling Rend
- action_cost: Two Actions
- traits:
- description: A megaprimatus makes two fist Strikes against the same target. If both hit, the attack deals an additional 2d6 bludgeoning damage, the target is __flat-footed__, and the target takes a -20-foot status penalty to all Speeds until the end of its next turn.
- raw_description: '**Mangling Rend** [Two Actions] A megaprimatus makes two fist Strikes against the same target. If both hit, the attack deals an additional 2d6 bludgeoning damage, the target is __flat-footed__, and the target takes a -20-foot status penalty to all Speeds until the end of its next turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrifying Display
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: >+
- The megaprimatus beats its chest in a terrifying display. Creatures within 50 feet must attempt a DC 27 Will save. While a creature is __frightened__ by this ability, it is __flat-footed__ to the megaprimatus and to gorillas.
-
- raw_description: >-
- **Terrifying Display** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__) The megaprimatus beats its chest in a terrifying display. Creatures within 50 feet must attempt a DC 27 Will save. While a creature is __frightened__ by this ability, it is __flat-footed__ to the megaprimatus and to gorillas.
-
-
- **Critical Success** No effect and temporarily immune for 1 minute.
-
-
- **Success** The creature is unaffected.
-
-
- **Failure** The creature is __frightened 1__.
-
-
- **Critical Failure** The creature is __frightened 2__ and fleeing until the end of its next turn.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: No effect and temporarily immune for 1 minute.
- success: The creature is unaffected.
- failure: The creature is frightened 1.
- critical_failure: The creature is frightened 2 and fleeing until the end of its next turn.
- full_description:
-- name: Meladaemon
- source:
- - abbr: Bestiary 2
- page_start: 58
- page_stop:
- description: >-
- Meladaemons personify death by starvation and thirst, and revel in spreading the same despair that brought about their mortal demise. When they aren't blighting fields, massacring livestock, or tainting water supplies, they experiment on prisoners to study how long creatures can go without sustenance and the deleterious effects that result from such deprivation. Fiercely loyal to Trelmarixian, Horseman of Famine, they serve no other beings. They work alongside other daemons if Trelmarixian wills it, but are notoriously traitorous.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Daemon
- - Fiend
- senses:
- - Perception +21
- - darkvision
- - lifesense (imprecise) 30 feet
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 20
- misc:
- - name: 'Deception '
- bonus: 23
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- - name: 'Religion '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- - name: 'Survival '
- bonus: 19
- misc:
- perception: 21
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 6
- int_mod: 3
- wis_mod: 4
- cha_mod: 6
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 20
- ref_misc:
- will: 19
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 225
- hp_misc:
- immunities:
- - death effects
- resistances:
- - amount: 10
- type: good
- weaknesses:
- automatic_abilities:
- - name: Consumptive Aura
- action_cost: None
- traits:
- - aura
- - divine
- description: 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 1d6 negative damage (2d6 on a critical failure) and becomes __fatigued__. This fatigue ends as soon as the creature eats any food.
- raw_description: '**Consumptive Aura** (__aura__, __divine__) 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 1d6 negative damage (2d6 on a critical failure) and becomes __fatigued__. This fatigue ends as soon as the creature eats any food.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Withering Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Withering Opportunity [Reaction]** **Trigger **The meladaemon is attacked by an adjacent creature and the attack misses; **Effect **The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch."
- generic_description:
- frequency:
- trigger: The meladaemon is attacked by an adjacent creature and the attack misses
- effect: The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 24
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d12+13
- type:
- plus_damage:
- - formula: 1d6
- type: evil and daemonic famine
- - action_cost: One Action
- name: claw
- to_hit: 24
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - formula:
- type: Grab
- - formula:
- type: withering touch
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: phantom pain
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: fear
- frequency:
- requirement:
- - name: magic missile
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: good only, at will
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: blight
- frequency:
- requirement:
- proactive_abilities:
- - name: Daemonic Famine
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw **DC 29 Fortitude; **Stage 1 **carrier (1 day); **Stage 2 **__enfeebled 1__ (1 day); **Stage 3 **enfeebled 2 (1 day); **Stage 4 **as stage 3; **Stage 5 **enfeebled 3 (1 week); **Stage 6 **dead'
- raw_description: '**Daemonic Famine** (__disease__) **Saving Throw **DC 29 Fortitude; **Stage 1 **carrier (1 day); **Stage 2 **__enfeebled 1__ (1 day); **Stage 3 **enfeebled 2 (1 day); **Stage 4 **as stage 3; **Stage 5 **enfeebled 3 (1 week); **Stage 6 **dead'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Withering Touch
- action_cost: None
- traits:
- - divine
- - evil
- - necromancy
- description: When the meladaemon hits with a claw Strike or a creature begins its turn grabbed by the meladaemon, the creature must attempt a DC 30 Fortitude save. On a failure, the creature takes 1d6 negative damage and becomes __fatigued__. This fatigue ends when the creature drinks.
- raw_description: '**Withering Touch** (__divine__, __evil__, __necromancy__) When the meladaemon hits with a claw Strike or a creature begins its turn grabbed by the meladaemon, the creature must attempt a DC 30 Fortitude save. On a failure, the creature takes 1d6 negative damage and becomes __fatigued__. This fatigue ends when the creature drinks.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Melody On The Wind
- source:
- - abbr: Bestiary 2
- page_start: 107
- page_stop:
- description: >-
- This cloud of song and sound has been caught by the wind and carried across the air. While the melody on the wind (known by some as a song elemental, despite the fact that no such place as a plane of song exists in the known multiverse) might enjoy the beauty of music, it is by nature a destructive elemental force.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Air
- - Elemental
- senses:
- - Perception +21
- - darkvision
- languages:
- - Auran
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Performance '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 22
- misc:
- perception: 21
- ability_mods:
- str_mod: 4
- dex_mod: 6
- con_mod: 2
- int_mod: 2
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 22
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 170
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Hostile Duet
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Hostile Duet [Reaction]** **Trigger **A hostile creature within 30 feet creates an effect with the __auditory__ trait that provides bonuses to itself or its allies; **Effect **The melody on the wind recreates the auditory effect, gaining the bonuses for itself and its allies as long as the original effect persists.'
- generic_description:
- frequency:
- trigger: A hostile creature within 30 feet creates an effect with the __auditory__ trait that provides bonuses to itself or its allies
- effect: The melody on the wind recreates the auditory effect, gaining the bonuses for itself and its allies as long as the original effect persists.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Retune
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Retune [Reaction]** **Trigger **The melody on the wind is targeted by a spell with the __auditory__ trait; **Effect **The melody on the wind attempts to counteract the spell. If it succeeds, the spell effect is caught in a blast of wind that sweeps it back to its origin, affecting the caster. Targets of the triggering effect other than the melody on the wind are still affected normally.'
- generic_description:
- frequency:
- trigger: The melody on the wind is targeted by a spell with the __auditory__ trait
- effect: The melody on the wind attempts to counteract the spell. If it succeeds, the spell effect is caught in a blast of wind that sweeps it back to its origin, affecting the caster. Targets of the triggering effect other than the melody on the wind are still affected normally.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 100
- type: fly
- - amount:
- type: swiftness
- melee:
- - action_cost: One Action
- name: wind gust
- to_hit: 23
- traits:
- - agile
- - finesse
- damage:
- formula: 2d10+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push
- ranged:
- - action_cost: One Action
- name: solid refrain
- to_hit: 23
- traits:
- - range increment 70 feet
- damage:
- formula: 2d8+10
- type: sonic
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mesmerizing Melody
- action_cost: One Action
- traits:
- - auditory
- - concentrate
- - enchantment
- - mental
- - primal
- description: "The melody on the wind sings in a sonorous chorus. Any creature in a 30-foot emanation must attempt a DC 30 Will save to resist becoming fascinated by the melody on the wind. A creature that succeeds at its save is temporarily immune for 24 hours. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __fascinated__ for 1 round. \n\n**Failure **The creature is fascinated for 1d4 rounds."
- raw_description: "**Mesmerizing Melody** (__auditory__, __concentrate__, __enchantment__, __mental__, __primal__) The melody on the wind sings in a sonorous chorus. Any creature in a 30-foot emanation must attempt a DC 30 Will save to resist becoming fascinated by the melody on the wind. A creature that succeeds at its save is temporarily immune for 24 hours. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __fascinated__ for 1 round. \n\n**Failure **The creature is fascinated for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swiftness
- action_cost: None
- traits:
- description: The melody on the wind's movement doesn't trigger reactions.
- raw_description: "**Swiftness** The melody on the wind's movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Merfolk Warrior
- source:
- - abbr: Bestiary
- page_start: 235
- page_stop:
- description: >-
- Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Aquatic
- - Humanoid
- - Merfolk
- senses:
- - Perception +6
- - low-light vision
- languages:
- - Aquan
- - Common
- skills:
- - name: 'Athletics '
- bonus: 5
- misc: +7 to Swim
- - name: 'Medicine '
- bonus: 4
- misc:
- perception: 6
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 1
- int_mod: 0
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- - trident (2)
- ac: 18
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 19
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: trident
- to_hit: 7
- traits:
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: trident
- to_hit: 9
- traits:
- - thrown 20 feet
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Aquatic Dash
- action_cost: Two Actions
- traits:
- description: The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike one opponent at the end of their movement, or Swim once and Strike at any point during their movement.
- raw_description: '**Aquatic Dash** [Two Actions] The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike one opponent at the end of their movement, or Swim once and Strike at any point during their movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Merfolk Wavecaller
- source:
- - abbr: Bestiary
- page_start: 235
- page_stop:
- description: >-
- Merfolk wavecallers use their primal power to call forth allies and defend their people with deadly magic.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Aquatic
- - Humanoid
- - Merfolk
- senses:
- - Perception +8
- - low-light vision
- languages:
- - Aquan
- - Common
- skills:
- - name: 'Athletics '
- bonus: 7
- misc: +9 to Swim
- - name: 'Deception '
- bonus: 6
- misc:
- - name: 'Nature '
- bonus: 8
- misc:
- - name: 'Religion '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 1
- int_mod: 0
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- - dagger
- ac: 17
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 6
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: dagger
- to_hit: 9
- traits:
- - agile
- - versatile S
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 9
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Prepared Spells
- dc: 18
- to_hit: 10
- misc: ''
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: hydraulic push
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: electric arc
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- - name: stabilize
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Hydraulic Asphyxiation
- action_cost: One Action
- traits:
- - divine
- - evocation
- - water
- description:
- raw_description: "**Hydraulic Asphyxiation** (__divine__, __evocation__, __water__) **Requirement** The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath. **Effect** The merfolk wavecaller commands the tides to crush their foe's throat, rooting the target in place and forcing it to choke up precious air. The target must succeed at a DC 18 Fortitude save or become immobilized for 1 round and immediately lose 1d4 actions' worth of air (or twice that on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect: The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mimic
- source:
- - abbr: Bestiary
- page_start: 236
- page_stop:
- description: >-
- Thought to be the result of a failed experiment meant to animate objects or a sinister alghollthu creation, mimics are clever monsters that can take the form of common manufactured objects. Mimics are ambush predators and voracious eaters, surprising their prey through their uncanny ability to mimic the form of common furniture and miscellany. They remain disguised until unsuspecting adventurers happen by, then they lash out in ambush.
-
-
-
-
- Mimics possess complex alien minds, and while often cruel and self-serving, they also enjoy conversation with their prey from time to time. For unknown reasons, they are especially interested in humanoids. Mimics have a strong dislike for others of their kind and tend to live alone. A mimic can remain in its alternate form for an extremely long period of time, sometimes remaining disguised in a dungeon chamber for decades. Regardless of how long it waits, the mimic remains vigilant and alert, ready to strike at any moment.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Aberration
- senses:
- - Perception +9
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Deception '
- bonus: 8
- misc:
- - name: 'Dwelling Lore '
- bonus: 10
- misc: applies only to the dungeon it lives in
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: 0
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 9
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Adhesive
- action_cost: None
- traits:
- description: The mimic is coated in an adhesive slime. Any creature that hits the mimic, is hit by the mimic, or otherwise touches the mimic must succeed at a DC 23 Reflex save or become grabbed (Escape DC 23). A weapon that hits the mimic is stuck to the mimic and can be removed with a successful DC 23 Athletics check (made as a single action). A mimic can have any number of objects or creatures stuck to it at a time. The mimic can release a stuck creature or object by using a single action, and the adhesive dissolves 1 minute after the mimic dies, releasing all stuck objects and creatures.
- raw_description: '**Adhesive** The mimic is coated in an adhesive slime. Any creature that hits the mimic, is hit by the mimic, or otherwise touches the mimic must succeed at a DC 23 Reflex save or become grabbed (Escape DC 23). A weapon that hits the mimic is stuck to the mimic and can be removed with a successful DC 23 Athletics check (made as a single action). A mimic can have any number of objects or creatures stuck to it at a time. The mimic can release a stuck creature or object by using a single action, and the adhesive dissolves 1 minute after the mimic dies, releasing all stuck objects and creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Object Lesson
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Object Lesson** [Reaction] **Trigger** A creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object. **Effect** The triggering creature is automatically stuck by the mimic's adhesive (it receives no save). The mimic then makes a pseudopod Strike against any creature adjacent to the mimic. Object Lesson can't be used again until the mimic escapes and takes on a new disguise."
- generic_description:
- frequency:
- trigger: A creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object.
- effect: The triggering creature is automatically stuck by the mimic's adhesive (it receives no save). The mimic then makes a pseudopod Strike against any creature adjacent to the mimic. Object Lesson can't be used again until the mimic escapes and takes on a new disguise.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: ''
- traits:
- damage:
- formula: 2d8+4
- type: bludgeoning
- plus_damage:
- - formula:
- type: adhesive
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mimic Object
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- description: The mimic assumes the shape of any Medium object. This doesn't change the mimic's texture or overall size but can alter its coloration and visual appearance. It has an automatic result of 28 on Deception checks and DCs to pass as the object that it's mimicking.
- raw_description: "**Mimic Object** (__concentrate__, __polymorph__) The mimic assumes the shape of any Medium object. This doesn't change the mimic's texture or overall size but can alter its coloration and visual appearance. It has an automatic result of 28 on Deception checks and DCs to pass as the object that it's mimicking."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Minotaur
- source:
- - abbr: Bestiary
- page_start: 237
- page_stop:
- description: >-
- Minotaurs are master hunters that dwell in cunning labyrinths or tangles of underground caverns meant to disorient and demoralize prey. These monstrous tormentors delight in the hunt, in the terror caused by closing in on prey, and in the very moment when the hunted realizes that they have lost the game. Only then will the minotaur charge in for the kill, cutting foes down with powerful strikes or impaling them on its sharp horns.
-
-
-
-
- Minotaurs are known to dwell in mazes, but they can also be found hiding in old ruins and other forgotten corners of the world. In any case, they are solitary creatures, only rarely sharing territory with others of their kind or even more powerful beings that have cowed them into service. Everyone else is little more than prey to be hunted.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Humanoid
- senses:
- - Perception +12
- - darkvision
- languages:
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Intimidation '
- bonus: 9
- misc:
- - name: 'Survival '
- bonus: 12
- misc: natural cunning
- perception: 12
- ability_mods:
- str_mod: 6
- dex_mod: 0
- con_mod: 3
- int_mod: -2
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- - name: Natural Cunning
- action_cost: None
- traits:
- description: >+
- A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the __maze__ spell.
-
- raw_description: >+
- **Natural Cunning** A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the __maze__ spell.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - greataxe
- ac: 20
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 8
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: greataxe
- to_hit: 14
- traits:
- - reach 10 feet
- - sweep
- damage:
- formula: 1d12+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 14
- traits:
- damage:
- formula: 1d8+8
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Axe Swipe
- action_cost: Two Actions
- traits:
- description: The minotaur swings its axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved.
- raw_description: "**Axe Swipe** [Two Actions] The minotaur swings its axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hunted Fear
- action_cost: One Action
- traits:
- description: The minotaur snorts and clomps as it hunts its prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet that can hear the minotaur but not see it. Roll once and apply the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate structure, the minotaur gains a +4 circumstance bonus to this check. Creatures that become frightened as a result also take a -2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have the visual trait. Each target is temporarily immune for 1 minute.
- raw_description: "**Hunted Fear** The minotaur snorts and clomps as it hunts its prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet that can hear the minotaur but not see it. Roll once and apply the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate structure, the minotaur gains a +4 circumstance bonus to this check. Creatures that become frightened as a result also take a -2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have the visual trait. Each target is temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Powerful Charge
- action_cost: Two Actions
- traits:
- description: The minotaur Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 2d8+10.
- raw_description: "**Powerful Charge** [Two Actions] The minotaur Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 2d8+10."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mist Stalker
- source:
- - abbr: Bestiary 2
- page_start: 114
- page_stop:
- description: >-
- The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an advantage when stalking its prey.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Amphibious
- - Elemental
- - Water
- senses:
- - Perception +13
- - darkvision
- - mist vision
- languages:
- - Aquan
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 2
- int_mod: 1
- wis_mod: 5
- cha_mod: 0
- sense_abilities:
- - name: Mist Cloud
- action_cost: None
- traits:
- - aura
- - conjuration
- - primal
- - water
- description: 15 feet. The mist stalker is surrounded by mist. Creatures in the aura are __concealed__. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water.
- raw_description: "**Mist Cloud** (__aura__, __conjuration__, __primal__, __water__) 15 feet. The mist stalker is surrounded by mist. Creatures in the aura are __concealed__. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mist Vision
- action_cost: None
- traits:
- description: The mist stalker ignores the __concealed__ condition from mist and fog.
- raw_description: '**Mist Vision** The mist stalker ignores the __concealed__ condition from mist and fog.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 12
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 58
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: tentacle
- to_hit: 14
- traits:
- - finesse
- - sweep
- - reach 10 feet
- damage:
- formula: 2d8+4
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+4 bludgeoning, DC 21
- raw_description: '**Constrict** 1d8+4 bludgeoning, DC 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Solidify Mist
- action_cost: One Action
- traits:
- - primal
- - transmutation
- - water
- description: The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn. In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 20 Reflex save or become __immobilized__ until it __Escapes__ or it is no longer in the mist cloud's emanation.
- raw_description: "**Solidify Mist** (__primal__, __transmutation__, __water__) The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn. In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 20 Reflex save or become __immobilized__ until it __Escapes__ or it is no longer in the mist cloud's emanation."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mitflit
- source:
- - abbr: Bestiary
- page_start: 192
- page_stop:
- description: >-
- Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits have lost most of their ancestral gremlin magic, 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, and they rarely rebel or rail out unless their rage hits a breaking point.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: LE
- size: Small
- traits:
- - LE
- - Small
- - Fey
- - Gremlin
- senses:
- - Perception +4
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Diplomacy '
- bonus: 1
- misc: +7 vs. arthropods
- - name: 'Nature '
- bonus: 3
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- - name: 'Thievery '
- bonus: 5
- misc:
- perception: 4
- ability_mods:
- str_mod: -1
- dex_mod: 3
- con_mod: 0
- int_mod: -1
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- - name: Self-Loathing
- action_cost: None
- traits:
- - emotion
- - mental
- description: A 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.
- raw_description: "**Self-Loathing** (__emotion__, __mental__) A 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vermin Empathy
- action_cost: None
- traits:
- description: >+
- Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
-
- raw_description: >+
- **Vermin Empathy** Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - dart (10)
- - shortsword
- ac: 15
- ac_special:
- saves:
- fort: 2
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 10
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 2
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 8
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6-1
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dart
- to_hit: 8
- traits:
- - agile
- - range increment 20 feet
- - thrown
- damage:
- formula: 1d4-1
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 16
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: speak with animals
- frequency: at will, arthropods only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: bane
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Vengeful Anger
- action_cost: None
- traits:
- - emotion
- - mental
- 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.
- raw_description: "**Vengeful Anger** (__emotion__, __mental__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mohrg
- source:
- - abbr: Bestiary 2
- page_start: 172
- page_stop:
- description: >-
- The weight of murder wears heavy on the soul. With souls marked by a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty soldiers, or sadistic executioners, sometimes do not let judgment and lawful execution stanch their slaying sprees. When such individuals are brought to justice, they may rise after death as mohrgs to continue their ruinous work.
-
-
-
-
- Drawn to others of their kind, mohrgs prefer to hunt in small groups, occasionally in partnership with weaker free-willed undead such as shadows and wights. They seek out weak prey and revel in causing drawn-out suffering. Some mohrgs haunt locations they favored in life, reenacting old crimes on new victims. They may even skulk about in public, wearing rags, cloaks, or freshly harvested skins to hide their nature. The most dangerous mohrgs are those who grow powerful enough to no longer fear being struck down again and openly assault settlements in an attempt to turn living towns into mass graves.
-
-
-
-
- Since those slain by a mohrg rise soon thereafter as mohrg spawn, the murders of a mohrg rarely go unnoticed for long, even when they take extra care to prey only on a society's dregs. Since mohrg spawn remain under a mohrg's control, a canny mohrg might order its spawn to remain in hiding to keep its presence secret until a point where it feels confident unleashing its undead army upon a doomed settlement. Mohrgs retain a twisted sentimentality for the crimes of their mortal life, seeking out trinkets that remind them of favorite murders. When not out hunting, mohrgs arrange their mementos into disturbing shrines. Often, these trinkets are valuable objects, and might even provide important clues to ongoing mysteries.
-
-
-
-
-
-
- ## Mohrg Spawn
-
- When a creature returns after death as a mohrg spawn, its flesh decays away save for its entrails, and it grows a long, awful tongue. The creature gains the undead trait and becomes chaotic evil, and it loses any abilities that come from it being a living creature. It gains __darkvision__, __negative healing__, and the mohrg's immunities and resistances. If the creature had hands, it gains a claw Strike (an unarmed attack that deals slashing damage). The creature also gains a tongue Strike, an __agile__ attack that causes paralysis, as the mohrg ability; the Fortitude save uses the DC for the __mohrg spawn's level__. Mohrg spawn cannot create mohrg spawn of their own.
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Undead
- senses:
- - Perception +17
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Society '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 17
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 4
- int_mod: 1
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 16
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 120
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- resistances:
- weaknesses:
- automatic_abilities:
- - name: unconscious
- action_cost: None
- traits:
- description: Resistances piercing 10, slashing 5
- raw_description: '**__unconscious__** Resistances piercing 10, slashing 5'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mohrg Spawn
- action_cost: None
- traits:
- - occult
- - necromancy
- description: A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under the command of the mohrg that created it. If the creator of the mohrg spawn is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones.
- raw_description: '**Mohrg Spawn** (__occult__, __necromancy__) A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under the command of the mohrg that created it. If the creator of the mohrg spawn is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- damage:
- formula: 2d10+9
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tongue
- to_hit: 20
- traits:
- - agile
- damage:
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Paralysis
- action_cost: None
- traits:
- - occult
- - incapacitation
- - necromancy
- description: A living creature hit by a mohrg's tongue Strike must succeed at a DC 26 Fortitude save or become __paralyzed__. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt.
- raw_description: "**Paralysis** (__occult__, __incapacitation__, __necromancy__) A living creature hit by a mohrg's tongue Strike must succeed at a DC 26 Fortitude save or become __paralyzed__. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mokele-Mbembe
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 90
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Animal
- senses:
- - Perception +15
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 15
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 6
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 15
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 172
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 22
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+10
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 22
- traits:
- - reach 20 feet
- damage:
- formula: 2d6+10
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 22
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 28
- raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 28'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whip Tail
- action_cost: Two Actions
- traits:
- - sonic
- 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.
-
- raw_description: >+
- **Whip Tail** [Two Actions] (__sonic__) 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.
-
-
- **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__.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- 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.
- full_description:
-- name: Monadic Deva
- source:
- - abbr: Bestiary 2
- page_start: 15
- page_stop:
- description: >-
- Monadic devas stand vigil along the River of Souls as it passes from the mortal realm into the __Ethereal Plane__. Those who seek to fish souls out for their own use stalk this metaphysical river, and it is against these predators that monadic devas fight. At other times, monadic devas work to guide newcomers to the River of Souls who might be in danger of drifting from the current and lingering as ghosts. Monadic devas often find their tasks place them in alliances with __psychopomps__, and they work well with the monitors despite the philosophical divide between their views on a soul's inherent goodness. A monadic deva is 7 feet tall and weighs 220 pounds.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: NG
- size: Medium
- traits:
- - NG
- - Medium
- - Angel
- - Celestial
- senses:
- - Perception +25
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Arcana '
- bonus: 25
- misc:
- - name: 'Diplomacy '
- bonus: 24
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Occultism '
- bonus: 20
- misc:
- - name: 'Religion '
- bonus: 25
- misc:
- - name: 'Survival '
- bonus: 22
- misc:
- perception: 25
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 5
- int_mod: 4
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- items:
- - +1 striking mace
- ac: 33
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 21
- ref_misc:
- will: 20
- will_misc:
- misc: +1 to all saves vs. magic
- hp: 245
- hp_misc:
- immunities:
- - death effects
- resistances:
- - amount: 10
- type: evil
- weaknesses:
- automatic_abilities:
- - name: Spiritual Warden
- action_cost: None
- traits:
- - abjuration
- - aura
- - divine
- description: 20 feet. Allies in the aura gain a +2 status bonus to saving throws against __death__ effects and effects that target or manipulate their souls.
- raw_description: '**Spiritual Warden** (__abjuration__, __aura__, __divine__) 20 feet. Allies in the aura gain a +2 status bonus to saving throws against __death__ effects and effects that target or manipulate their souls.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: holy mace
- to_hit: 28
- traits:
- - good
- - magical
- - shove
- damage:
- formula: 2d6+15
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: force and 1d6 good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: divine wrath
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - name: remove disease
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: creation
- frequency:
- requirement:
- - name: remove fear
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, evil only
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 32
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: angelic messenger
- frequency:
- requirement:
- proactive_abilities:
- - name: Holy Armaments
- action_cost: None
- traits:
- - divine
- - evocation
- description: Any weapon gains the effect of a __holy__ property rune while a monadic deva wields it.
- raw_description: '**Holy Armaments** (__divine__, __evocation__) Any weapon gains the effect of a __holy__ property rune while a monadic deva wields it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rebuke Soul
- action_cost: One Action
- traits:
- - auditory
- - divine
- - enchantment
- - good
- - incapacitation
- description: "The monadic deva speaks a word to cause a creature's soul to recoil at its sins or an undead creature to recoil at its lack of a soul. One non-good living or undead target within 40 feet takes 5d10 good damage and must attempt a DC 32 Fortitude save. Regardless of the outcome, the target is then temporarily immune for 10 minutes. \n\n**Critical Success **The target is unaffected. \n\n**Success **The target takes half damage and is __stunned 1__. \n\n**Failure **The target takes full damage and is stunned 2. \n\n**Critical Failure **The target takes double damage and is stunned 4."
- raw_description: "**Rebuke Soul** (__auditory__, __divine__, __enchantment__, __good__, __incapacitation__) The monadic deva speaks a word to cause a creature's soul to recoil at its sins or an undead creature to recoil at its lack of a soul. One non-good living or undead target within 40 feet takes 5d10 good damage and must attempt a DC 32 Fortitude save. Regardless of the outcome, the target is then temporarily immune for 10 minutes. \n\n**Critical Success **The target is unaffected. \n\n**Success **The target takes half damage and is __stunned 1__. \n\n**Failure **The target takes full damage and is stunned 2. \n\n**Critical Failure **The target takes double damage and is stunned 4."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Solid Blow
- action_cost: None
- traits:
- - divine
- - evocation
- - force
- description: When a monadic deva hits a target for the second time during its turn with its mace, it deals an additional 2d12 force damage as its weapon shimmers with ripples of power.
- raw_description: '**Solid Blow** (__divine__, __evocation__, __force__) When a monadic deva hits a target for the second time during its turn with its mace, it deals an additional 2d12 force damage as its weapon shimmers with ripples of power.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Moonflower
- source:
- - abbr: Bestiary 2
- page_start: 173
- page_stop:
- description: >-
- These enormous plants have thick, knotted trunks festooned with fanged blossoms. A gaping mouth sits at the top of the trunk, capable of swallowing most creatures smaller than the moonflower whole. Moonflowers can move slowly on their powerful roots or use them to attack, but usually they dig them deeply into the surrounding ground and remain stationary to await prey.
-
-
-
-
- Though moonflowers can't speak in the conventional sense, they communicate telepathically with other moonflowers. Explorers who encounter a single moonflower can thus be assured that any other moonflowers in the vicinity will be prepared for them. Those who manage to intercept a moonflower's telepathic communications are assaulted by visions of dreadful, primeval jungles ruled over by titanic plant life. Whether this is some vision of the past or a dream of the future shared by all moonflowers is unknown.
-
-
-
-
- Moonflowers are alien life-forms from a long-dead planet, but their proliferation throughout the galaxy has been ensured through the machinations of the Dominion of the Black, a sinister, alien organization from the dark places between the stars.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Plant
- senses:
- - Perception +16
- - darkvision
- languages:
- - telepathy 1 mile (other moonflowers only)
- skills:
- - name: 'Athletics '
- bonus: 19
- misc: can't Jump or Swim
- - name: 'Stealth '
- bonus: 14
- misc: +18 in thick vegetation
- perception: 16
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 4
- int_mod: -2
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 10
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 120
- hp_misc: fast healing 10
- immunities:
- - electricity
- resistances:
- - amount: 10
- type: physical (except slashing)
- weaknesses:
- - amount: 10
- type: fire
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 20
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+10
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: root
- to_hit: 20
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Light Pulse
- action_cost: Two Actions
- traits:
- - evocation
- - light
- - primal
- - visual
- description: "50 feet. The moonflower releases a pulse of bright light. Each non-moonflower creature in the emanation must attempt a DC 23 Fortitude save. The moonflower can't use Light Pulse again for 1d4 rounds. \n\n"
- raw_description: "**Light Pulse** [Two Actions] (__evocation__, __light__, __primal__, __visual__) 50 feet. The moonflower releases a pulse of bright light. Each non-moonflower creature in the emanation must attempt a DC 23 Fortitude save. The moonflower can't use Light Pulse again for 1d4 rounds. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is __dazzled__ for 1d4 rounds. \n\n**Critical Failure** The creature is __blinded__ for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected.
- failure: The creature is dazzled for 1d4 rounds.
- critical_failure: The creature is blinded for 1d4 rounds.
- full_description:
- - name: Pod Prison
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Pod Prison** [Reaction] **Trigger** The moonflower has swallowed a creature; **Effect** The swallowed creature is wrapped in a tight cocoon and extruded from the moonflower's body into an adjacent square. The creature continues to be Swallowed Whole. It can't use __Acrobatics__ to __Escape__ a pod, but other creatures can attempt to Rupture the pod. The cocooned creature takes half damage from any damage dealt to the cocoon. Once the cocoon is Ruptured, it deflates and decays."
- generic_description:
- frequency:
- trigger: The moonflower has swallowed a creature
- effect: The swallowed creature is wrapped in a tight cocoon and extruded from the moonflower's body into an adjacent square. The creature continues to be Swallowed Whole. It can't use __Acrobatics__ to __Escape__ a pod, but other creatures can attempt to Rupture the pod. The cocooned creature takes half damage from any damage dealt to the cocoon. Once the cocoon is Ruptured, it deflates and decays.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pod Spawn
- action_cost: None
- traits:
- description: "Should a Small or larger creature die within a pod prison, the pod transforms into an adult moonflower with full Hit Points after 1d4 hours of growth. The newly formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creature\x81fs equipment remains inside the new moonflower and can be retrieved if the moonflower is slain."
- raw_description: "**Pod Spawn** Should a Small or larger creature die within a pod prison, the pod transforms into an adult moonflower with full Hit Points after 1d4 hours of growth. The newly formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creature\x81fs equipment remains inside the new moonflower and can be retrieved if the moonflower is slain."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 2d10+10 bludgeoning and 2d6 acid, Rupture 21
- raw_description: '**__Swallow Whole__** (__attack__) Large, 2d10+10 bludgeoning and 2d6 acid, Rupture 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Morlock
- source:
- - abbr: Bestiary 2
- page_start: 174
- page_stop:
- description: >-
- Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship __Lamashtu__, __Rovagug__, or other violent deities.
-
-
-
-
- Morlock young are insatiable and clamor for even the slightest morsel of food, even consuming their siblings if no other meal presents itself. Most morlocks encourage the practice to ensure their ancestral group as a whole grows stronger.
-
-
-
-
- A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- senses:
- - Perception +7
- - darkvision
- languages:
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 8
- misc: +11 Climbing
- - name: 'Crafting '
- bonus: 8
- misc: Repair only
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 1
- int_mod: -2
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- - name: Light Blindness
- action_cost: None
- traits:
- description: >2+
-
-
- raw_description: "**__Light Blindness__** \n\n"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - club
- ac: 17
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 11
- ref_misc:
- will: 9
- will_misc:
- misc: +2 status to all saves vs. disease and poison
- hp: 38
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: club
- to_hit: 9
- traits:
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- - agile
- damage:
- formula: 1d4+4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: club
- to_hit: 8
- traits:
- - range increment 10 feet
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Instinctual Tinker
- action_cost: Two Actions
- traits:
- description: "The morlock tinkers with an adjacent construct or mechanical hazard. They attempt a __Crafting__ check against the construct's or hazard's Fortitude DC. The morlock can't succeed if the target's level is more than double the morlock's. \n\n"
- raw_description: "**Instinctual Tinker** [Two Actions] The morlock tinkers with an adjacent construct or mechanical hazard. They attempt a __Crafting__ check against the construct's or hazard's Fortitude DC. The morlock can't succeed if the target's level is more than double the morlock's. \n\n**Critical Success** The target gains 4d6 HP and a +1 circumstance bonus to attack rolls for 1 minute. \n\n**Success** The target gains 2d6 HP. \n\n**Critical Failure** The morlock injures itself, taking 2d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM\x81fs discretion)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target gains 4d6 HP and a +1 circumstance bonus to attack rolls for 1 minute.
- success: The target gains 2d6 HP.
- failure:
- critical_failure: "The morlock injures itself, taking 2d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM\x81fs discretion)."
- full_description:
- - name: Leap Attack
- action_cost: Two Actions
- traits:
- description: The morlock Strides up to twice its Speed, during which it attempts a __High Jump__ or a __Long Jump__. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach. The morlock then can't use Leap Attack for 1 round.
- raw_description: "**Leap Attack** [Two Actions] The morlock Strides up to twice its Speed, during which it attempts a __High Jump__ or a __Long Jump__. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach. The morlock then can't use Leap Attack for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: "A morlock\x81fs Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures."
- raw_description: "**__Sneak Attack__** A morlock\x81fs Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarming Stance
- action_cost: None
- traits:
- description: A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls.
- raw_description: '**Swarming Stance** A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Morrigna
- source:
- - abbr: Bestiary
- page_start: 271
- page_stop:
- description: >-
- Bounty hunters and investigators, morrignas seek out creatures that thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Monitor
- - Psychopomp
- senses:
- - Perception +28
- - darkvision
- - lifesense 60 feet
- languages:
- - Abyssal
- - Celestial
- - Infernal
- - Necril
- - Requian
- - speak with animals
- - tongues
- skills:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Boneyard Lore '
- bonus: 28
- misc:
- - name: 'Diplomacy '
- bonus: 27
- misc:
- - name: 'Intimidation '
- bonus: 29
- misc:
- - name: 'Religion '
- bonus: 29
- misc:
- - name: 'Society '
- bonus: 24
- misc:
- - name: 'Stealth '
- bonus: 27
- misc:
- perception: 28
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 4
- int_mod: 3
- wis_mod: 6
- cha_mod: 4
- sense_abilities:
- - name: Lifesense
- action_cost: None
- traits:
- - divination
- - divine
- description: >+
- A psychopomp senses the vital essence of living and undead creatures within the listed range.
-
- raw_description: >+
- **Lifesense** (__divination__, __divine__) A psychopomp senses the vital essence of living and undead creatures within the listed range.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +2 striking bo staff
- ac: 38
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 27
- ref_misc:
- will: 29
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 240
- hp_misc: regeneration 20 (deactivated by acid or fire)
- immunities:
- - death effects
- - disease
- resistances:
- - amount: 15
- type: negative
- - amount: 15
- type: poison
- weaknesses:
- automatic_abilities:
- - name: Wrappings Lash
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Wrappings Lash** [Reaction] **Trigger** A creature within reach of the morrigna's web wrappings uses an action to Strike or attempt a skill check. **Effect** The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted."
- generic_description:
- frequency:
- trigger: A creature within reach of the morrigna's web wrappings uses an action to Strike or attempt a skill check.
- effect: The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb (spider climb)
- melee:
- - action_cost: One Action
- name: bo staff
- to_hit: 31
- traits:
- - magical
- - parry
- - reach 10 feet
- - trip
- damage:
- formula: 2d8+14
- type: bludgeoning
- plus_damage:
- - formula:
- type: spirit touch
- - action_cost: One Action
- name: web wrappings
- to_hit: 29
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 3d12+14
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab and spirit touch
- ranged:
- spell_lists:
- - name: Divine Spontaneous Spells
- dc: 35
- to_hit: 30
- misc: ''
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: field of life
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: spirit blast
- frequency: 4 slots
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: death ward
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: sending
- frequency: 4 slots
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - name: read omens
- frequency:
- requirement:
- - name: spell immunity
- frequency: 4 slots
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: blindness
- frequency:
- requirement:
- - name: crisis of faith
- frequency:
- requirement:
- - name: dream message
- frequency: 4 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: calm emotions
- frequency:
- requirement:
- - name: see invisibility
- frequency:
- requirement:
- - name: silence
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: bane
- frequency:
- requirement:
- - name: bless
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 8
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: disrupt undead
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: stabilize
- frequency:
- requirement:
- - name: Divine Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: talking corpse
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: speak with animals
- frequency:
- requirement:
- - name: spider climb
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: call spirit
- frequency:
- requirement:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- 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 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.
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spider Minions
- action_cost: Three Actions
- traits:
- - conjuration
- - divine
- description: The morrigna summons a __giant tarantula__ or __spider swarm__. These spiders have the __summoned__ trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first. The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once. The morrigna can see through the eyes of any of their summoned spiders at any time.
- raw_description: '**Spider Minions** [Three Actions] (__conjuration__, __divine__) The morrigna summons a __giant tarantula__ or __spider swarm__. These spiders have the __summoned__ trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first. The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once. The morrigna can see through the eyes of any of their summoned spiders at any time.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spirit Touch
- action_cost: None
- traits:
- description: A morrigna's Strikes affect incorporeal creatures as though etched with a __ghost touch__ property rune and deal 4d6 negative damage to living creatures or 4d6 positive damage to undead.
- raw_description: "**Spirit Touch** A morrigna's Strikes affect incorporeal creatures as though etched with a __ghost touch__ property rune and deal 4d6 negative damage to living creatures or 4d6 positive damage to undead."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Movanic Deva
- source:
- - abbr: Bestiary 2
- page_start: 14
- page_stop:
- description: >-
- Movanic devas are stewards of the flow of good creatures' souls through the cycle of life and death, from the point a creature is born to the day it dies. These angels arise from the souls of stalwart nurturers and protectors, and share a specific connection with a creature's vital essence—its life force. Movanic devas are most concerned with guiding and protecting good creatures during their mortal lives, so once a soul has passed into the River of Souls, the movanic deva leaves its protection to the soul angels, or monadic devas. As part of their stewardship over good creatures, movanic devas can waken within animals a level of sapience to allow them to become kindly and benevolent as well, thus increasing the flow of goodness into the afterlife. They also spend time patrolling the __Positive Energy Plane__ and __Negative Energy Plane__, seeking to contain significant threats to life.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: NG
- size: Medium
- traits:
- - NG
- - Medium
- - Angel
- - Celestial
- senses:
- - Perception +22
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Nature '
- bonus: 22
- misc:
- - name: 'Religion '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 22
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 4
- int_mod: 4
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- items:
- - +1 striking bastard sword
- ac: 30
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 17
- ref_misc:
- will: 19
- will_misc:
- misc: +1 to all saves vs. magic
- hp: 195
- hp_misc:
- immunities:
- - negative
- resistances:
- - amount: 10
- type: evil
- weaknesses:
- automatic_abilities:
- - name: Aura of Vitality
- action_cost: None
- traits:
- - abjuration
- - aura
- - divine
- description: 20 feet. Allies in the movanic deva's aura gain a +1 status bonus to all saving throws, resistance 10 to positive and negative damage, and are unharmed by the effects of a plane's __positive__ and __negative__ traits. Animals in the aura of 12th level or lower don't attack the movanic deva or the deva's allies unless they are controlled or otherwise forced to attack.
- raw_description: "**Aura of Vitality** (__abjuration__, __aura__, __divine__) 20 feet. Allies in the movanic deva's aura gain a +1 status bonus to all saving throws, resistance 10 to positive and negative damage, and are unharmed by the effects of a plane's __positive__ and __negative__ traits. Animals in the aura of 12th level or lower don't attack the movanic deva or the deva's allies unless they are controlled or otherwise forced to attack."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: flaming bastard sword
- to_hit: 23
- traits:
- - good
- - magical
- - two-hand d12
- damage:
- formula: 2d8+9
- type: slashing
- plus_damage:
- - formula: 1d6
- type: fire and 1d6 good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: divine wrath
- frequency:
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - name: remove disease
- frequency:
- requirement:
- - name: remove fear
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: create food
- frequency:
- requirement:
- - name: heal
- frequency: ×3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, evil only
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: awaken animal
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: angelic messenger
- frequency:
- requirement:
- proactive_abilities:
- - name: Dispelling Field
- action_cost: Two Actions
- traits:
- - divine
- - transmutation
- description:
- raw_description: '**Dispelling Field** [Two Actions] (__divine__, __transmutation__) **Frequency **once per day; **Effect **The movanic deva attempts to unravel unwelcome magic effects on allies within its aura of vitality to protect them from malevolent forces. The movanic deva attempts a counteract check against as many spell effects affecting allies in the area as it wishes with a +19 counteract modifier and a counteract level of 4, rolling once for the selected effects.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The movanic deva attempts to unravel unwelcome magic effects on allies within its aura of vitality to protect them from malevolent forces. The movanic deva attempts a counteract check against as many spell effects affecting allies in the area as it wishes with a +19 counteract modifier and a counteract level of 4, rolling once for the selected effects.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flaming Armaments
- action_cost: None
- traits:
- - divine
- - transmutation
- description: When a movanic deva wields a weapon, that weapon gains the effect of a __flaming__ rune.
- raw_description: '**Flaming Armaments** (__divine__, __transmutation__) When a movanic deva wields a weapon, that weapon gains the effect of a __flaming__ rune.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mu Spore
- source:
- - abbr: Bestiary
- page_start: 238
- page_stop:
- description: >-
- A mu spore is a thankfully rare fungoid monstrosity of vast power and strange intellect. Even the smallest mu spores are never less than a hundred feet long from tentacle tip to tentacle tip, yet despite this vast bulk, they are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight.
-
-
-
-
- Many societies tell tales of vast mu spores appearing over cities at the dawn of apocalyptic events, but they're more than just ravenous eaters of nations. Mu spores often possess rare or esoteric knowledge, and if peaceful contact can be made, this lore can be quite valuable. Their spores can also be used to craft certain foul drugs or deadly alchemical poisons, but harvesting these ingredients is dangerous, as the spores are not viable for long once they've been shed, forcing alchemists seeking to harvest them to operate in perilously close proximity to the abominations.
-
-
-
-
- **__Recall Knowledge - Fungus__ (__Nature__)**: DC 42
- level: 21
- rarity: Common
- type: Creature
- alignment: CN
- size: Gargantuan
- traits:
- - CN
- - Gargantuan
- - Fungus
- senses:
- - Perception +36
- - low-light vision
- - windsense 240 feet
- languages:
- - Aklo
- - Common
- - Terran
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 26
- misc:
- - name: 'Athletics '
- bonus: 41
- misc:
- - name: 'Nature '
- bonus: 38
- misc:
- - name: 'Occultism '
- bonus: 36
- misc:
- perception: 36
- ability_mods:
- str_mod: 10
- dex_mod: 3
- con_mod: 9
- int_mod: 4
- wis_mod: 9
- cha_mod: 9
- sense_abilities:
- - name: Windsense
- action_cost: None
- traits:
- description: The mu spore senses vibrations in the air through its aerial spores.
- raw_description: '**Windsense** The mu spore senses vibrations in the air through its aerial spores.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 45
- ac_special:
- saves:
- fort: 38
- fort_misc:
- ref: 32
- ref_misc:
- will: 38
- will_misc:
- misc:
- hp: 350
- hp_misc: regeneration 50 (deactivated by sonic)
- immunities:
- resistances:
- - amount: 20
- type: acid
- - amount: 10
- type: all (except sonic)
- weaknesses:
- automatic_abilities:
- - name: Enormous
- action_cost: None
- traits:
- description: A mu spore is a massive creature and takes up a space of 10 squares by 10 squares (50 feet by 50 feet).
- raw_description: '**Enormous** A mu spore is a massive creature and takes up a space of 10 squares by 10 squares (50 feet by 50 feet).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spores
- action_cost: None
- traits:
- - aura
- description: 60 feet. A living creature that enters the area or ends its turn within it is corrupted by spores. It must succeed at a DC 42 Fortitude save or be clumsy 1, enfeebled 1, and slowed 1 for 1 round. Fungi and plants are immune.
- raw_description: '**Spores** (__aura__) 60 feet. A living creature that enters the area or ends its turn within it is corrupted by spores. It must succeed at a DC 42 Fortitude save or be clumsy 1, enfeebled 1, and slowed 1 for 1 round. Fungi and plants are immune.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Grasping Tendrils
- action_cost: Free Action
- traits:
- description:
- raw_description: '**Grasping Tendrils** [Free Action] **Trigger** A creature within 10 feet of the mu spore moves or attacks the mu spore. **Effect** The spore uses Grab on the triggering creature. There is no limit to how many creatures it can grab with the sticky tendrils that cover its body.'
- generic_description:
- frequency:
- trigger: A creature within 10 feet of the mu spore moves or attacks the mu spore.
- effect: The spore uses Grab on the triggering creature. There is no limit to how many creatures it can grab with the sticky tendrils that cover its body.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 40
- traits:
- - deadly 3d12
- - reach 30 feet
- damage:
- formula: 4d12+18
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Cough Spores
- action_cost: Two Actions
- traits:
- description: The mu spore releases a cloud of burrowing spores in a 400-foot cone. The spores deal 22d6 piercing damage to all creatures, objects, and wooden structures in the area, but not to plants or fungi (DC 46 basic Reflex save). The mu spore can't use this ability again for 1d4 rounds.
- raw_description: "**Cough Spores** [Two Actions] The mu spore releases a cloud of burrowing spores in a 400-foot cone. The spores deal 22d6 piercing damage to all creatures, objects, and wooden structures in the area, but not to plants or fungi (DC 46 basic Reflex save). The mu spore can't use this ability again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Enormous Inhalation
- action_cost: Two Actions
- traits:
- description: The mu spore pulls all creatures and objects in a 400-foot cone 400 feet towards it's mouth. A successful DC 43 Fortitude save halves the distance, or avoids the pull on a critical success. The mu spore automatically attempts to Swallow Whole each creature adjacent to it at the end of the inhalation.
- raw_description: "**Enormous Inhalation** [Two Actions] The mu spore pulls all creatures and objects in a 400-foot cone 400 feet towards it's mouth. A successful DC 43 Fortitude save halves the distance, or avoids the pull on a critical success. The mu spore automatically attempts to Swallow Whole each creature adjacent to it at the end of the inhalation."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fast Swallow
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Fast Swallow** [Reaction] **Trigger** The mu spore Grabs a creature with its jaws. **Effect** The spore uses Swallow Whole.'
- generic_description:
- frequency:
- trigger: The mu spore Grabs a creature with its jaws.
- effect: The spore uses Swallow Whole.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Greater Constrict
- action_cost: One Action
- traits:
- description: 15 bludgeoning, DC 45.
- raw_description: '**Greater Constrict** 15 bludgeoning, DC 45.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Overpowering Jaws
- action_cost: None
- traits:
- description: The mu spore still deals 18 piercing damage if its jaws Strike is a failure (but not on critical failure)
- raw_description: '**Overpowering Jaws** The mu spore still deals 18 piercing damage if its jaws Strike is a failure (but not on critical failure)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Gargantuan, 20d6+9 acid, Rupture 37.
- raw_description: '**Swallow Whole** (__attack__) Gargantuan, 20d6+9 acid, Rupture 37.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mudwretch
- source:
- - abbr: Bestiary 2
- page_start: 176
- page_stop:
- description: >-
- In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature's general form in cases where the creature is a humanoid itself.
-
-
-
-
- Mudwretches possess a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. They have little need to eat, but without a constant source of moisture, a mudwretch dries out, suffering from low throbbing aches until it can resaturate. Often, blood from living creatures has to do—a dried mudwretch is more dangerous to intruders than one that's comfortably wallowing on a river bank.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Earth
- - Elemental
- - Water
- senses:
- - Perception +9
- - darkvision
- languages:
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 0
- con_mod: 3
- int_mod: -2
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Muddy Field
- action_cost: None
- traits:
- - aura
- description: 10 feet. The ground in the area is difficult terrain for all non-mudwretch creatures.
- raw_description: '**Muddy Field** (__aura__) 10 feet. The ground in the area is difficult terrain for all non-mudwretch creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 4
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- - bleed
- - critical hits
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 3
- type: acid
- - amount: 3
- type: physical (except bludgeoning)
- weaknesses:
- - amount: 5
- type: fire
- automatic_abilities:
- - name: Susceptible to Desiccation
- action_cost: None
- traits:
- description: If a mudwretch takes any damage from __horrid wilting__ or a similar effect, takes 10 or more fire damage from a single effect, or spends more than 24 hours outside of a source of sufficient hydration (such as a swamp, river, well, or recent rainfall), it becomes dehydrated. While dehydrated, the mudwretch can't Spew Mud, is __sickened 2__, and is __slowed 1__ until it either fully immerses in water, spends 1 minute in the rain, or rehydrates in another way (such as via Gory Hydration).
- raw_description: "**Susceptible to Desiccation** If a mudwretch takes any damage from __horrid wilting__ or a similar effect, takes 10 or more fire damage from a single effect, or spends more than 24 hours outside of a source of sufficient hydration (such as a swamp, river, well, or recent rainfall), it becomes dehydrated. While dehydrated, the mudwretch can't Spew Mud, is __sickened 2__, and is __slowed 1__ until it either fully immerses in water, spends 1 minute in the rain, or rehydrates in another way (such as via Gory Hydration)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d8+4
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+2 bludgeoning, DC 18
- raw_description: '**__Constrict__** 1d8+2 bludgeoning, DC 18'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Gory Hydration
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Gory Hydration** [Reaction] **Requirements** The mudwretch is dehydrated; **Trigger** The mudwretch deals Constrict damage to a living creature that has blood; **Effect** The mudwretch squeezes harder, dealing 1d6 __persistent bleed damage__ to the target. The mudwretch absorbs this blood, removing any penalties it had as a result of being dehydrated.'
- generic_description:
- frequency:
- trigger: The mudwretch is dehydrated
- effect: The mudwretch deals Constrict damage to a living creature that has blood
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mud Puddle
- action_cost: One Action
- traits:
- - concentrate
- description: Until it next acts, the mudwretch appears to be an ordinary puddle of mud. It has an automatic result of 20 on __Deception__ checks to pass as a mud puddle and can make a fist Strike against a creature that walks onto the mud puddle as a reaction.
- raw_description: '**Mud Puddle** (__concentrate__) Until it next acts, the mudwretch appears to be an ordinary puddle of mud. It has an automatic result of 20 on __Deception__ checks to pass as a mud puddle and can make a fist Strike against a creature that walks onto the mud puddle as a reaction.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spew Mud
- action_cost: Two Actions
- traits:
- - conjuration
- - primal
- description: The mudwretch spews a 20-foot line of pressurized mud that deals 2d10 bludgeoning damage (DC 18 basic Reflex save). On a critical failure, a creature also takes a -10-foot status penalty to its Speeds for 1 round. The mudwretch can't Spew Mud again for 1d4 rounds.
- raw_description: "**Spew Mud** [Two Actions] (__conjuration__, __primal__) The mudwretch spews a 20-foot line of pressurized mud that deals 2d10 bludgeoning damage (DC 18 basic Reflex save). On a critical failure, a creature also takes a -10-foot status penalty to its Speeds for 1 round. The mudwretch can't Spew Mud again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mukradi
- source:
- - abbr: Bestiary
- page_start: 239
- page_stop:
- 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 of their heads spew a black, acidic goo that animates before being reabsorbed by the mukradis.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Beast
- senses:
- - Perception +24
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 32
- misc:
- perception: 24
- ability_mods:
- str_mod: 9
- dex_mod: 0
- con_mod: 7
- int_mod: -3
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 23
- ref_misc:
- will: 26
- will_misc:
- misc:
- hp: 300
- hp_misc:
- immunities:
- resistances:
- - amount: 20
- type: acid
- - amount: 20
- type: electricity
- - amount: 20
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Partitioned Anatomy
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Partitioned Anatomy** [Free Action] **Trigger** The mukradi would be confused, paralyzed, slowed, or stunned. **Effect** The mukradi confines the debilitating effect to a certain portion of its nervous system, ignoring the effect but causing a maw of its choice to go dormant for the effect's duration. That maw can't be used for a Strike or Breath Weapon during that time. This ability can't be used if all the mukradi's heads are dormant."
- generic_description:
- frequency:
- trigger: The mukradi would be confused, paralyzed, slowed, or stunned.
- effect: The mukradi confines the debilitating effect to a certain portion of its nervous system, ignoring the effect but causing a maw of its choice to go dormant for the effect's duration. That maw can't be used for a Strike or Breath Weapon during that time. This ability can't be used if all the mukradi's heads are dormant.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spitting Rage
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Spitting Rage** [Reaction] **Trigger** A creature scores a critical hit on the mukradi. **Effect** The mukradi's Breath Weapon recharges. It can use its Breath Weapon immediately as part of this reaction. It can't use this reaction again until it recharges its Breath Weapon naturally."
- generic_description:
- frequency:
- trigger: A creature scores a critical hit on the mukradi.
- effect: The mukradi's Breath Weapon recharges. It can use its Breath Weapon immediately as part of this reaction. It can't use this reaction again until it recharges its Breath Weapon naturally.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 60
- type: burrow
- - amount: 60
- type: climb
- melee:
- - action_cost: One Action
- name: acid maw
- to_hit: 32
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d12+17
- type: piercing
- plus_damage:
- - formula: 3d6
- type: acid
- - action_cost: One Action
- name: flame maw
- to_hit: 32
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d12+17
- type: piercing
- plus_damage:
- - formula: 3d6
- type: fire
- - action_cost: One Action
- name: shock maw
- to_hit: 32
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d12+17
- type: piercing
- plus_damage:
- - formula: 3d6
- type: electricity
- - action_cost: One Action
- name: leg
- to_hit: 32
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 2d10+17
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail lash
- to_hit: 32
- traits:
- - magical
- - reach 30 feet
- damage:
- formula: 3d10+17
- type: slashing
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - primal
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __primal__) 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. \n\n * **Acid Maw** (__acid__) 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage.\n\n * **Flame Maw** (__fire__) 60-foot cone of fire dealing 16d6 fire damage.\n\n * **Shock Maw** (__electricity__) 120-foot line of electricity dealing 16d6 electricity damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Acid Maw
- action_cost: None
- traits:
- - acid
- description: 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage.
- raw_description: '**Acid Maw** (__acid__) 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flame Maw
- action_cost: None
- traits:
- - fire
- description: 60-foot cone of fire dealing 16d6 fire damage.
- raw_description: '**Flame Maw** (__fire__) 60-foot cone of fire dealing 16d6 fire damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shock Maw
- action_cost: None
- traits:
- - electricity
- description: 120-foot line of electricity dealing 16d6 electricity damage.
- raw_description: '**Shock Maw** (__electricity__) 120-foot line of electricity dealing 16d6 electricity damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pull Apart
- action_cost: Two Actions
- traits:
- description: The mukradi makes two Strikes with different maws against the same target. If both hit, the target takes an extra 2d12+13 slashing damage, with a DC 36 basic Fortitude save. On a critical failure, the creature is torn to pieces and dies. The mukradi's multiple attack penalty increases only after all the attacks are made.
- raw_description: "**Pull Apart** [Two Actions] The mukradi makes two Strikes with different maws against the same target. If both hit, the target takes an extra 2d12+13 slashing damage, with a DC 36 basic Fortitude save. On a critical failure, the creature is torn to pieces and dies. The mukradi's multiple attack penalty increases only after all the attacks are made."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thrash
- action_cost: Two Actions
- traits:
- description: The mukradi Strikes once against each creature in its reach. It can 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.
- raw_description: "**Thrash** [Two Actions] The mukradi Strikes once against each creature in its reach. It can 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, leg, DC 36
- raw_description: '**Trample** [Three Actions] Huge or smaller, leg, DC 36'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mummy Guardian
- source:
- - abbr: Bestiary
- page_start: 240
- page_stop:
- description: >-
- The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically 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 necromantically ensorcelled sarcophagus to await intrusions in the potentially 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 step in the process.
-
-
-
-
- Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone—they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Mummy
- - Undead
- senses:
- - Perception +16
- - darkvision
- languages:
- - Necril
- - plus any one ancient language
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 16
- ability_mods:
- str_mod: 4
- dex_mod: 0
- con_mod: 2
- int_mod: -2
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 10
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 110
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Despair
- action_cost: None
- traits:
- - aura
- - divine
- - emotion
- - enchantment
- - fear
- - incapacitation
- - mental
- description: 30 feet. Living creatures are frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours.
- raw_description: "**Despair** (__aura__, __divine__, __emotion__, __enchantment__, __fear__, __incapacitation__, __mental__) 30 feet. Living creatures are frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 16
- traits:
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: mummy rot
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mummy Rot
- action_cost: None
- traits:
- - curse
- - disease
- - divine
- - necromancy
- - negative
- 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)
- raw_description: "**Mummy Rot** (__curse__, __disease__, __divine__, __necromancy__, __negative__) 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)"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Mummy Pharaoh
- source:
- - abbr: Bestiary
- page_start: 241
- page_stop:
- description: >-
- While mummy guardians are undead crafted from the corpses of sacrificed—usually unwilling victims—and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath is no less awful and painful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Although in most cases a mummy pharaoh is formed from a particularly depraved ruler instructing their priests to perform complex rituals that grant the ruler eternal unlife, a ruler who was filled with incredible anger in life might spontaneously arise from death as a mummy pharaoh without undergoing this ritual. Depending on the nature of the ruler, a mummy pharaoh might have spellcasting or other class features instead of its Attack of Opportunity and disruptive abilities—the exact nature of the abilities the ruler had in life can significantly change or strengthen the mummy pharaoh presented here (which represents the least powerful variety of this deadly undead foe).
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 31
- level: 9
- rarity: Rare
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - Rare
- - LE
- - Medium
- - Mummy
- - Undead
- senses:
- - Perception +20
- - darkvision
- languages:
- - Necril
- - plus any two ancient languages
- skills:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 20
- misc:
- - name: 'Occultism '
- bonus: 15
- misc:
- - name: 'Religion '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 20
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: 0
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- items:
- - +1 striking longspear
- ac: 27
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 15
- ref_misc:
- will: 20
- will_misc:
- misc: +1 status to all saves vs. positive
- hp: 165
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Great Despair
- action_cost: None
- traits:
- - aura
- - divine
- - emotion
- - enchantment
- - fear
- - incapacitation
- - mental
- description: 30 feet. Living creatures are frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 26 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.
- raw_description: "**Great Despair** (__aura__, __divine__, __emotion__, __enchantment__, __fear__, __incapacitation__, __mental__) 30 feet. Living creatures are frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 26 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rejuvenation
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When a mummy pharaoh is destroyed, necromantic energies rebuild its body in its tomb over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. A slain mummy pharaoh can be destroyed for good with a __consecrate__ ritual.
- raw_description: '**Rejuvenation** (__divine__, __necromancy__) When a mummy pharaoh is destroyed, necromantic energies rebuild its body in its tomb over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. A slain mummy pharaoh can be destroyed for good with a __consecrate__ ritual.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Undead Mastery
- action_cost: None
- traits:
- - aura
- - divine
- - necromancy
- description: 100 feet. Commanded or allied undead in the aura that have a lower level than the mummy pharaoh gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
- raw_description: '**Undead Mastery** (__aura__, __divine__, __necromancy__) 100 feet. Commanded or allied undead in the aura that have a lower level than the mummy pharaoh gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: The mummy pharaoh can use Attack of Opportunity when a creature within its reach uses a concentrate action, in addition to its normal trigger. It can disrupt triggering concentrate actions, and it disrupts actions on any hit, not just a critical hit.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 1d10+11
- type: bludgeoning
- plus_damage:
- - formula:
- type: insidious mummy rot
- - action_cost: One Action
- name: longspear
- to_hit: 21
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+11
- type: piercing
- plus_damage:
- - formula:
- type: insidious mummy rot
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Channel Rot
- action_cost: None
- traits:
- - divine
- - necromancy
- description: The mummy pharaoh can deliver insidious mummy rot through melee weapons it wields.
- raw_description: '**Channel Rot** (__divine__, __necromancy__) The mummy pharaoh can deliver insidious mummy rot through melee weapons it wields.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Insidious Mummy Rot
- action_cost: None
- traits:
- - curse
- - disease
- - 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 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)
- raw_description: "**Insidious Mummy Rot** (__curse__, __disease__, __divine__, __necromancy__) 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)"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sandstorm Wrath
- action_cost: Two Actions
- traits:
- - concentrate
- - divine
- - evocation
- - fire
- 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.
- raw_description: "**Sandstorm Wrath** [Two Actions] (__concentrate__, __divine__, __evocation__, __fire__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Muse Phantom
- source:
- - abbr: 'Pathfinder #152: Legacy of the Lost God'
- page_start: 81
- page_stop:
- description: >-
- For performers who die before their time and whose love of the theater is stronger than death's grasp, the show does indeed go on. Such actors rise from the grave to become muse phantoms—undead spirits that haunt opera houses or auditoriums and possess the bodies of living actors to continue their art.
-
-
-
-
- A host is often utterly unaware of being possessed by a muse phantom. Like egotistical parasites, muse phantoms assume command of their unwitting thespian shells only during big shows with packed audiences, and even then the host might chalk up their sudden lack of control to the transcendence of performance, not the nefarious influence of some paranormal entity. In time, a performer's mind can become utterly warped by the spirit's domination, twisting artistic temperament and vanity into evil selfishness and tireless obsession.
-
-
-
-
- **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 22
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 22
- level: 5
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Incorporeal
- - Spirit
- - Undead
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Deception '
- bonus: 14
- misc:
- - name: 'Diplomacy '
- bonus: 14
- misc:
- - name: 'Occultism '
- bonus: 13
- misc:
- - name: 'Performance '
- bonus: 16
- misc:
- - name: 'Theater Lore '
- bonus: 11
- misc:
- perception: 10
- ability_mods:
- str_mod: -5
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- - name: Thespian Aura
- action_cost: None
- traits:
- - aura
- - emotion
- - mental
- - occult
- description: >-
- 30 feet. The muse phantom inspires a supernatural emotional response—either comedy or drama. Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. If the muse phantom is emitting a comedic aura, affected creatures become __clumsy 1__; if it is emitting a dramatic aura, affected creatures instead become __stupefied 1__.
-
-
- The muse phantom can change its aura from comedic to dramatic or vice-versa, or cease or activate this aura, by spending a single action, which has the __concentrate__ trait. A creature possessed by a muse phantom is immune to this aura.
- raw_description: >-
- **Thespian Aura** (__aura__, __emotion__, __mental__, __occult__) 30 feet. The muse phantom inspires a supernatural emotional response—either comedy or drama. Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. If the muse phantom is emitting a comedic aura, affected creatures become __clumsy 1__; if it is emitting a dramatic aura, affected creatures instead become __stupefied 1__.
-
-
- The muse phantom can change its aura from comedic to dramatic or vice-versa, or cease or activate this aura, by spending a single action, which has the __concentrate__ trait. A creature possessed by a muse phantom is immune to this aura.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 13
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 50
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 5
- type: all damage (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance vs. non-magical)
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: phantom hand
- to_hit: 13
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d6+5
- type: negative
- plus_damage:
- ranged:
- - action_cost: One Action
- name: resonating note
- to_hit: 15
- traits:
- - magical
- - range 60 feet
- - sonic
- damage:
- formula: 2d4+5
- type: sonic
- plus_damage:
- spell_lists:
- - name: Occult Spontaneous Spells
- dc: 22
- to_hit: 14
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: hideous laughter
- frequency:
- requirement:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: fear
- frequency:
- requirement:
- - name: mindlink
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: ghost sound
- frequency:
- requirement:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Grand Finale
- action_cost: Three Actions
- traits:
- - mental
- - occult
- description:
- raw_description: "**Grand Finale** [Three Actions] (__mental__, __occult__) **Requirements** The muse phantom's thespian aura is active; **Effect** The muse ceases its thespian aura and deals 4d8 mental damage to creatures in a 30-foot burst, including the creature it is possessing, if any (DC 22 basic Will save). Creatures that fail their Will saves are __fascinated__ by the muse phantom for 1 minute. The muse phantom can't use Grand Finale again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect: The muse phantom's thespian aura is active
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Muse Possession
- action_cost: Two Actions
- traits:
- description: The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 20), except the duration is 1d4 hours, and since the phantom muse doesn't have a physical body, it is unaffected by that restriction of the spell. If the target is at least trained in __Performance__, the DC of this ability is 24.
- raw_description: "**Muse Possession** [Two Actions] The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 20), except the duration is 1d4 hours, and since the phantom muse doesn't have a physical body, it is unaffected by that restriction of the spell. If the target is at least trained in __Performance__, the DC of this ability is 24."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Muurfeli
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 78
- page_stop:
- description: >-
- Whereas typical __djinn__ can cleanse or clear areas with their arcane winds, the air magic of muurfeli is tainted by the Black Desert's noxious radiation and mixed with the realm's ambient fetid winds.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 40
- level: 16
- rarity: Rare
- type: Creature
- alignment: CN
- size: Large
- traits:
- - Rare
- - CN
- - Large
- - Air
- - Elemental
- - Genie
- senses:
- - Perception +30
- - darkvision
- - detect magic
- languages:
- - Auran
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Arcana '
- bonus: 27
- misc:
- - name: 'Athletics '
- bonus: 31
- misc:
- - name: 'Deception '
- bonus: 28
- misc:
- - name: 'Stealth '
- bonus: 31
- misc:
- perception: 30
- ability_mods:
- str_mod: 7
- dex_mod: 9
- con_mod: 5
- int_mod: 5
- wis_mod: 3
- cha_mod: 6
- sense_abilities:
- items:
- - +2 greater striking scimitar
- ac: 39
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 31
- ref_misc:
- will: 27
- will_misc:
- misc:
- hp: 300
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: fire
- - amount: 15
- type: poison
- weaknesses:
- - amount: 10
- type: cold
- automatic_abilities:
- - name: Firedamp Winds
- action_cost: None
- traits:
- - air
- - aura
- description: 30 feet, DC 33. Swirling winds of noxious, flammable gas surround a muurfeli. An open flame, spark, or similar fire effect in the area causes an explosion that deals 20d6 fire damage to all creatures in the aura (including the muurfeli) and temporarily disables the aura for 1 minute. When the muurfeli takes damage from an ability with the __water__ trait or fails a saving throw against a water effect, their firedamp winds aura is disabled for 1 minute. A creature that enters or begins its turn in the aura must attempt a Fortitude save.
- raw_description: '**Firedamp Winds** (__air__, __aura__) 30 feet, DC 33. Swirling winds of noxious, flammable gas surround a muurfeli. An open flame, spark, or similar fire effect in the area causes an explosion that deals 20d6 fire damage to all creatures in the aura (including the muurfeli) and temporarily disables the aura for 1 minute. When the muurfeli takes damage from an ability with the __water__ trait or fails a saving throw against a water effect, their firedamp winds aura is disabled for 1 minute. A creature that enters or begins its turn in the aura must attempt a Fortitude save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The creature is unaffected.
- raw_description: '**Critical Success** The creature is unaffected.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The creature is __sickened 1__.
- raw_description: '**Success** The creature is __sickened 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The creature is sickened 2.
- raw_description: '**Failure** The creature is sickened 2.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: The creature is sickened 2 and __fatigued__.
- raw_description: '**Critical Failure** The creature is sickened 2 and __fatigued__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 29
- traits:
- - agile
- - finesse
- - magical
- - nonlethal
- - reach 10 feet
- damage:
- formula: 3d10+15
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: poison
- - action_cost: One Action
- name: scimitar
- to_hit: 31
- traits:
- - forceful
- - magical
- - reach 10 feet
- - sweep
- damage:
- formula: 3d6+17
- type: slashing
- plus_damage:
- - formula: 2d6
- type: poison
- ranged:
- - action_cost: One Action
- name: fetid winds
- to_hit: 31
- traits:
- - air
- - evocation
- - magical
- - poison
- - range increment 20 feet
- damage:
- formula: 2d8+7
- type: bludgeoning
- plus_damage:
- - formula: 2d8+5
- type: poison
- spell_lists:
- - name: Arcane Innate Spells
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: cloudkill
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: illusory creature
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: burning hands
- frequency: at will
- requirement:
- - name: gaseous form
- frequency:
- requirement:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: enhance victuals
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - polymorph
- - transmutation
- description: The muurfeli can take on the form of an owl. The owl form always looks the same, but the muurfeli can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to slashing).
- raw_description: "**__Change Shape__** (__arcane__, __concentrate__, __polymorph__, __transmutation__) The muurfeli can take on the form of an owl. The owl form always looks the same, but the muurfeli can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to slashing)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nabasu
- source:
- - abbr: Bestiary 2
- page_start: 66
- page_stop:
- description: >-
- Nabasus are birthed directly into the Material Plane from the __Abyss__, an invasive infestation that releases the newly formed and ravenously hungry demons directly into the midst of their favored prey: mortal life. Nabasus feed on sapient creatures, but they never quite manage to sate their eternal hunger, even as they grow more and more powerful. Once they have sufficiently feasted, the demons become worthy to make the return trip to the Abyss, where they undergo a vile transformation, finally digesting their accumulated meals and deforming further into powerful __vrolikais__.
-
-
-
-
- Nabasus form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Demon
- - Fiend
- senses:
- - Perception +17
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Arcana '
- bonus: 16
- misc:
- - name: 'Religion '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 17
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 6
- int_mod: 2
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 16
- ref_misc:
- will: 16
- will_misc:
- misc: +1 to all saves vs. magic
- hp: 165
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- - amount: 5
- type: good
- automatic_abilities:
- - name: Death-Stealing Gaze
- action_cost: None
- traits:
- - aura
- - divine
- - necromancy
- - visual
- description: 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 23 Fortitude save. If it fails, it becomes __drained 1__.
- raw_description: '**Death-Stealing Gaze** (__aura__, __divine__, __necromancy__, __visual__) 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 23 Fortitude save. If it fails, it becomes __drained 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Starvation Vulnerability
- action_cost: None
- traits:
- description: A nabasu denied food suffers painful backlash as their demonic nature feeds on their own corrupted spirituality. If a nabasu's Consume Death is disrupted (such as by a fighter using __Disruptive Stance__) or a creature resists the effect with a critical success, the nabasu takes 4d6 __mental__ damage.
- raw_description: "**Starvation Vulnerability** A nabasu denied food suffers painful backlash as their demonic nature feeds on their own corrupted spirituality. If a nabasu's Consume Death is disrupted (such as by a fighter using __Disruptive Stance__) or a creature resists the effect with a critical success, the nabasu takes 4d6 __mental__ damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- - evil
- - magical
- damage:
- formula: 2d12+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- - evil
- - magical
- damage:
- formula: 2d8+9
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: grim tendrils
- frequency:
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - name: vampiric touch
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Consume Death
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - necromancy
- - visual
- description: "The nabasu focuses their death-stealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze. \n\n**Critical Success **The creature is unaffected and the nabasu suffers starvation vulnerability. \n\n**Success **The creature is unaffected. \n\n**Failure **The creature is affected by deathstealing gaze and becomes __drained 1__. If the creature was already drained 1 by the death-stealing gaze before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of drained 4. The nabasu gains 10 temporary Hit Points, and the drained creature is temporarily immune until the start of the nabasu's next turn. \n\n**Critical Failure **As failure, but the creature increases the amount of drain by 2."
- raw_description: "**Consume Death** (__concentrate__, __divine__, __necromancy__, __visual__) The nabasu focuses their death-stealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze. \n\n**Critical Success **The creature is unaffected and the nabasu suffers starvation vulnerability. \n\n**Success **The creature is unaffected. \n\n**Failure **The creature is affected by deathstealing gaze and becomes __drained 1__. If the creature was already drained 1 by the death-stealing gaze before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of drained 4. The nabasu gains 10 temporary Hit Points, and the drained creature is temporarily immune until the start of the nabasu's next turn. \n\n**Critical Failure **As failure, but the creature increases the amount of drain by 2."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stolen Death
- action_cost: None
- traits:
- description: A creature that dies while suffering drain from a nabasu's death-stealing gaze rises as a __ghoul__ the next midnight.
- raw_description: "**Stolen Death** A creature that dies while suffering drain from a nabasu's death-stealing gaze rises as a __ghoul__ the next midnight."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Naiad Queen
- source:
- - abbr: Bestiary
- page_start: 248
- page_stop:
- description: >-
- Naiad queens rule over pristine wildernesses centered on untouched 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.
-
-
-
-
- Most naiad queens treat those who respect their domains with kindness, but they are fierce and quick in eliminating foes. Their blinding beauty and breadth of offensive spells make naiad queens fierce opponents if forced into a fight.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - Uncommon
- - CG
- - Medium
- - Amphibious
- - Fey
- - Nymph
- - Water
- senses:
- - Perception +18
- - low-light vision
- - speak with animals
- languages:
- - Common
- - Elven
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 9
- misc: +13 to Swim
- - name: 'Diplomacy '
- bonus: 20
- misc:
- - name: 'Medicine '
- bonus: 15
- misc:
- - name: 'Nature '
- bonus: 15
- misc:
- - name: 'Performance '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 18
- ability_mods:
- str_mod: 0
- dex_mod: 5
- con_mod: 4
- int_mod: 3
- wis_mod: 4
- cha_mod: 7
- sense_abilities:
- - name: Tied to the Land
- action_cost: None
- traits:
- description:
- raw_description: '**Tied to the Land**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wild Empathy
- action_cost: None
- traits:
- description: The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.
- raw_description: '**Wild Empathy** The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 18
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 100
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- - amount: 10
- type: cold iron
- automatic_abilities:
- - name: Nymph's Beauty
- action_cost: None
- traits:
- - aura
- - emotion
- - enchantment
- - mental
- - primal
- - visual
- description: 30 feet. DC 23. On a failed save, the target is stunned 1 for this turn and whenever it begins its turn within 30 feet of the naiad queen for the next 24 hours, even if it can't see her on subsequent turns.
- raw_description: "**Nymph's Beauty** (__aura__, __emotion__, __enchantment__, __mental__, __primal__, __visual__) 30 feet. DC 23. On a failed save, the target is stunned 1 for this turn and whenever it begins its turn within 30 feet of the naiad queen for the next 24 hours, even if it can't see her on subsequent turns."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: aqueous fist
- to_hit: 17
- traits:
- - agile
- - finesse
- - magical
- - water
- damage:
- formula: 2d6+6
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Prepared Spells
- dc: 28
- to_hit: 18
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: heal
- frequency:
- requirement:
- - name: summon animal
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: earthbind
- frequency:
- requirement:
- - name: haste
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: animal messenger
- frequency:
- requirement:
- - name: faerie fire
- frequency:
- requirement:
- - name: tree shape
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: fleet step
- frequency:
- requirement:
- - name: gust of wind
- frequency:
- requirement:
- - name: negate aroma
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: guidance
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- - name: stabilize
- frequency:
- requirement:
- - name: Primal Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: tidal surge
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: create water
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - polymorph
- - primal
- - transmutation
- description:
- raw_description: '**Change Shape** (__polymorph__, __primal__, __transmutation__)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focus Beauty
- action_cost: One Action
- traits:
- - emotion
- - enchantment
- - incapacitation
- - mental
- - primal
- - visual
- 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 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.
- raw_description: "**Focus Beauty** (__emotion__, __enchantment__, __incapacitation__, __mental__, __primal__, __visual__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inspiration
- action_cost: Three Actions
- traits:
- - emotion
- - enchantment
- - mental
- - primal
- description:
- raw_description: '**Inspiration** [Three Actions] (__emotion__, __enchantment__, __mental__, __primal__)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Water Healing
- action_cost: Two Actions
- traits:
- - concentrate
- - healing
- - necromancy
- - primal
- description: While within any body of water in her domain, the naiad queen heals 28 Hit Points every 10 minutes.
- raw_description: '**Water Healing** [Two Actions] (__concentrate__, __healing__, __necromancy__, __primal__) While within any body of water in her domain, the naiad queen heals 28 Hit Points every 10 minutes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Naiad
- source:
- - abbr: Bestiary
- page_start: 246
- page_stop:
- 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' 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 forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - CG
- - Medium
- - Amphibious
- - Fey
- - Nymph
- - Water
- senses:
- - Perception +6
- - low-light vision
- languages:
- - Common
- - Elven
- - Sylvan
- - speak with animals
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 3
- misc:
- - name: 'Diplomacy '
- bonus: 7
- misc:
- - name: 'Nature '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 4
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 0
- int_mod: 1
- wis_mod: 1
- cha_mod: 4
- sense_abilities:
- - name: Wild Empathy
- action_cost: None
- traits:
- description: The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.
- raw_description: '**Wild Empathy** The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 3
- fort_misc:
- ref: 6
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount: 3
- type: fire
- weaknesses:
- - amount: 3
- type: cold iron
- automatic_abilities:
- - name: Water Dependent
- action_cost: None
- traits:
- description: A naiad bonds to a spring, pool, pond, or similar-sized water feature. While within 300 feet of her bonded body of water, she can use her innate tidal surge at will. She doesn't recover Hit Points or reduce the drained condition when resting beyond that range. Unlike most other nymphs, she doesn't suffer penalties from being apart from her bonded body of water. A naiad can perform a 24-hour ritual to bond herself to a new body of water.
- raw_description: "**Water Dependent** A naiad bonds to a spring, pool, pond, or similar-sized water feature. While within 300 feet of her bonded body of water, she can use her innate tidal surge at will. She doesn't recover Hit Points or reduce the drained condition when resting beyond that range. Unlike most other nymphs, she doesn't suffer penalties from being apart from her bonded body of water. A naiad can perform a 24-hour ritual to bond herself to a new body of water."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: aqueous fist
- to_hit: 8
- traits:
- - agile
- - finesse
- - magical
- - water
- damage:
- formula: 1d6
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: create water
- frequency:
- requirement:
- - name: tidal surge
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: speak with animals
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Water Healing
- action_cost: Two Actions
- traits:
- - concentrate
- - healing
- - necromancy
- - primal
- description: While within her bonded body of water (see water dependent above), the naiad heals 1 Hit Point every 10 minutes.
- raw_description: '**Water Healing** [Two Actions] (__concentrate__, __healing__, __necromancy__, __primal__) While within her bonded body of water (see water dependent above), the naiad heals 1 Hit Point every 10 minutes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nalfeshnee
- source:
- - abbr: Bestiary 2
- page_start: 68
- page_stop:
- description: >-
- Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals. Few demons understand the inner workings of the __Abyss__ itself like nalfeshnees, and it's not unusual for a nalfeshnee to see itself as a servitor of the Abyss itself first rather than bow before a demon lord. Some claim stewardship over the fleshy realms that birth new demons, while others guard sites of particular significance deep in the plane's secret reaches. A nalfeshnee's realm in the Abyss can easily surpass the strength and size of the largest mortal kingdoms, for nalfeshnees display a singular gift for managing and manipulating the chaos of the Abyss.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - CE
- - Huge
- - Demon
- - Fiend
- senses:
- - Perception +25
- - darkvision
- - true seeing
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Abyss Lore '
- bonus: 25
- misc:
- - name: 'Arcana '
- bonus: 25
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- - name: 'Deception '
- bonus: 26
- misc:
- - name: 'Diplomacy '
- bonus: 24
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Religion '
- bonus: 25
- misc:
- perception: 25
- ability_mods:
- str_mod: 8
- dex_mod: 2
- con_mod: 8
- int_mod: 5
- wis_mod: 5
- cha_mod: 4
- sense_abilities:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 22
- ref_misc:
- will: 23
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 365
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 15
- type: cold iron
- - amount: 15
- type: good
- automatic_abilities:
- - name: Forfeiture Aversion
- action_cost: None
- traits:
- description: A nalfeshnee's greed is such that losing possessions causes them harm. If an item is stolen from a nalfeshnee, the demon takes 3d6+10 __mental__ damage.
- raw_description: "**Forfeiture Aversion** A nalfeshnee's greed is such that losing possessions causes them harm. If an item is stolen from a nalfeshnee, the demon takes 3d6+10 __mental__ damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Greedy Grab
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Greedy Grab [Reaction]** **Trigger **A creature critically fails a weapon Strike against the nalfeshnee; **Effect **The nalfeshnee attempts to __Disarm__ the weapon used in the triggering Strike at a -2 circumstance penalty. On a success, the nalfeshnee steals the weapon.'
- generic_description:
- frequency:
- trigger: A creature critically fails a weapon Strike against the nalfeshnee
- effect: The nalfeshnee attempts to __Disarm__ the weapon used in the triggering Strike at a -2 circumstance penalty. On a success, the nalfeshnee steals the weapon.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 29
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 3d12+14
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 29
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 3d8+14
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 34
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: dispel magic
- frequency: at will
- requirement:
- - name: divine wrath
- frequency: at will
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: illusory object
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 34
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Claim Wealth
- action_cost: One Action
- traits:
- - conjuration
- - divine
- - extradimensional
- description: The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can __Interact__ to regurgitate any number of these items into their hand or onto the ground. If the demon dies, is affected by a __teleportation__ effect, or consumes an extradimensional space (such as a __bag of holding__), they vomit up all the items.
- raw_description: '**Claim Wealth** (__conjuration__, __divine__, __extradimensional__) The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can __Interact__ to regurgitate any number of these items into their hand or onto the ground. If the demon dies, is affected by a __teleportation__ effect, or consumes an extradimensional space (such as a __bag of holding__), they vomit up all the items.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Light of Avarice
- action_cost: Two Actions
- traits:
- - divine
- - enchantment
- - light
- - mental
- description:
- raw_description: "**Light of Avarice** [Two Actions] (__divine__, __enchantment__, __light__, __mental__) **Frequency **once per hour; **Effect **Beams of unholy light shoot from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a successful DC 34 Reflex save. For 1 minute, the affected items glow in nauseating colors. Any non-demon is __sickened 2__ and __slowed 1__ as long as it holds, wears, or touches a glowing item. Recovering from the sickness requires a successful DC 29 Will save instead of a Fortitude save. Ending the sickness this way ends the slowed condition and makes the creature temporarily immune to Light of Avarice for 24 hours. If the creature removes or drops the item, both conditions end immediately but the creature doesn't become immune to Light of Avarice."
- generic_description:
- frequency: once per hour
- trigger:
- effect: Beams of unholy light shoot from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a successful DC 34 Reflex save. For 1 minute, the affected items glow in nauseating colors. Any non-demon is __sickened 2__ and __slowed 1__ as long as it holds, wears, or touches a glowing item. Recovering from the sickness requires a successful DC 29 Will save instead of a Fortitude save. Ending the sickness this way ends the slowed condition and makes the creature temporarily immune to Light of Avarice for 24 hours. If the creature removes or drops the item, both conditions end immediately but the creature doesn't become immune to Light of Avarice.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Naunet
- source:
- - abbr: Bestiary
- page_start: 267
- page_stop:
- description: >-
- Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file troops of protean armies. Resembling a thick salamander with a wide head, a powerful tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are the most bestial of the proteans and occupy one of their lowest castes. Naunets are 12 feet long and weigh 900 pounds.
-
-
-
-
- All proteans are prone to unpredictable fits and unexpected action, but compared to most others, naunets are much more bestial. Always ready for a fight, naunets pride themselves in acting swiftly and striking before unpleasant distractions like diplomacy can blunt a combat's beginning.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CN
- size: Large
- traits:
- - CN
- - Large
- - Monitor
- - Protean
- senses:
- - Perception +14
- - entropy sense (imprecise) 30 feet
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Protean
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 5
- int_mod: 0
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- - name: Entropy Sense
- action_cost: None
- traits:
- - divination
- - divine
- - prediction
- description: A naunet can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.
- raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) A naunet can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 14
- ref_misc:
- will: 12
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 120
- hp_misc: fast healing 2
- immunities:
- resistances:
- - amount: 5
- type: precision
- - amount: 10
- type: protean anatomy
- weaknesses:
- - amount: 5
- type: lawful
- automatic_abilities:
- - name: Protean Anatomy
- action_cost: None
- traits:
- - divine
- - transmutation
- description: >-
- A naunet's vital organs shift and change shape and position constantly. Immediately after the naunet takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The naunet is immune to polymorph effects unless it is a willing target. If blinded or deafened, the naunet automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- raw_description: >-
- **Protean Anatomy** (__divine__, __transmutation__) A naunet's vital organs shift and change shape and position constantly. Immediately after the naunet takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The naunet is immune to polymorph effects unless it is a willing target. If blinded or deafened, the naunet automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 30
- type: fly
- - amount: 25
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 18
- traits:
- - chaotic
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+8
- type: piercing
- plus_damage:
- - formula: 1d6
- type: chaotic
- - action_cost: One Action
- name: tail
- to_hit: 18
- traits:
- - chaotic
- - magical
- - reach 15 feet
- damage:
- formula: 2d8+8
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: chaotic and Grab
- - action_cost: One Action
- name: tentacle
- to_hit: 18
- traits:
- - agile
- - chaotic
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: chaotic and confounding slam
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 26
- to_hit: 16
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: acid arrow
- frequency:
- requirement:
- - name: solid fog
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: shatter
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, lawful only
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Adaptive Strike
- action_cost: Free Action
- traits:
- - divine
- - polymorph
- - transmutation
- description: The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again.
- raw_description: '**Adaptive Strike** [Free Action] (__divine__, __polymorph__, __transmutation__) The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- 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 damage bonuses with its Strikes but might change the damage type its Strikes deal.
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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 damage bonuses with its Strikes but might change the damage type its Strikes deal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Confounding Slam
- action_cost: None
- traits:
- - divine
- - emotion
- - enchantment
- - mental
- 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.
- raw_description: "**Confounding Slam** (__divine__, __emotion__, __enchantment__, __mental__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+8 bludgeoning, DC 26
- raw_description: '**__Constrict__** 1d8+8 bludgeoning, DC 26'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Necrophidius
- source:
- - abbr: Bestiary 2
- page_start: 180
- page_stop:
- description: >-
- Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking constructs are often crafted by evil or macabre creators seeking to imbue their guardians with a frightening aesthetic.
-
-
-
-
- Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid creature. Some death cults or particularly cruel crafters seek out the skulls of specific individuals against whom they bear grudges to provide the head for their necrophidius. The final step of the construction is the alteration of the teeth and jaws to give the creature a more serpentine visage, complete with fangs.
-
-
-
-
- If a necrophidius's creator dies, the construct follows the last series of commands it was given. If it cannot do so, the necrophidius aimlessly wanders the area near where it last served its creator and attacks any creatures it encounters. Some believe that those who know the secrets of a necrophidius's origins can command it, provided its original creator no longer exists and no one else currently commands it. There are also a number of reports concerning strangely aware and intelligent necrophidiuses that roam with a purpose and track down or hunt specific living creatures they interpret as the targets of former assassination missions.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Construct
- - Mindless
- senses:
- - Perception +9
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 9
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 0
- int_mod: -5
- wis_mod: 2
- cha_mod: -5
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 11
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 5
- type: bludgeoning
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- - agile
- - finesse
- damage:
- formula: 1d10+3
- type: piercing
- plus_damage:
- - formula:
- type: necrophidic paralysis
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dance of Death
- action_cost: Three Actions
- traits:
- - enchantment
- - mental
- - occult
- - visual
- description: "The necrophidius sways, its serpentine form undulating and clattering in a hypnotic rhythm. Each creature that witnesses the dance must attempt a DC 18 Will save. \n\n"
- raw_description: "**Dance of Death** [Three Actions] (__enchantment__, __mental__, __occult__, __visual__) The necrophidius sways, its serpentine form undulating and clattering in a hypnotic rhythm. Each creature that witnesses the dance must attempt a DC 18 Will save. \n\n**Critical Success** The creature is unaffected and is temporarily immune for 24 hours. \n\n**Success** The creature is unnerved by the swaying and becomes __flat-footed__ until the end of the necrophidius's next turn. \n\n**Failure** The creature is distracted by the swaying, becoming __stunned 1__. After it recovers, it is flat-footed until the end of the necrophidius's next turn. \n\n**Critical Failure** As failure, but stunned 3."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is temporarily immune for 24 hours.
- success: The creature is unnerved by the swaying and becomes flat-footed until the end of the necrophidius's next turn.
- failure: The creature is distracted by the swaying, becoming stunned 1. After it recovers, it is flat-footed until the end of the necrophidius's next turn.
- critical_failure: As failure, but stunned 3.
- full_description:
- - name: Necrophidic Paralysis
- action_cost: None
- traits:
- - incapacitation
- - occult
- - necromancy
- description: A living creature bitten by a necrophidius must succeed at a DC 20 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 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours.
- raw_description: '**Necrophidic Paralysis** (__incapacitation__, __occult__, __necromancy__) A living creature bitten by a necrophidius must succeed at a DC 20 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 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Neothelid
- source:
- - abbr: Bestiary 2
- page_start: 181
- page_stop:
- description: >-
- This gigantic, mauve worm has a hooked mouth with multiple circular bands of teeth and four barbed tongues. A wielder of terrible occult powers and a vast alien intellect, the neothelid serves the ageless horrors that dwell in strange dimensions beyond known reality—the Outer Gods and Great Old Ones of the Elder Mythos. Neothelids pass down these mysteries to the eerie wormlike creatures they spawn and create in preparation for a future where the worms below shall rule—a time when all other life is nothing more than food.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 36
- level: 15
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Uncommon
- - CE
- - Gargantuan
- - Aberration
- senses:
- - Perception +29
- - greater darkvision
- - thoughtsense 100 feet
- languages:
- - Aklo
- - Alghollthu
- - Undercommon
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- - name: 'Deception '
- bonus: 29
- misc:
- - name: 'Diplomacy '
- bonus: 27
- misc:
- - name: 'Intimidation '
- bonus: 29
- misc:
- - name: 'Occultism '
- bonus: 29
- misc:
- perception: 29
- ability_mods:
- str_mod: 9
- dex_mod: 4
- con_mod: 6
- int_mod: 8
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- - name: Thoughtsense
- action_cost: None
- traits:
- - divination
- - mental
- - occult
- description: The neothelid uses its mind as a precise sense at the listed range to notice all non-__mindless__ creatures.
- raw_description: '**Thoughtsense** (__divination__, __mental__, __occult__) The neothelid uses its mind as a precise sense at the listed range to notice all non-__mindless__ creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 23
- ref_misc:
- will: 29
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 345
- hp_misc:
- immunities:
- - acid
- resistances:
- - amount: 15
- type: mental
- weaknesses:
- - amount: 15
- type: cold iron
- automatic_abilities:
- - name: Dimensional Wormhole
- action_cost: Reaction
- traits:
- - conjuration
- - occult
- - teleportation
- description:
- raw_description: "**Dimensional Wormhole [Reaction]** (__conjuration__, __occult__, __teleportation__) **Trigger** A creature the neothelid is aware of uses a __teleportation__ effect; **Effect** The neothelid creates an extradimensional wormhole at the triggering creature's initial location that persists for up to 1 minute. If the neothelid moves into the wormhole's space, the neothelid teleports to the same destination as the triggering creature."
- generic_description:
- frequency:
- trigger: A creature the neothelid is aware of uses a __teleportation__ effect
- effect: The neothelid creates an extradimensional wormhole at the triggering creature's initial location that persists for up to 1 minute. If the neothelid moves into the wormhole's space, the neothelid teleports to the same destination as the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 28
- traits:
- - reach 15 feet
- damage:
- formula: 3d12+13
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: rasping tongue
- to_hit: 28
- traits:
- - agile
- - fatal d10
- - reach 25 feet
- damage:
- formula: 3d8+13
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 38
- to_hit: 30
- misc: ''
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - name: summon entity
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: phantasmal calamity
- frequency:
- requirement:
- - name: teleport
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: scrying
- frequency: ×3
- requirement:
- - name: suggestion
- frequency: at will
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: mind probe
- frequency: at will
- requirement:
- - name: telekinetic haul
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 8
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: geas
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: inveigle
- frequency:
- requirement:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - evocation
- - occult
- description: The neothelid breathes a spray of acid that deals 16d6 acid damage in a 60-foot cone (DC 38 basic Reflex save). The neothelid can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__acid__, __evocation__, __occult__) The neothelid breathes a spray of acid that deals 16d6 acid damage in a 60-foot cone (DC 38 basic Reflex save). The neothelid can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Instant Suggestion
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Instant Suggestion** [Reaction] **Trigger** A creature fails a Will save against a spell or effect created by the neothelid; **Effect** The neothelid casts a __suggestion__ spell it has available on the creature that failed its Will save.'
- generic_description:
- frequency:
- trigger: A creature fails a Will save against a spell or effect created by the neothelid
- effect: The neothelid casts a __suggestion__ spell it has available on the creature that failed its Will save.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lashing Tongues
- action_cost: Two Actions
- traits:
- description: The neothelid's four tongues lash out in a frenzy at several targets. It makes up to four rasping tongue Strikes, each against a different target. These attacks count toward the neothelid's multiple attack penalty, but the multiple attack penalty doesn't increase until after the neothelid makes all of its attacks.
- raw_description: "**Lashing Tongues** [Two Actions] The neothelid's four tongues lash out in a frenzy at several targets. It makes up to four rasping tongue Strikes, each against a different target. These attacks count toward the neothelid's multiple attack penalty, but the multiple attack penalty doesn't increase until after the neothelid makes all of its attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- description: Large, 2d12 bludgeoning plus 2d12 acid, Rupture 27
- raw_description: '**Swallow Whole** Large, 2d12 bludgeoning plus 2d12 acid, Rupture 27'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nereid
- source:
- - abbr: Bestiary 2
- page_start: 182
- page_stop:
- description: >-
- Nereids are aquatic fey with deep ties to water. They share some similarities with naiads, but they are not guardians and do not bind themselves to a specific body of water. Although they are primarily aquatic creatures, their unique ability to imbue their vitality into a supernatural shawl allows them to travel on land as well. A nereid must be careful when manifesting a shawl, however, as their life essence is bound to it, so it can be stolen or destroyed to threaten the nereid.
-
-
-
-
- Nereids prefer to exist in isolation. Left to their own devices, they avoid combat, but when forced to fight, their ability to transform the natural waters in their flesh into poison serves them as well as any weapon.
-
-
-
-
- Often, ignorant sailors lump all water-dwelling fey into a single category of "aquatic tempters," regardless of the fey's type or gender, using these creatures' names interchangeably to represent the concept of a beautiful figure who exists to lure mortals to a drowning death. Whereas naiads have more patience and often seek to educate the ignorant regarding the harm that stereotypes can cause, nereids and rusalkas have little patience for such methods. Rusalkas are the primary source for the legends of fey preying upon sailors, and nereids loathe them for that, as they prefer to live apart from humanity and enjoy the beauty of the natural world in peace.
-
-
-
-
- When a nereid learns of a rusalka's increased activity, it often seeks out the rusalka to route them—not so much out of an urge to protect humanoids (in whom nereids traditionally have little interest), but to prevent the rusalka from inadvertently riling up violent responses from humanoids who can't be bothered to note the difference between a murderous fey and one who just wants to be left alone.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - CN
- - Medium
- - Aquatic
- - Fey
- - Water
- senses:
- - Perception +20
- - low-light vision
- languages:
- - Aquan
- - Common
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 12
- misc: +18 to Swim
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 22
- misc:
- perception: 20
- ability_mods:
- str_mod: 0
- dex_mod: 7
- con_mod: 5
- int_mod: 3
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 22
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - poison
- resistances:
- - amount: 10
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Watery Transparency
- action_cost: None
- traits:
- - primal
- - transmutation
- - water
- description: When underwater, the nereid's body is __invisible__. The nereid can dismiss or resume this transparency as an action that has the __concentrate__ trait.
- raw_description: "**Watery Transparency** (__primal__, __transmutation__, __water__) When underwater, the nereid's body is __invisible__. The nereid can dismiss or resume this transparency as an action that has the __concentrate__ trait."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: poisonous touch
- to_hit: 23
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 6d6
- type: poison
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: summon elemental
- frequency: water elementals only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency:
- requirement:
- - name: elemental form
- frequency: ×3, water only 4th suggestion
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Drowning Touch
- action_cost: Two Actions
- traits:
- - conjuration
- - incapacitation
- - primal
- - water
- description: "The nereid touches a creature and causes water from its own body to flow into the creature's lungs. If the creature cannot breathe water, it must attempt a DC 29 Fortitude save. \n\n"
- raw_description: "**Drowning Touch** [Two Actions] (__conjuration__, __incapacitation__, __primal__, __water__) The nereid touches a creature and causes water from its own body to flow into the creature's lungs. If the creature cannot breathe water, it must attempt a DC 29 Fortitude save. \n\n**Success** The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours. \n\n**Failure** The creature becomes __sickened 3__ as it chokes on the water. \n\n**Critical Failure** The creature chokes on the water and runs out of air. It falls unconscious and starts __drowning__. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours.
- failure: The creature becomes sickened 3 as it chokes on the water.
- critical_failure: The creature chokes on the water and runs out of air. It falls unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.
- full_description:
- - name: Manifest Shawl
- action_cost: Three Actions
- traits:
- - conjuration
- - primal
- description: The nereid divests themself of part of their connection to the __First World__ and imbues this essence into a flowing shawl that enables them to function on land. The nereid can Dismiss this effect as long as they are touching the shawl. As long as the shawl exists, the nereid gains the __amphibious__ trait. A nonnereid who carries the shawl also gains the amphibious trait. If a nereid's shawl is destroyed rather than Dismissed, the nereid can't Manifest a Shawl for 24 hours.
- raw_description: "**Manifest Shawl** [Three Actions] (__conjuration__, __primal__) The nereid divests themself of part of their connection to the __First World__ and imbues this essence into a flowing shawl that enables them to function on land. The nereid can Dismiss this effect as long as they are touching the shawl. As long as the shawl exists, the nereid gains the __amphibious__ trait. A nonnereid who carries the shawl also gains the amphibious trait. If a nereid's shawl is destroyed rather than Dismissed, the nereid can't Manifest a Shawl for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nessian Warhound
- source:
- - abbr: Bestiary
- page_start: 205
- page_stop:
- description: >-
- Believed to be bred by the Prince of Darkness himself within vast kennels in the infernal realm of Nessus, Nessian warhounds are the favored guards and hunting hounds of powerful fiends and, rarely, those mortals who worship them and have earned their favor.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 26
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Beast
- - Fiend
- - Fire
- senses:
- - Perception +19
- - darkvision
- - scent (imprecise) 120 feet
- languages:
- - Infernal
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 20
- misc: +22 to Track
- perception: 19
- ability_mods:
- str_mod: 6
- dex_mod: 5
- con_mod: 5
- int_mod: -2
- wis_mod: 4
- cha_mod: -2
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 19
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 150
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Hellish Revenge
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Hellish Revenge** [Reaction] **Trigger** The Nessian warhound is critically hit by any Strike. **Effect** The Nessian warhound's Breath Weapon recharges. It can immediately use it as part of this reaction."
- generic_description:
- frequency:
- trigger: The Nessian warhound is critically hit by any Strike.
- effect: The Nessian warhound's Breath Weapon recharges. It can immediately use it as part of this reaction.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - magical
- damage:
- formula: 2d8+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and 2d6 fire
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: One Action
- traits:
- - divine
- - evocation
- - fire
- 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 again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges.
- raw_description: "**Breath Weapon** (__divine__, __evocation__, __fire__) 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 again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Night Hag
- source:
- - abbr: Bestiary
- page_start: 202
- page_stop:
- description: >-
- Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as heartstones. They haunt 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.
-
-
-
-
- A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can't fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are nightmares, with whom they share a special bond. Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Fiend
- - Hag
- - Humanoid
- senses:
- - Perception +18
- - darkvision
- languages:
- - Abyssal
- - Aklo
- - Celestial
- - Common
- - Infernal
- skills:
- - name: 'Arcana '
- bonus: 18
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Diplomacy '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Occultism '
- bonus: 20
- misc:
- - name: 'Religion '
- bonus: 20
- misc:
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 4
- con_mod: 6
- int_mod: 4
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- - name: Coven
- action_cost: None
- traits:
- description: A night hag adds __dominate__, __nightmare__, __scrying__, and __spellwrack__ to her coven's spells.
- raw_description: "**Coven** A night hag adds __dominate__, __nightmare__, __scrying__, and __spellwrack__ to her coven's spells."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Nightmare Rider
- action_cost: None
- traits:
- 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.
-
- raw_description: >+
- **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.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - heartstone
- ac: 28
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 17
- ref_misc:
- will: 18
- will_misc:
- misc: +2 status to all saves vs. magic, -2 to all saves if the night hag does not have her heartstone
- hp: 170
- hp_misc:
- immunities:
- - sleep
- resistances:
- - amount: 10
- type: mental
- weaknesses:
- - amount: 10
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- - magical
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and Abyssal plague
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- - magical
- damage:
- formula: 2d10+8
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: bind soul
- frequency: at will, from heartstone
- requirement:
- - name: ethereal jaunt
- frequency: at will, from heartstone
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: dream council
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: nightmare
- frequency:
- requirement:
- - name: shadow blast
- frequency: x2, from heartstone
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dream message
- frequency: at will
- requirement:
- - name: magic missile
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ray of enfeeblement
- frequency: at will
- requirement:
- - name: sleep
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 3
- spells:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: detect alignment
- frequency: all alignments simultaneously
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Abyssal Plague
- action_cost: None
- traits:
- - disease
- 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)
- raw_description: "**Abyssal Plague** (__disease__) 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)"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- 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, but might change the damage type her Strikes deal (typically to bludgeoning).
- raw_description: "**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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, but might change the damage type her Strikes deal (typically to bludgeoning)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dream Haunting
- action_cost: None
- traits:
- - enchantment
- - occult
- - mental
- 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 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.
- raw_description: "**Dream Haunting** (__enchantment__, __occult__, __mental__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spell Ambush
- action_cost: None
- traits:
- description: A creature __flat-footed__ to the night hag takes a -2 circumstance penalty to checks and DCs to defend against her spells.
- raw_description: '**Spell Ambush** A creature __flat-footed__ to the night hag takes a -2 circumstance penalty to checks and DCs to defend against her spells.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nightmare
- source:
- - abbr: Bestiary
- page_start: 244
- page_stop:
- description: >-
- Nightmares are flaming equine harbingers of death.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 22
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Beast
- - Fiend
- senses:
- - Perception +14
- - darkvision
- languages:
- - Abyssal
- - Daemonic
- - Infernal
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 3
- int_mod: 1
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- - name: Smoke
- action_cost: None
- traits:
- - aura
- description: 15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude 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.
- raw_description: "**Smoke** (__aura__) 15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 15
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 100
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 90
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 16
- traits:
- - evil
- - magical
- damage:
- formula: 2d10+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: hoof
- to_hit: 16
- traits:
- - agile
- - evil
- - fire
- - magical
- damage:
- formula: 1d8+6
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: evil and 1d8 fire
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: self and rider only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Flaming Gallop
- action_cost: Two Actions
- traits:
- - fire
- 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 adjacent to during its gallop.
- raw_description: "**Flaming Gallop** [Two Actions] (__fire__) 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 adjacent to during its gallop."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nilith
- source:
- - abbr: Bestiary
- page_start: 245
- page_stop:
- description: >-
- The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with red glowing eyes, wicked claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of 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 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 thoughts and fears, it murders the quarry before feeding on its flesh and moving onto the next victim.
-
-
-
-
- Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams—in a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected. Scholars and dimensional travelers have attempted to uncover the exact mechanisms of this mysterious connection, but they have yet to decipher the truth. Indeed, many who investigate the nature of the nilith's bond are driven to madness before getting anywhere close. The odd connection to otherworldly beings might help explain the longevity of these creatures, as it is believed that niliths can live for thousands of years.
-
-
-
-
- Thankfully for others, niliths are solitary creatures that hate the company of their own kind, likely because these harbingers of nightmares have no wish to taste the horrors they bring to others.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Aberration
- senses:
- - Perception +19
- - darkvision
- languages:
- - Aklo
- - Common
- - telepathy 30 feet
- skills:
- - name: 'Acrobatics '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- - name: 'Occultism '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 19
- ability_mods:
- str_mod: 3
- dex_mod: 5
- con_mod: 4
- int_mod: 3
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- ac: 32
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 20
- ref_misc:
- will: 20
- will_misc:
- misc:
- hp: 150
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: mental
- - amount: 5
- type: physical (except silver)
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d10+9
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: fangs
- to_hit: 23
- traits:
- - finesse
- - magical
- damage:
- formula: 2d12+9
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: hallucination
- frequency:
- requirement:
- - name: mind probe
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: blink
- frequency:
- requirement:
- - name: confusion
- frequency:
- requirement:
- - name: crushing despair
- frequency:
- requirement:
- - name: dream message
- frequency:
- requirement:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - name: nightmare
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: mage hand
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Mind Crush
- action_cost: One Action
- traits:
- - enchantment
- - mental
- - occult
- description:
- raw_description: "**Mind Crush** (__enchantment__, __mental__, __occult__) **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 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."
- generic_description:
- frequency:
- trigger:
- effect: The nilith has a creature grabbed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nixie
- source:
- - abbr: Bestiary 2
- page_start: 183
- page_stop:
- description: >-
- These aquatic fey often guard ponds, rivers, lakes, and springs, protecting their bucolic homes from the advances of predators and careless humanoids alike. Nixies tend to be reclusive and try to keep their presence hidden from humanoids, hoping trespassers won't give them cause to act. Stories of minor miracles granted by nixies to those they befriend encourage humanoids to seek out these reclusive fey, and ironically make it even more unlikely for a nixie to grant such a boon. On the other hand, if someone approaches a nixie with respect, or even better, a positive attitude that displays just the right amount of humility and easygoing openness, a nixie is far more likely to respond positively to any requests for aid. Often a nixie will ask those who seek their assistance to perform a task for them first; such requests can be minor acts of entertainment (such as telling a rousing story or performing a requested song), but in other cases the nixie might need more significant aid, such as driving off an unwanted local predator or investigating the source of pollution near their home.
-
-
-
-
- Nixies resort to violence only if no other tactic works. They much prefer solutions that rely upon primal magic to defuse conflicts before they can escalate to bloodshed. In pursuit of such resolutions, nixies rely on their ability to charm individuals and, when they can establish magical influence, encourage intruders to leave peacefully. While some nixies try to confuse intruders and subtly guide them from the area, others use local animals and beasts to scare off trespassers. Occasionally, nixies recruit charmed humanoids to act as protectors or help with a task that is simply too big for them to deal with. If this task is underwater, nixies use their magic to temporarily grant the ability to breathe water to the charmed creature. Only those who manage to befriend a nixie are given invitations to return to swim or dine with the fey, and only the most trusted of allies are granted a minor wish.
-
-
-
-
- Nixies appear as aquatic humanoids the size of a child, with large eyes, catfish-like whiskers, and webbed fingers and toes. They have scaly skin, pointed ears, and long hair the color of seaweed. Nixies often form small communities, even building underwater societies if their numbers are great enough. In many cultures' folklore, there are stories of nixie nations hidden at the bottom of particularly large lakes.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Aquatic
- - Fey
- senses:
- - Perception +6
- - low-light vision
- languages:
- - Aquan
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Nature '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 1
- int_mod: 0
- wis_mod: 1
- cha_mod: 4
- sense_abilities:
- - name: Wild Empathy
- action_cost: None
- traits:
- description: The nixie can use __Diplomacy__ to __Make an Impression__ on and make very simple Requests of __aquatic__ or __amphibious__ animals.
- raw_description: '**Wild Empathy** The nixie can use __Diplomacy__ to __Make an Impression__ on and make very simple Requests of __aquatic__ or __amphibious__ animals.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 25
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 3
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 17
- to_hit: 9
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: water breathing
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency: ×3
- requirement:
- - name: hydraulic push
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Grant Desire
- action_cost: Three Actions
- traits:
- - divination
- - primal
- description:
- raw_description: "**Grant Desire** [Three Actions] (__divination__, __primal__) **Frequency** once per day; **Effect** The nixie can duplicate any 1st-level spell or produce any effect with a power level in line with a 1st-level spell, but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from that particular nixie's Grant Desire ability."
- generic_description:
- frequency: once per day
- trigger:
- effect: The nixie can duplicate any 1st-level spell or produce any effect with a power level in line with a 1st-level spell, but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from that particular nixie's Grant Desire ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Norn
- source:
- - abbr: Bestiary 2
- page_start: 184
- page_stop:
- description: >-
- Ancient beyond imagining, norns are powerful fey women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon—or with a vengeance when the strands of fate are twisted and abused by lesser beings.
-
-
-
-
- Norns' relationship with the Eldest of the First World is complex. Many among norns serve __Magdh__ the Three, the triune Eldest who some norns believe to be the first norn triumvirate bound together into one entity, as Magdh has three bodies: a Maiden, a Mother, and a Matriarch. Magdh claims to be watching the threads of fate for some ominous prophesied cataclysm, and in addition to assisting in her divinations, Magdh expects the norns who serve her to follow her cryptic commands to help nudge the future away from the brink. However, norns are powerful beings in their own right, themselves capable of granting divine power, and many balk at serving the enigmatic demigod. These norns find the other Eldest even more alien and challenging to interact with, for they believe that while the Eldest wield great power, even these powerful beings should not be granted leave to meddle with fate as much as they desire.
-
-
-
-
- While even the weakest of the Eldest could destroy an unaffiliated norn with ease, they tend to obey the proclamations and judgments of norns when they are spoken. These norns, for their part, use their perceived neutrality judiciously. They know better than to issue too many demands to the Eldest, lest the capricious demigods grow frustrated and tired of norns' interference. And so the balance of power remains tenuous between unaffiliated norns and the Eldest, as it has for eons. However, norns know that it's merely a matter of time before the Eldest lose their respect for this tradition and start acting entirely as they please, despite norns' best efforts to rein in their most disruptive actions.
-
-
-
-
- A norn stands 14 feet tall and weighs 800 pounds.
-
-
-
-
-
-
- ## Worshipping Norns
-
- On the Material Plane, some mortals worship norns as deities, while others, especially witches and bards, admire them as patrons or muses. Those who uphold norns as deities are known as __Followers of Fate__. Norns do little to discourage this veneration, but neither do they go out of their way to support such worship. Clerics who venerate norns might worship a specific norn or norn triumvirate, or all norns as a whole, but they gain the same benefits regardless of their choice. The religious symbol of Followers of Fate is a pair of shears cutting a golden thread, and their areas of concern are destiny, fate, and the aging process.
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 45
- level: 20
- rarity: Rare
- type: Creature
- alignment: LN
- size: Large
- traits:
- - Rare
- - LN
- - Large
- - Fey
- senses:
- - Perception +41
- - detect magic
- - greater darkvision
- - lifesense 120 feet
- - true seeing
- languages:
- - Common
- - Jotun
- - Sylvan
- - tongues
- skills:
- - name: 'Crafting '
- bonus: 36
- misc:
- - name: 'Deception '
- bonus: 35
- misc:
- - name: 'Intimidation '
- bonus: 37
- misc:
- - name: ' '
- bonus: 28
- misc: all
- - name: 'Medicine '
- bonus: 38
- misc:
- - name: 'Occultism '
- bonus: 34
- misc:
- - name: 'Performance '
- bonus: 31
- misc:
- - name: 'Religion '
- bonus: 34
- misc:
- perception: 41
- ability_mods:
- str_mod: 7
- dex_mod: 6
- con_mod: 6
- int_mod: 6
- wis_mod: 10
- cha_mod: 7
- sense_abilities:
- - name: Sense Fate
- action_cost: None
- traits:
- - fortune
- description: A norn automatically rolls a 20 when she rolls initiative.
- raw_description: '**Sense Fate** (__fortune__) A norn automatically rolls a 20 when she rolls initiative.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Triumvirate
- action_cost: None
- traits:
- description: 'This functions as the __coven__ ability, except only norns can join a triumvirate, and it functions only as long as exactly three norns are part of the triumvirate. A triumvirate grants the following spells: __alter reality__ (once per day), __cataclysm__, __discern location__, __foresight__, and __revival__.'
- raw_description: '**Triumvirate** This functions as the __coven__ ability, except only norns can join a triumvirate, and it functions only as long as exactly three norns are part of the triumvirate. A triumvirate grants the following spells: __alter reality__ (once per day), __cataclysm__, __discern location__, __foresight__, and __revival__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 46
- ac_special:
- saves:
- fort: 34
- fort_misc:
- ref: 30
- ref_misc:
- will: 38
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 375
- hp_misc: regeneration 20 (deactivated by cold iron
- immunities:
- - flat-footed
- - negative
- resistances:
- - amount: 20
- type: cold iron
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: fly
- melee:
- - action_cost: One Action
- name: norn shears
- to_hit: 38
- traits:
- - deadly 2d12
- - magical
- - reach 10 feet
- - versatile P
- damage:
- formula: 4d6+15
- type: slashing
- plus_damage:
- - formula: 5d6
- type: negative and sever fate
- - action_cost: One Action
- name: hand of fate
- to_hit: 38
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 4d10+15
- type: negative
- plus_damage:
- - formula:
- type: sever fate
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: time stop
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: power word kill
- frequency:
- requirement:
- - name: retrocognition
- frequency:
- requirement:
- - name: weird
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: maze
- frequency:
- requirement:
- - name: wind walk
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: dispel magic
- frequency: at will
- requirement:
- - name: read omens
- frequency: at will
- requirement:
- - name: spellwrack
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 10
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: mind blank
- frequency:
- requirement:
- - name: tongues
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: legend lore
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: geas
- frequency:
- requirement:
- proactive_abilities:
- - name: Fated
- action_cost: None
- traits:
- description: When a creature is subject to a __fortune__ effect from a norn and a __misfortune__ effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like __Desna__, __Magdh__, or __Pharasma__, count as a norn for the purpose of this ability.
- raw_description: "**Fated** When a creature is subject to a __fortune__ effect from a norn and a __misfortune__ effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like __Desna__, __Magdh__, or __Pharasma__, count as a norn for the purpose of this ability."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sever Fate
- action_cost: None
- traits:
- - necromancy
- - occult
- description: When a norn deals negative damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become __drained 1__ (drained 2 on a critical failure). Further negative damage dealt by the norn increases the drained condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of drained 4.
- raw_description: '**Sever Fate** (__necromancy__, __occult__) When a norn deals negative damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become __drained 1__ (drained 2 on a critical failure). Further negative damage dealt by the norn increases the drained condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of drained 4.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shift Fate
- action_cost: Reaction
- traits:
- - divination
- - occult
- description:
- raw_description: "**Shift Fate** [Reaction] (__divination__, __occult__) **Trigger** A creature within 120 feet attempts a saving throw; **Effect** The creature rolls the saving throw twice, and then the norn decides which result applies. If the norn chooses the lower roll, this is a __misfortune__ effect; if she chooses the higher roll, it's a __fortune__ effect; if they're the same, she decides which trait to apply."
- generic_description:
- frequency:
- trigger: A creature within 120 feet attempts a saving throw
- effect: The creature rolls the saving throw twice, and then the norn decides which result applies. If the norn chooses the lower roll, this is a __misfortune__ effect; if she chooses the higher roll, it's a __fortune__ effect; if they're the same, she decides which trait to apply.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Snip Thread
- action_cost: Two Actions
- traits:
- - death
- - manipulate
- - necromancy
- - occult
- description:
- raw_description: "**Snip Thread** [Two Actions] (__death__, __manipulate__, __necromancy__, __occult__) **Frequency** three times per day; **Effect** The norn produces a golden thread linked to the fate of a creature within 100 feet of her, then snips it short with her shears. The target takes 100 negative damage (DC 42 basic Fortitude save). If the target is reduced to 0 Hit Points from this damage, the thread is completely severed and the creature dies immediately. A creature slain by Snip Thread can't be restored to life except by __miracle__, __wish__, or similarly powerful magic; or by divine intervention. Regardless of the outcome of their saving throw, a creature targeted by Snip Thread then becomes temporarily immune for 24 hours. The norn can't use Snip Thread again for 1d4 rounds."
- generic_description:
- frequency: three times per day
- trigger:
- effect: The norn produces a golden thread linked to the fate of a creature within 100 feet of her, then snips it short with her shears. The target takes 100 negative damage (DC 42 basic Fortitude save). If the target is reduced to 0 Hit Points from this damage, the thread is completely severed and the creature dies immediately. A creature slain by Snip Thread can't be restored to life except by __miracle__, __wish__, or similarly powerful magic; or by divine intervention. Regardless of the outcome of their saving throw, a creature targeted by Snip Thread then becomes temporarily immune for 24 hours. The norn can't use Snip Thread again for 1d4 rounds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nosoi
- source:
- - abbr: Bestiary
- page_start: 270
- page_stop:
- 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 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 individual assignments to be.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Monitor
- - Psychopomp
- senses:
- - Perception +6
- - darkvision
- - lifesense 60 feet
- languages:
- - Abyssal
- - Celestial
- - Infernal
- - Requian
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Boneyard Lore '
- bonus: 8
- misc:
- - name: 'Library Lore '
- bonus: 8
- misc:
- - name: 'Performance '
- bonus: 6
- misc:
- - name: 'Religion '
- bonus: 6
- misc:
- - name: 'Society '
- bonus: 2
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: -1
- dex_mod: 3
- con_mod: 1
- int_mod: 1
- wis_mod: 1
- cha_mod: 3
- sense_abilities:
- - name: Lifesense
- action_cost: None
- traits:
- - divination
- - divine
- description: A psychopomp senses the vital essence of living and undead creatures within the listed range.
- raw_description: '**Lifesense** (__divination__, __divine__) A psychopomp senses the vital essence of living and undead creatures within the listed range.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 18
- hp_misc:
- immunities:
- - death effects
- - disease
- resistances:
- - amount: 3
- type: negative
- - amount: 3
- type: poison
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 6
- traits:
- - finesse
- - magical
- damage:
- formula: 1d4-1
- type: piercing
- plus_damage:
- - formula:
- type: spirit touch
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 16
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - name: talking corpse
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - name: sound burst
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- 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.
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Haunting Melody
- action_cost: One Action
- traits:
- - auditory
- - concentrate
- - divine
- - enchantment
- - incapacitation
- - mental
- description: >+
- The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.
-
- raw_description: >-
- **Haunting Melody** (__auditory__, __concentrate__, __divine__, __enchantment__, __incapacitation__, __mental__) The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.
-
-
- **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 is attacked, the fascination ends.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- 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 is attacked, the fascination ends.
- full_description:
- - name: Spirit Touch
- action_cost: None
- traits:
- description: A nosoi's Strikes affect incorporeal creatures as though etched with a __ghost touch__ property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead.
- raw_description: "**Spirit Touch** A nosoi's Strikes affect incorporeal creatures as though etched with a __ghost touch__ property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nuckelavee
- source:
- - abbr: Bestiary 2
- page_start: 186
- page_stop:
- description: >-
- When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the __First World__. This spirit of wrath is a grisly sight to behold: a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. Further enhancing the awfulness, not a patch of skin exists on the misshapen hybrid form, as though it survived its own flaying.
-
-
-
-
- When a nuckelavee rides forth from its domain, it wreaks a trail of destruction across the lands surrounding its path. Nuckelavees are considered among the cruelest and most monstrous fey, seen by some as just desserts visited upon those who would befoul the waters of their homes. A nuckelavee, though, doesn't discriminate between those who pollute and those who merely have the misfortune to be in the wrong place at the wrong time.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Amphibious
- - Fey
- senses:
- - Perception +16
- - low-light vision
- languages:
- - Aklo
- - Common
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Nature '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: 1
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- - +1 striking bastard sword
- ac: 28
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 16
- ref_misc:
- will: 20
- will_misc:
- misc:
- hp: 190
- hp_misc:
- immunities:
- - disease
- - poison
- resistances:
- - amount: 10
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 30 feet, DC 25
- raw_description: >-
- **Frightful Presence** 30 feet, DC 25 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Purity Vulnerability
- action_cost: None
- traits:
- description: Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 damage to it and causing it to be __sickened 2__. A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion).
- raw_description: "**Purity Vulnerability** Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 damage to it and causing it to be __sickened 2__. A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: bastard sword
- to_hit: 21
- traits:
- - magical
- - reach 10 feet
- - two-hand d12
- damage:
- formula: 2d8+12
- type: slashing
- plus_damage:
- - formula: 1d6
- type: poison and mortasheen
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d8+12
- type: piercing
- plus_damage:
- - formula: 1d6
- type: poison and mortasheen
- - action_cost: One Action
- name: hoof
- to_hit: 20
- traits:
- damage:
- formula: 2d6+12
- type: bludgeoning
- plus_damage:
- - formula:
- type: mortasheen
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: stinking cloud
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: blight
- frequency:
- requirement:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - disease
- - necromancy
- - poison
- - primal
- description: The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 negative damage (DC 28 basic Fortitude save) to living creatures in the area. A creature that fails also takes 2d6 __persistent bleed damage__. The nuckelavee can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__disease__, __necromancy__, __poison__, __primal__) The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 negative damage (DC 28 basic Fortitude save) to living creatures in the area. A creature that fails also takes 2d6 __persistent bleed damage__. The nuckelavee can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mortasheen
- action_cost: None
- traits:
- - disease
- description: The target can't recover from the __fatigued__ condition caused by mortasheen until the disease is cured. Mortasheen gains the __virulent__ trait against __animals__ and __plants__; **Saving Throw** DC 28 Fortitude; **Stage 1** Carrier with no ill effect (1 day); **Stage 2** __drained 1__ and fatigued (1 day); **Stage 3** drained 2 and fatigued (1 day); **Stage 4** dead
- raw_description: "**Mortasheen** (__disease__) The target can't recover from the __fatigued__ condition caused by mortasheen until the disease is cured. Mortasheen gains the __virulent__ trait against __animals__ and __plants__; **Saving Throw** DC 28 Fortitude; **Stage 1** Carrier with no ill effect (1 day); **Stage 2** __drained 1__ and fatigued (1 day); **Stage 3** drained 2 and fatigued (1 day); **Stage 4** dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, hoof, DC 28
- raw_description: '**__Trample__** [Three Actions] Medium or smaller, hoof, DC 28'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nuglub
- source:
- - abbr: Bestiary 2
- page_start: 135
- page_stop:
- description: >-
- The "towering" hunchbacked nuglubs are among the largest gremlins, though they're not quite three feet tall. Nuglubs have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. Indeed, they spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps. They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better.
-
-
-
-
- In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains.
-
-
-
-
- Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Fey
- - Gremlin
- senses:
- - Perception +5
- - darkvision
- languages:
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Crafting '
- bonus: 5
- misc: +7 traps
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 5
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 3
- int_mod: -1
- wis_mod: -1
- cha_mod: 1
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 10
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 34
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 2
- type: cold iron
- automatic_abilities:
- - name: Kneecapper
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Kneecapper [Reaction]** **Trigger** A Medium creature within the nuglub's reach leaves a square during its __move__ action; **Effect** The nuglub lashes out at the triggering creature's knees and tries to knock them __prone__. The nuglub makes an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands prone."
- generic_description:
- frequency:
- trigger: A Medium creature within the nuglub's reach leaves a square during its __move__ action
- effect: The nuglub lashes out at the triggering creature's knees and tries to knock them __prone__. The nuglub makes an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands prone.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 11
- traits:
- - finesse
- damage:
- formula: 1d8+1
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+1
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 18
- to_hit: 8
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: shatter
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: grease
- frequency:
- requirement:
- - name: shocking grasp
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: A nuglub's Strikes deal an additional 1d6 precision damage to __flat-footed__ targets, or 1d10 if the target is __prone__.
- raw_description: "**__Sneak Attack__** A nuglub's Strikes deal an additional 1d6 precision damage to __flat-footed__ targets, or 1d10 if the target is __prone__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Nyogoth
- source:
- - abbr: Bestiary 2
- page_start: 214
- page_stop:
- description: >-
- Little more than a coiled mass of intestines encircling a massive gaping maw, this qlippoth is an __Abyssal__ scavenger, subsisting on the filth and leftovers of __demons__ and qlippoth alike, although it relishes any opportunity to consume living prey. Despite this seeming lowly role in the Abyssal ecosystem, a nyogoth is far from a stupid beast and can orchestrate cunning ambushes to secure its next meal.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Fiend
- - Qlippoth
- senses:
- - Perception +19
- - darkvision
- languages:
- - Abyssal
- - telepathy 100 ft.
- skills:
- - name: 'Acrobatics '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Occultism '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 6
- int_mod: 0
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 19
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - acid
- - controlled
- - fear
- resistances:
- - amount: 10
- type: mental
- weaknesses:
- - amount: 10
- type: lawful
- - amount: 10
- type: physical (except cold iron)
- automatic_abilities:
- - name: Caustic Blood
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Caustic Blood [Reaction]** **Trigger** The nyogoth takes piercing or slashing damage; **Effect** The nyogoth sprays its acidic blood on adjacent creatures, dealing 6d6 acid damage (DC 29 basic Reflex save).'
- generic_description:
- frequency:
- trigger: The nyogoth takes piercing or slashing damage
- effect: The nyogoth sprays its acidic blood on adjacent creatures, dealing 6d6 acid damage (DC 29 basic Reflex save).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 5
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - chaotic
- - magical
- damage:
- formula: 2d6+13
- type: piercing
- plus_damage:
- - formula: 2d6
- type: acid
- - formula: 1d6
- type: chaotic
- - formula:
- type: Grab
- - action_cost: One Action
- name: tentacle mouth
- to_hit: 23
- traits:
- - agile
- - chaotic
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+13
- type: piercing
- plus_damage:
- - formula: 1d6
- type: acid
- - formula: 1d6
- type: chaotic
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 26
- to_hit: 20
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: cloudkill
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: acid arrow
- frequency: at will
- requirement:
- - name: dimension door
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Feeding Frenzy
- action_cost: One Action
- traits:
- description:
- raw_description: '**Feeding Frenzy** **Requirement** The nyogoth has __grabbed__ a creature; **Effect** The nyogoth slavers and chews at the grabbed creature, dealing 2d6+7 slashing and 1d6 acid damage (DC 29 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect: The nyogoth has __grabbed__ a creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Nauseating Display
- action_cost: Two Actions
- traits:
- - concentrate
- - emotion
- - enchantment
- - fear
- - incapacitation
- - mental
- - occult
- - visual
- description: "The nyogoth untangles its tentacles and prolapses its many mouths, turning itself inside out in a truly nauseating display. Creatures in a 30-foot emanation must attempt a DC 29 Will save, after which they are temporarily immune to further Nauseating Displays for 1 minute. \n\n**Critical** Success The creature is unaffected. \n\n"
- raw_description: "**Nauseating Display** [Two Actions] (__concentrate__, __emotion__, __enchantment__, __fear__, __incapacitation__, __mental__, __occult__, __visual__) The nyogoth untangles its tentacles and prolapses its many mouths, turning itself inside out in a truly nauseating display. Creatures in a 30-foot emanation must attempt a DC 29 Will save, after which they are temporarily immune to further Nauseating Displays for 1 minute. \n\n**Critical** Success The creature is unaffected. \n\n**Success** The creature is __sickened 1__. \n\n**Failure** The creature is __stunned 3__ and sickened 1. \n\n**Critical Failure** The creature is stunned 5 and sickened 2."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is sickened 1.
- failure: The creature is stunned 3 and sickened 1.
- critical_failure: The creature is stunned 5 and sickened 2.
- full_description:
-- name: Obsidian Golem
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 80
- page_stop:
- description: >-
- The art of golem animation is not limited to societies with access to expensive crafting materials or a long history of arcane mastery. Among the resource-poor __xulgaths__ who dwell in the Darklands, especially those hardy clutches that call the Black Desert their home, obsidian is one of the most common crafting materials available. Combine this ingredient with a powerful spellcaster and the xulgath tradition of inflection—magically warping and working normally inflexible stone—and the end result is an obsidian golem.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 37
- level: 16
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +28
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 33
- misc:
- perception: 28
- ability_mods:
- str_mod: 9
- dex_mod: 6
- con_mod: 5
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 29
- fort_misc:
- ref: 24
- ref_misc:
- will: 26
- will_misc:
- misc:
- hp: 230
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - fire (see below)
- - healing
- - magic (see below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 15
- type: physical (except adamantine or bludgeoning)
- weaknesses:
- automatic_abilities:
- - name: Assimilate Lava
- action_cost: None
- traits:
- description: An obsidian golem that submerges itself in lava or magma takes no damage from it, and for as long as it remains submerged, it becomes __slowed 2__ and gains __fast healing 15__.
- raw_description: '**Assimilate Lava** An obsidian golem that submerges itself in lava or magma takes no damage from it, and for as long as it remains submerged, it becomes __slowed 2__ and gains __fast healing 15__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by sonic (8d10, 2d10 from area or persistent damage); healed by cold (area 2d10 HP); __slowed__ by fire
- raw_description: '**Golem Antimagic** harmed by sonic (8d10, 2d10 from area or persistent damage); healed by cold (area 2d10 HP); __slowed__ by fire'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Shatter
- action_cost: None
- traits:
- description: Casting a __shatter__ spell on an obsidian golem affects the golem normally, but also causes jagged chunks of obsidian to flake off its body. The squares on which the golem was standing (or the squares below it, if it was flying) become difficult terrain.
- raw_description: '**Vulnerable to Shatter** Casting a __shatter__ spell on an obsidian golem affects the golem normally, but also causes jagged chunks of obsidian to flake off its body. The squares on which the golem was standing (or the squares below it, if it was flying) become difficult terrain.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 33
- traits:
- - deadly d10
- - magical
- - reach 10 feet
- - versatile S
- damage:
- formula: 4d10+15
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 31
- traits:
- - agile
- - deadly d10
- - magical
- - reach 10 feet
- - versatile S
- damage:
- formula: 3d10+15
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: obsidian sliver
- to_hit: 32
- traits:
- - deadly d8
- - magical
- - range increment 30 feet
- - versatile S
- damage:
- formula: 4d8+15
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Fling Shards
- action_cost: One Action
- traits:
- description: The obsidian golem slings razor-sharp shards of itself in a 15-foot cone. Creatures in the area take 4d8+9 slashing damage (DC 37 basic Reflex save).
- raw_description: '**Fling Shards** The obsidian golem slings razor-sharp shards of itself in a 15-foot cone. Creatures in the area take 4d8+9 slashing damage (DC 37 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shred Armor
- action_cost: None
- traits:
- description: An obsidian golem's body is so sharp that it tears through armor like a knife through butter. Whenever the golem scores a critical hit with a fist Strike against a creature wearing non-__adamantine armor__, the creature's armor becomes __broken__.
- raw_description: "**Shred Armor** An obsidian golem's body is so sharp that it tears through armor like a knife through butter. Whenever the golem scores a critical hit with a fist Strike against a creature wearing non-__adamantine armor__, the creature's armor becomes __broken__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ochre Jelly
- source:
- - abbr: Bestiary
- page_start: 255
- page_stop:
- 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 would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Mindless
- - Ooze
- senses:
- - Perception +7
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 13
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: -5
- con_mod: 6
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A ochre jelly can sense nearby motion through vibration and air movement.
- raw_description: '**Motion Sense** A ochre jelly can sense nearby motion through vibration and air movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 12
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 4
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 150
- hp_misc:
- immunities:
- - acid
- - critical hits
- - electricity
- - mental
- - piercing
- - precision
- - slashing
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Split
- action_cost: None
- traits:
- description: Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original's HP. One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push).
- raw_description: "**Split** Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original's HP. One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 15
- traits:
- damage:
- formula: 1d8+7
- type: bludgeoning
- plus_damage:
- - formula: 2d4
- type: acid and Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+3 bludgeoning plus 1d4 acid, DC 23
- raw_description: '**Constrict** 1d8+3 bludgeoning plus 1d4 acid, DC 23'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ochre Acid
- action_cost: None
- traits:
- description: An ochre jelly's acid damages only flesh—not bone, stone, wood, or other materials.
- raw_description: "**Ochre Acid** An ochre jelly's acid damages only flesh—not bone, stone, wood, or other materials."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ofalth
- source:
- - abbr: Bestiary
- page_start: 251
- page_stop:
- description: >-
- Found in castle dung heaps, city dumps, and sewers, ofalths are thought to be cousins of shamblers. But whereas shamblers are living heaps of soggy vegetation, 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 begins. They move through refuse heaps in search of organic material in their endless quest to sate their hunger.
-
-
-
-
- Though ofalths have a limited intellect, they still exhibit a vile curiosity. They are no strangers to dissecting their prey after it has succumbed to their wasting disease—a terrible and aptly named affliction that causes the victim's blood to seep from its pores. When an ofalth manages to secure a victim alive, it may even torture its food by consuming it bit by bit while it shrieks for mercy.
-
-
-
-
- Ofalths' domains typically overlap with those of otyughs, who fear ofalths, though otyughs have also been known to band together in order to take down an ofalth for its rubbery flesh, which the otyughs consider an intoxicating delicacy. On the other hand, ofalths seem to particularly enjoy taking otyughs apart one piece at a time. They have been known to keep a captured otyugh alive for days or even weeks, forcing the otyugh to endure the cloying scent of its own body decaying before the ofalth feeds.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Aberration
- senses:
- - Perception +18
- - darkvision
- languages:
- - Common
- - (can't speak any language)
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 19
- misc: +23 in trash and rubbish
- perception: 18
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 6
- int_mod: -2
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- - name: Refuse Pile
- action_cost: None
- traits:
- 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 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 disease. An ofalth can leave this form using a single action.
- raw_description: "**Refuse Pile** 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 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 disease. An ofalth can leave this form using a single action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 17
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 170
- hp_misc: fllth wallow
- immunities:
- - disease
- - poison
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Putrid Stench
- action_cost: None
- traits:
- - aura
- description: 30 feet. A creature entering the aura must succeed at a DC 28 Fortitude save or become sickened 1 until the end of its turn (plus slowed 1 for as long as it is sickened on a critical failure). While within the aura, an affected creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
- raw_description: '**Putrid Stench** (__aura__) 30 feet. A creature entering the aura must succeed at a DC 28 Fortitude save or become sickened 1 until the end of its turn (plus slowed 1 for as long as it is sickened on a critical failure). While within the aura, an affected creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Filth Wallow
- action_cost: None
- traits:
- description: A ofalth gains fast healing 2 when in an area with a high concentration of debris, junk, or excrement, such as a refuse heap or sewer.
- raw_description: '**Filth Wallow** A ofalth gains fast healing 2 when in an area with a high concentration of debris, junk, or excrement, such as a refuse heap or sewer.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 23
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+13
- type: bludgeoning
- plus_damage:
- - formula:
- type: wretched weeps
- ranged:
- - action_cost: One Action
- name: fling offal
- to_hit: 19
- traits:
- - range increment 30 feet
- damage:
- formula: 2d10+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: wretched weeps
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Wretched Weeps
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** DC 26 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 2d8 persistent bleed damage every hour and __enfeebled 1__ (1 day); **Stage 3** 2d8 persistent bleed damage every hour and __enfeebled 2__ (1 day)'
- raw_description: '**Wretched Weeps** (__disease__) **Saving Throw** DC 26 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 2d8 persistent bleed damage every hour and __enfeebled 1__ (1 day); **Stage 3** 2d8 persistent bleed damage every hour and __enfeebled 2__ (1 day)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ogre Boss
- source:
- - abbr: Bestiary
- page_start: 253
- page_stop:
- 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, 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.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Giant
- - Humanoid
- senses:
- - Perception +12
- - darkvision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 12
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 4
- int_mod: 0
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- - +1 ogre hook
- - breastplate
- - javelin (6)
- ac: 25
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 12
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 130
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: ogre hook
- to_hit: 19
- traits:
- - deadly 1d10
- - reach 10 feet
- - trip
- damage:
- formula: 1d10+11
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: javelin
- to_hit: 12
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+11
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bellowing Command
- action_cost: One Action
- traits:
- - auditory
- - fear
- - linguistic
- description: The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn, but can use the extra action only to Step or Stride.
- raw_description: "**Bellowing Command** (__auditory__, __fear__, __linguistic__) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn, but can use the extra action only to Step or Stride."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sweeping Hook
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Sweeping Hook** [Reaction] **Trigger** The ogre boss successfully Trips a creature using an ogre hook. **Effect** The ogre boss makes an ogre hook Strike against the creature they tripped.'
- generic_description:
- frequency:
- trigger: The ogre boss successfully Trips a creature using an ogre hook.
- effect: The ogre boss makes an ogre hook Strike against the creature they tripped.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ogre Glutton
- source:
- - abbr: Bestiary
- page_start: 253
- page_stop:
- description: >-
- Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels 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 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.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Giant
- - Humanoid
- senses:
- - Perception +6
- - darkvision
- languages:
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 6
- dex_mod: -1
- con_mod: 4
- int_mod: -2
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- items:
- - greataxe
- - leather armor
- ac: 18
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 7
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: greataxe
- to_hit: 14
- traits:
- - reach 10 feet
- - sweep
- damage:
- formula: 1d12+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 1d8+8
- type: piercing
- plus_damage:
- - formula:
- type: Grab and Glutton's Feast
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Glutton's Feast
- action_cost: None
- traits:
- description: If the ogre glutton damages a living creature with their jaws Strike, they gain 1d4 temporary Hit Points for 1 minute.
- raw_description: "**Glutton's Feast** If the ogre glutton damages a living creature with their jaws Strike, they gain 1d4 temporary Hit Points for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Glutton's Rush
- action_cost: Two Actions
- traits:
- description: The ogre glutton Strides twice and makes a jaws Strike. If they damage a living creature with this Strike, the temporary Hit Points they receive from Glutton's Feast is increased to 2d4.
- raw_description: "**Glutton's Rush** [Two Actions] The ogre glutton Strides twice and makes a jaws Strike. If they damage a living creature with this Strike, the temporary Hit Points they receive from Glutton's Feast is increased to 2d4."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Small, 2d4+4 bludgeoning, Rupture 14
- raw_description: '**Swallow Whole** (__attack__) Small, 2d4+4 bludgeoning, Rupture 14'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ogre Spider
- source:
- - abbr: Bestiary 2
- page_start: 249
- page_stop:
- description: >-
- These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an ogre's leer. __Ogres__ themselves find the appearance of ogre spider faces simultaneously amusing and adorable, but in most cases, ogres' attempts to keep these spiders as pets result in dead ogres and well-fed spiders.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +13
- - darkvision
- - web sense
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 4
- int_mod: -5
- wis_mod: 2
- cha_mod: -4
- sense_abilities:
- - name: Web Sense
- action_cost: None
- traits:
- description: The ogre spider has __imprecise tremorsense__ to detect the vibrations of creatures touching its web.
- raw_description: '**Web Sense** The ogre spider has __imprecise tremorsense__ to detect the vibrations of creatures touching its web.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 13
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 15
- traits:
- damage:
- formula: 2d8+8
- type:
- plus_damage:
- - formula:
- type: ogre spider venom
- ranged:
- - action_cost: One Action
- name: web
- to_hit: 13
- traits:
- - range increment 30 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Eerie Flexibility
- action_cost: None
- traits:
- description: An ogre spider can fit through tight spaces as if it were a Large creature. While __Squeezing__, it can move at its full speed.
- raw_description: '**Eerie Flexibility** An ogre spider can fit through tight spaces as if it were a Large creature. While __Squeezing__, it can move at its full speed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ogre Spider Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 22; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage, __clumsy 1__, and __enfeebled 1__ (1 round); **Stage 3** 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); **Stage 4** 2d6 poison damage, clumsy 2, and enfeebled 2 (1 round)'
- raw_description: '**Ogre Spider Venom** (__poison__) **Saving Throw** Fortitude DC 22; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage, __clumsy 1__, and __enfeebled 1__ (1 round); **Stage 3** 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); **Stage 4** 2d6 poison damage, clumsy 2, and enfeebled 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Web Trap
- action_cost: None
- traits:
- description: A creature hit by the ogre spider's web attack is __immobilized__ and stuck to the nearest surface until it __Escapes__ (DC 22).
- raw_description: "**Web Trap** A creature hit by the ogre spider's web attack is __immobilized__ and stuck to the nearest surface until it __Escapes__ (DC 22)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ogre Warrior
- source:
- - abbr: Bestiary
- page_start: 252
- page_stop:
- 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 to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Giant
- - Humanoid
- senses:
- - Perception +5
- - darkvision
- languages:
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 9
- misc:
- perception: 5
- ability_mods:
- str_mod: 5
- dex_mod: -1
- con_mod: 4
- int_mod: -2
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- items:
- - hide armor
- - javelin (6)
- - ogre hook
- ac: 17
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 6
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: ogre hook
- to_hit: 12
- traits:
- - deadly 1d10
- - reach 10 feet
- - trip
- damage:
- formula: 1d10+7
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: javelin
- to_hit: 6
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+7
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Olethrodaemon
- source:
- - abbr: Bestiary 2
- page_start: 63
- page_stop:
- description: >-
- Even daemons fear the most massive and terrifying of their kind, olethrodaemons. No single entity could embody the level of evil necessary to manifest one; instead, these living war machines are made from the souls of many—or so the story goes. Other theories suggest that the four Horsemen of the Apocalypse are responsible for creating the olethrodaemons, or that olethrodaemons are merely the seeping run-off of an even greater being: a mysterious fifth Horseman.
-
-
-
-
- Whatever the truth, olethrodaemons are real, and their existence is terrifying enough to instill paralyzing existential dread. With dozens of unblinking glowing eyes above a drooling maw, two sets of four muscled limbs, and countless horns, olethrodaemons resemble no other creature known to mortalkind.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 40
- level: 20
- rarity: Common
- type: Creature
- alignment: NE
- size: Gargantuan
- traits:
- - NE
- - Gargantuan
- - Daemon
- - Fiend
- senses:
- - Perception +33
- - darkvision
- - tremorsense (imprecise) 120 feet
- - true seeing
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Athletics '
- bonus: 40
- misc:
- - name: 'Intimidation '
- bonus: 38
- misc:
- - name: 'Religion '
- bonus: 34
- misc:
- perception: 33
- ability_mods:
- str_mod: 10
- dex_mod: 6
- con_mod: 7
- int_mod: 2
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- items:
- - soul gem
- ac: 44
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 32
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 450
- hp_misc:
- immunities:
- - death effects
- resistances:
- - amount: 20
- type: good
- weaknesses:
- automatic_abilities:
- - name: Aura of Doom
- action_cost: None
- traits:
- - aura
- - death
- - divine
- description: 60 feet. Any creature that begins its turn in the aura is __doomed 1__ for as long as it remains in the aura and for 1 hour thereafter.
- raw_description: '**Aura of Doom** (__aura__, __death__, __divine__) 60 feet. Any creature that begins its turn in the aura is __doomed 1__ for as long as it remains in the aura and for 1 hour thereafter.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: burrow
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 38
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 4d12+17
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and Grab
- - action_cost: One Action
- name: claw
- to_hit: 38
- traits:
- - agile
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+17
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil and Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 42
- to_hit: 34
- misc: ''
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: cataclysm
- frequency:
- requirement:
- - name: massacre
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: disintegrate
- frequency: ×3
- requirement:
- - name: disjunction
- frequency:
- requirement:
- - name: wail of the banshee
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: good only, at will
- requirement:
- - level: -1
- heightened_level: 10
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: control weather
- frequency: 9th
- requirement:
- proactive_abilities:
- - name: Apocalypse Breath
- action_cost: Two Actions
- traits:
- description: or [Three Actions] (__divine__, __negative__) The daemon expels a shrieking black cloud of smoke from its mouth in a 120-foot line or a 60-foot cone. (or both a line and a cone in the same direction if it spends 3 actions). Living creatures in the area take 24d6 negative damage (DC 45 basic Reflex save). The olethrodaemon can't use Apocalypse Breath again for 1d4 rounds.
- raw_description: "**Apocalypse Breath** [Two Actions] or (__divine__, __negative__) The daemon expels a shrieking black cloud of smoke from its mouth in a 120-foot line or a 60-foot cone. (or both a line and a cone in the same direction if it spends 3 actions). Living creatures in the area take 24d6 negative damage (DC 45 basic Reflex save). The olethrodaemon can't use Apocalypse Breath again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Crush
- action_cost: Two Actions
- traits:
- - manipulate
- description:
- raw_description: '**Soul Crush** [Two Actions] (__manipulate__) **Requirement **The olethrodaemon has a soul gem; **Effect **The olethrodaemon crushes the soul gem in one hand and regains the use of Apocalypse Breath or any one of its innate spells.'
- generic_description:
- frequency:
- trigger:
- effect: The olethrodaemon has a soul gem
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Huge, 4d10+10 bludgeoning and __drained 2__, Rupture 43. An olethrodaemon has numerous stomachs connected by labyrinthine digestive organs. Swallowed creatures cannot __Escape__, but can attempt to cut their way out with a 1d6 roll. On a roll of 1-3, the creature cuts into yet another stomach. On a roll of 4-6, the creature manages to cut its way out of the olethrodaemon.
- raw_description: '**__Swallow Whole__** (__attack__) Huge, 4d10+10 bludgeoning and __drained 2__, Rupture 43. An olethrodaemon has numerous stomachs connected by labyrinthine digestive organs. Swallowed creatures cannot __Escape__, but can attempt to cut their way out with a 1d6 roll. On a roll of 1-3, the creature cuts into yet another stomach. On a roll of 4-6, the creature manages to cut its way out of the olethrodaemon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Onidoshi
- source:
- - abbr: Bestiary 2
- page_start: 188
- page_stop:
- description: >-
- Onidoshi, or ogre mages, are oni with the material form of an __ogre__. Onidoshi's supernatural prowess and overwhelming intellect are enough to awe and cow entire families of rank-and-file ogres. Because of this, onidoshi are often found at the head of ogre war parties or orchestrating these violent campaigns from behind the scenes. It's rare for onidoshi to lead solitary existences, but those who do prefer to maraud the countryside or exploit villages and hoard the spoils for themselves.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 24
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Fiend
- - Giant
- - Humanoid
- - Oni
- senses:
- - Perception +17
- - darkvision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Arcana '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Nature '
- bonus: 17
- misc:
- perception: 17
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: 3
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- - +1 striking falchion
- - breastplate
- - composite shortbow with 20 arrows
- ac: 27
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 15
- ref_misc:
- will: 15
- will_misc:
- misc: +1 status on all saves vs. magic
- hp: 125
- hp_misc: regeneration 7 (deactivated by acid or fire
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: falchion
- to_hit: 21
- traits:
- - forceful
- - magical
- - reach 10 feet
- - sweep
- damage:
- formula: 2d10+9
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 20
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+9
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: composite shortbow
- to_hit: 17
- traits:
- - deadly 1d10
- - range increment 100 feet
- - reload 0
- damage:
- formula: 2d6+9
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: cone of cold
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: gaseous form
- frequency:
- requirement:
- - name: sleep
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: invisibility
- frequency: at will, self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The onidoshi takes on the appearance of an __ogre__. This doesn't change their Speed or Strike attack and damage.
- raw_description: "**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The onidoshi takes on the appearance of an __ogre__. This doesn't change their Speed or Strike attack and damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ooze Mephit
- source:
- - abbr: Bestiary 2
- page_start: 113
- page_stop:
- description: >-
- Slick in every sense of the word, ooze mephits are unapologetic sycophants, shamelessly flattering anyone they may be able to con a favor out of, although their lack of intelligence and subtlety means that only the most vain or trusting targets fail to see through their honeyed words. Lacking proper bones, these ocher-colored mephits have bodies consisting primarily of ooze and muck. They smell disgusting, and their touch leaves stains that are almost impossible to get out.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 17
- level: 1
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Small
- traits:
- - Uncommon
- - N
- - Small
- - Earth
- - Elemental
- - Water
- senses:
- - Perception +3
- - darkvision
- languages:
- - Aquan
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Diplomacy '
- bonus: 7
- misc:
- perception: 3
- ability_mods:
- str_mod: 3
- dex_mod: 1
- con_mod: 2
- int_mod: -2
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- items:
- ac: 14
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 4
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 24
- hp_misc: fast healing 2 (when touching mud or slime)
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 8
- traits:
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: grease
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - poison
- description: The ooze mephit spits toxic slime in a 15-foot cone that deals 2d6 poison damage to each creature within the area (DC 17 basic Reflex save). The ooze mephit can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __poison__) The ooze mephit spits toxic slime in a 15-foot cone that deals 2d6 poison damage to each creature within the area (DC 17 basic Reflex save). The ooze mephit can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Orc Brute
- source:
- - abbr: Bestiary
- page_start: 256
- page_stop:
- description: >-
- If orc armies are rarely well organized, this shortcoming can likely be traced to the furious and undisciplined rank-and-file brutes who make up the bulk of an orc warband.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- - Orc
- senses:
- - Perception +5
- - darkvision
- languages:
- - Orcish
- skills:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Intimidation '
- bonus: 2
- misc:
- perception: 5
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 3
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - javelin (3)
- - orc knuckle dagger (2)
- - shoddy breastplate
- ac: 15
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 4
- ref_misc:
- will: 2
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Speed
- melee:
- - action_cost: One Action
- name: orc knuckle dagger
- to_hit: 7
- traits:
- - agile
- - disarm
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 7
- traits:
- - agile
- - nonlethal
- damage:
- formula: 1d4+3
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: javelin
- to_hit: 4
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Orc Warchief
- source:
- - abbr: Bestiary
- page_start: 257
- page_stop:
- description: >-
- When orcs raid, the strongest is chosen as the leader, backed up by brothers, sisters, and other immediate family.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- - Orc
- senses:
- - Perception +11
- - darkvision
- languages:
- - Common
- - Orcish
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 1
- int_mod: -1
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- - greatclub
- - hide armor
- - javelin (6)
- ac: 19
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 6
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 32
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: greatclub
- to_hit: 10
- traits:
- - backswing
- - shove
- damage:
- formula: 1d10+4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 10
- traits:
- - agile
- - nonlethal
- damage:
- formula: 1d4+4
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: javelin
- to_hit: 8
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Battle Cry
- action_cost: One Action
- traits:
- - auditory
- - concentrate
- - emotion
- - mental
- 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.
- raw_description: "**Battle Cry** (__auditory__, __concentrate__, __emotion__, __mental__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Orc Warrior
- source:
- - abbr: Bestiary
- page_start: 257
- page_stop:
- description: >-
- The typical orc warrior is a violent combatant familiar to many adventurers. Orc warriors fight for their clan, for riches, and— perhaps most of all—for personal glory.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- - Orc
- senses:
- - Perception +6
- - darkvision
- languages:
- - Orcish
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Intimidation '
- bonus: 4
- misc:
- - name: 'Survival '
- bonus: 4
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 3
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - breastplate
- - javelin (4)
- - orc necksplitter
- - shortsword (2)
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 23
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: orc necksplitter
- to_hit: 7
- traits:
- - forceful
- - sweep
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: shortsword
- to_hit: 7
- traits:
- - agile
- - versatile P
- damage:
- formula: 1d6+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 7
- traits:
- - agile
- - nonlethal
- damage:
- formula: 1d4+4
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: javelin
- to_hit: 5
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Orca
- source:
- - abbr: Bestiary 2
- page_start: 84
- page_stop:
- description: >-
- While many know orcas as "killer whales," they are actually the largest species of dolphin. These powerful animals hunt together in pods to take down seals, sharks, and even true whales. Adult orcas are typically 15-25 feet long and weigh 8,000-12,000 pounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +12
- - aquatic echolocation 120 feet
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 12
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 5
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Aquatic Echolocation
- action_cost: None
- traits:
- description: An orca can use its hearing as a __precise sense__ at the listed range, but only underwater.
- raw_description: '**Aquatic Echolocation** An orca can use its hearing as a __precise sense__ at the listed range, but only underwater.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deep Breath
- action_cost: None
- traits:
- description: An orca can hold its breath for 2 hours.
- raw_description: '**Deep Breath** An orca can hold its breath for 2 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 11
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 13
- traits:
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Aquatic Ambush
- action_cost: One Action
- traits:
- description: 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it is __prone__ until it __Crawls__ to return to the water.
- raw_description: '**__Aquatic Ambush__** 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it is __prone__ until it __Crawls__ to return to the water.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Breach
- action_cost: Two Actions
- traits:
- description: The orca __Swims__ up to its swim Speed, then __Leaps__ vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.
- raw_description: "**Breach** [Two Actions] The orca __Swims__ up to its swim Speed, then __Leaps__ vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Oread Guard
- source:
- - abbr: Bestiary 2
- page_start: 201
- page_stop:
- description: >-
- Elemental earth laces through the bones of oreads, who appear similar to stone statues of their mortal ancestry, with delicate crystals in place of hair, fur, or scales. Oreads are stoic and slow to plan but are of steadfast resolve and unwavering in their convictions.
-
-
-
-
- The typical oread cherishes quiet seclusion. Yet as they age, many oreads find themselves inexplicably drawn to some far-flung location with a pull like that exerted on the needle of a compass—intangible, constant, and ultimately irresistible. The destination of this mysterious pilgrimage is unique to each oread, though it usually ends in some place of great mystical power, natural splendor, or esoteric learning. Most oreads are drawn to a place with which they are somewhat familiar, but a rare few feel drawn to travel in a seemingly random direction, departing with only their hope that they'll discover whatever mystery lies at the end of their invisible path.
-
-
-
-
- Many oreads find that the role of a guard suits their personality well, for in such a role they can feel as if they are helping to promote order but also find time to stand vigil as lone sentinels over a specific portion of a fortification or a remote location on a wilderness trail.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: LN
- size: Medium
- traits:
- - LN
- - Medium
- - Human
- - Humanoid
- - Oread
- senses:
- - Perception +7
- languages:
- - Common
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Crafting '
- bonus: 3
- misc:
- - name: 'Medicine '
- bonus: 5
- misc:
- - name: 'Society '
- bonus: 3
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - bastard sword
- - full plate
- - light hammer
- - steel shield (Hardness 5, HP 20, BT 10)
- ac: 19
- ac_special:
- - descr: 21 with shield raised
- saves:
- fort: 7
- fort_misc:
- ref: 6
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: bastard sword
- to_hit: 9
- traits:
- - two-hand d12
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: light hammer
- to_hit: 6
- traits:
- - agile
- - thrown 20 feet
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Power Attack
- action_cost: Two Actions
- traits:
- description:
- raw_description: "**Power Attack** [Two Actions] **Frequency** once per round; **Effect** The guard makes a melee Strike. This counts as two attacks when calculating the guard's multiple attack penalty. If this Strike hits, the guard deals an extra die of weapon damage."
- generic_description:
- frequency: once per round
- trigger:
- effect: The guard makes a melee Strike. This counts as two attacks when calculating the guard's multiple attack penalty. If this Strike hits, the guard deals an extra die of weapon damage.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ostiarius
- source:
- - abbr: Bestiary 2
- page_start: 281
- page_stop:
- description: >-
- Ostiariuses, as emissaries of the velstracs, tend to the portals between the __Shadow Plane__ and the Material Plane. They not only escort other velstracs into the world of mortals, but also work to entice mortals into the realms of the velstracs— from which most mortals never leave. Among the most pleasant and persuasive of the velstracs, ostiariuses are prepared to converse for hours upon any topic, and they are skilled at returning, again and again, to the subject of the delights found in their perverse philosophies. Ostiariuses stand over 6 feet tall, and individuals range from skeletally thin to hugely corpulent.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Fiend
- - Velstrac
- senses:
- - Perception +15
- - greater darkvision
- - painsight
- - sense portal
- languages:
- - Common
- - Infernal
- - Shadowtongue
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Deception '
- bonus: 12
- misc:
- - name: 'Diplomacy '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Religion '
- bonus: 11
- misc:
- - name: 'Torture Lore '
- bonus: 11
- misc:
- perception: 15
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 2
- int_mod: 2
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- - name: Painsight
- action_cost: None
- traits:
- - divination
- - divine
- description: A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions
- raw_description: '**Painsight** (__divination__, __divine__) A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sense Portal
- action_cost: None
- traits:
- - divination
- - divine
- description: The ostiarius always knows the direction and distance to the closest portal between the __Shadow Plane__ and the Material Plane. This sense functions only on these two planes.
- raw_description: '**Sense Portal** (__divination__, __divine__) The ostiarius always knows the direction and distance to the closest portal between the __Shadow Plane__ and the Material Plane. This sense functions only on these two planes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 15
- ref_misc:
- will: 13
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 67
- hp_misc: regeneration 5 (deactivated by good or silver
- immunities:
- - cold
- resistances:
- - amount: 5
- type: good
- - amount: 5
- type: silver
- weaknesses:
- automatic_abilities:
- - name: Whispering Wounds
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - mental
- - visual
- description: 30 feet. When a creature ends its turn in the aura, it hears the wounds on the ostiarius's body whisper obscene truths. The creature must succeed at a DC 21 Will save or become __sickened 1__.
- raw_description: "**Whispering Wounds** (__aura__, __divine__, __enchantment__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it hears the wounds on the ostiarius's body whisper obscene truths. The creature must succeed at a DC 21 Will save or become __sickened 1__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - agile
- - evil
- - finesse
- - magical
- damage:
- formula: 2d6+2
- type: slashing
- plus_damage:
- - formula: 2d6
- type: persistent bleed
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: enthrall
- frequency:
- requirement:
- - name: wanderer's guide
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: calm emotions
- frequency: at will
- requirement:
- - name: darkness
- frequency:
- requirement:
- - name: silence
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: shield
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: inveigle
- frequency:
- requirement:
- proactive_abilities:
- - name: Compel Courage
- action_cost: One Action
- traits:
- - auditory
- - divine
- - emotion
- - enchantment
- - linguistic
- - mental
- description: The ostiarius inspires their willing allies and themself by whispering words of courage from their wounds. The ostiarius and their allies in a 50-foot emanation gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. The ostiarius can Sustain Compel Courage. Non-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. They take 1 __persistent bleed damage__ and can't attempt a flat check to end this damage as long as they're compelled.
- raw_description: "**Compel Courage** (__auditory__, __divine__, __emotion__, __enchantment__, __linguistic__, __mental__) The ostiarius inspires their willing allies and themself by whispering words of courage from their wounds. The ostiarius and their allies in a 50-foot emanation gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. The ostiarius can Sustain Compel Courage. Non-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. They take 1 __persistent bleed damage__ and can't attempt a flat check to end this damage as long as they're compelled."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focus Gaze
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: The ostiarius stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Whispering Wounds. In addition, if the creature was already __sickened__ and fails its save, the creature is __fascinated__ by the ostiarius and can't use hostile actions. This fascination lasts for 1 round or until the ostiarius takes any hostile action against the creature or the creature's allies. Whether the creature succeeds at or fails the save, it is temporarily immune for 1 hour.
- raw_description: "**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The ostiarius stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Whispering Wounds. In addition, if the creature was already __sickened__ and fails its save, the creature is __fascinated__ by the ostiarius and can't use hostile actions. This fascination lasts for 1 round or until the ostiarius takes any hostile action against the creature or the creature's allies. Whether the creature succeeds at or fails the save, it is temporarily immune for 1 hour."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Osyluth
- source:
- - abbr: Bestiary 2
- page_start: 73
- page_stop:
- description: >-
- An osyluth is an unparalleled inquisitor that revels in the sadism and torture for which __Hell__ is so well known. These devils' charge is to seek out heresies, both among mortals and among other fiends—a commandment they uphold with unwavering fervor. They spawn within the Styx-fed swamps of Hell's fifth layer, Stygia; where heresies and the souls of heretics stagnate, osyluths eventually rise. In the remote corners of that same layer of Hell, they build massive, calcified hives where they perform their vile interrogations and perfect their torturous arts upon lesser devils and petitioners alike.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Devil
- - Fiend
- senses:
- - Perception +21
- - greater darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Arcana '
- bonus: 18
- misc:
- - name: 'Deception '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Religion '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- perception: 21
- ability_mods:
- str_mod: 5
- dex_mod: 5
- con_mod: 4
- int_mod: 3
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 18
- ref_misc:
- will: 17
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 135
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 10
- type: physical (except silver)
- - amount: 10
- type: poison
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - evil
- - magical
- damage:
- formula: 2d10+11
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+11
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: stinger
- to_hit: 21
- traits:
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 1d10+11
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and osyluth venom
- ranged:
- - action_cost: One Action
- name: bone shard
- to_hit: 21
- traits:
- - evil
- - magical
- - range increment 30 feet
- damage:
- formula: 2d6+8
- type: piercing
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: phantom pain
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: dimensional anchor
- frequency: ×2
- requirement:
- - name: discern lies
- frequency:
- requirement:
- - name: zone of truth
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Osyluth Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw **DC 25 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage, __enfeebled 1__ (1 round); **Stage 2 **3d6 poison damage and enfeebled 1 (1 round); **Stage 3 **3d6 poison damage and enfeebled 2 (1 round). Once a creature reaches stage 3, it takes a -4 status penalty to Will saves against attempts to __Coerce__ it for 1 hour (this is a mental effect).'
- raw_description: '**Osyluth Venom** (__poison__) **Saving Throw **DC 25 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage, __enfeebled 1__ (1 round); **Stage 2 **3d6 poison damage and enfeebled 1 (1 round); **Stage 3 **3d6 poison damage and enfeebled 2 (1 round). Once a creature reaches stage 3, it takes a -4 status penalty to Will saves against attempts to __Coerce__ it for 1 hour (this is a mental effect).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quick Invisibility
- action_cost: None
- traits:
- description: The osyluth can cast innate __invisibility__ using only 1 action.
- raw_description: '**Quick Invisibility** The osyluth can cast innate __invisibility__ using only 1 action.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sadistic Strike
- action_cost: None
- traits:
- description: An osyluth deals an extra 2d6 damage whenever they Strike an __enfeebled__, __frightened__, or __prone__ creature.
- raw_description: '**Sadistic Strike** An osyluth deals an extra 2d6 damage whenever they Strike an __enfeebled__, __frightened__, or __prone__ creature.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stygian Inquisitor
- action_cost: One Action
- traits:
- - linguistic
- - mental
- description: The osyluth telepathically questions a creature affected by zone of truth. After 1 round, if the creature intentionally refuses to answer the question, it takes 2d6 __mental__ damage.
- raw_description: '**Stygian Inquisitor** (__linguistic__, __mental__) The osyluth telepathically questions a creature affected by zone of truth. After 1 round, if the creature intentionally refuses to answer the question, it takes 2d6 __mental__ damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tail Sweep
- action_cost: One Action
- traits:
- description: The osyluth sweeps their tail in a 15-foot cone. Each creature in the cone must succeed at a DC 26 Reflex save or be knocked __prone__.
- raw_description: '**Tail Sweep** The osyluth sweeps their tail in a 15-foot cone. Each creature in the cone must succeed at a DC 26 Reflex save or be knocked __prone__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Otyugh
- source:
- - abbr: Bestiary
- page_start: 258
- page_stop:
- description: >-
- Lords of sewers, ditches, and landfllls, otyughs are lthy monstrosities that stomp about on three massive legs in search of tasty garbage and refuse. Using two barbed tentacles to grasp and tear, guided by a third with a proliferation of eyes at the end, the otyugh has perfectly adapted to life in its cramped, disgusting environment, where it uses its appendages to see into tight spaces and grasp hidden prey.
-
-
-
-
- Most assume that otyughs originally evolved in swamps and moved into sewers as civilization encroached on their natural habitats. True or not, they are now one of the larger predators in those dank environs. Otyughs are territorial, but they have been known to form loose collectives, even giving each other important-sounding titles like "king of offal" and "duchess of slime" to indicate their rank and station in their sludgy underworld beneath the streets.
-
-
-
-
- Those who run across an otyugh might be surprised to hear it speak, shouting at intruders to leave its putrid home or demanding tribute in the form of trash or other prizes of dubious nature.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Aberration
- senses:
- - Perception +10
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 8
- misc: +11 in lair
- perception: 10
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: -2
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 8
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- - disease
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be sickened 1 (plus slowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a -2 circumstance penalty to saves against diseases. An otyugh's stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with __create water__ and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench.
- raw_description: "**Stench** (__aura__, __olfactory__) 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be sickened 1 (plus slowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a -2 circumstance penalty to saves against diseases. An otyugh's stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with __create water__ and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 2d6+6
- type: piercing
- plus_damage:
- - formula:
- type: filth fever
- - action_cost: One Action
- name: tentacle
- to_hit: 14
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d6+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d6+6 bludgeoning, DC 22
- raw_description: '**__Constrict__** 1d6+6 bludgeoning, DC 22'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Filth Fever
- action_cost: None
- traits:
- - disease
- 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); **Stage 4** __unconscious__ (1 day); **Stage 5** dead
- raw_description: "**Filth Fever** (__disease__) 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); **Stage 4** __unconscious__ (1 day); **Stage 5** dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reposition
- action_cost: One Action
- traits:
- description: The otyugh attempts to move all creatures that it has grabbed into other spaces within the reach of its tentacles, rolling a single __Athletics__ 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.
- raw_description: "**Reposition** The otyugh attempts to move all creatures that it has grabbed into other spaces within the reach of its tentacles, rolling a single __Athletics__ 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Owlbear
- source:
- - abbr: Bestiary
- page_start: 259
- page_stop:
- description: >-
- With the body of a powerful brown bear and the keen senses of an owl, the owlbear is a dangerous territorial predator, fearlessly attacking any creature that strays into its domain. Those who run afoul of an owlbear hear its terrifying screech only seconds before the massive creature is upon them, ripping them apart with deadly talons and a powerful beak.
-
-
-
-
- Although their origin is lost to time, owlbears are assumed to be the result of a magical experiment to make a more cunning predator. According to the legend, the wizard was too successful and ended up being the flrst victim of the beast. Today, owlbears can be found around the world, with a variety of features. While the most common subspecies looks like a brown bear with the features of a great horned owl, owlbears from the frozen north might resemble polar bears mixed with snowy owls, and in temperate rain forests they might resemble black bears with the heads of barn owls.
-
-
-
-
- Most owlbears live solitary lives, gathering only to mate and raise cubs, which are hatched from eggs. An owlbear's territory usually extends to around 5 miles from its lair, with clear signs of its habitat appearing with 1 mile (clawed up trees, gigantic feathers, and shredded carcasses). The lair of an owlbear rarely holds anything of value, but some adventurers have found trinkets, coins, and even jewelry in the massive pellets of undigested bones these monsters leave behind.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +13
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Intimidation '
- bonus: 10
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 5
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 7
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: talon
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 1d10+6
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: beak
- to_hit: 14
- traits:
- damage:
- formula: 1d12+6
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bloodcurdling Screech
- action_cost: One Action
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: >+
- The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 20 Will save. Regardless of the result, creatures are temporarily immune for 1 minute.
-
- raw_description: >-
- **Bloodcurdling Screech** (__auditory__, __emotion__, __fear__, __mental__) The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 20 Will save. Regardless of the result, creatures are temporarily immune for 1 minute.
-
-
- **Critical Success** The creature is unaffected.
-
-
- **Success** The creature is __frightened 1__.
-
-
- **Failure** The creature is __frightened 2__.
-
-
- **Critical Failure** The creature is fleeing for 1 round and __frightened 3__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is fleeing for 1 round and frightened 3.
- full_description:
- - name: Gnaw
- action_cost: One Action
- traits:
- description:
- raw_description: >-
- **Gnaw** **Requirements** The owlbear has a creature grabbed with its talons. **Effect** The owlbear attempts to disembowel the creature with a beak Strike. If the Strike hits, the target must attempt a DC 22 Will save.
-
-
- **Critical Success** The target is unaffected.
-
-
- **Success** The target is __sickened 1__.
-
-
- **Failure** The target is __sickened 1__ and __slowed 1__ as long as it remains __sickened__.
- generic_description:
- frequency:
- trigger:
- effect: The owlbear has a creature grabbed with its talons.
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success: The target is sickened 1.
- failure: The target is sickened 1 and slowed 1 as long as it remains sickened.
- critical_failure:
- full_description:
- - name: Screeching Advance
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech.
- raw_description: '**Screeching Advance** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__) The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Pachycephalosaurus
- source:
- - abbr: Bestiary 2
- page_start: 80
- page_stop:
- description: >-
- Pachycephalosauruses are normally peaceful herbivorous dinosaurs, but they grow much more violent during their mating season, when they fight one another to win over mates and warn away interlopers. They also defend themselves vehemently when potential predators stray too close to their herd. The pachycephalosaurus's skull has a distinctive dome-shaped crown surrounded by numerous blunt, bony horns. This feature, combined with the dinosaur's powerful, compact neck, allows it to make battering-ram-like charges capable of inflicting great damage.
-
-
-
-
- Some __humanoid__ groups have successfully trained pachycephalosauruses for use as mounts, but the creatures aren't particularly well suited to the task.
-
-
-
-
- Pachycephalosauruses grow to a length of 15 feet and weigh 1,400 pounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Dinosaur
- senses:
- - Perception +10
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 4
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 11
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 65
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: skull
- to_hit: 11
- traits:
- - forceful
- - reach 10 feet
- damage:
- formula: 1d10+6
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Clobbering Charge
- action_cost: Two Actions
- traits:
- description: The pachycephalosaurus Strides up to its Speed. If it ends its movement within melee reach of a target, it can make a skull Strike against that target. If the pachycephalosaurus critically hits with this Strike, the creature hit is __stunned 1__.
- raw_description: '**Clobbering Charge** [Two Actions] The pachycephalosaurus Strides up to its Speed. If it ends its movement within melee reach of a target, it can make a skull Strike against that target. If the pachycephalosaurus critically hits with this Strike, the creature hit is __stunned 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sudden Shove
- action_cost: Reaction
- traits:
- - attack
- description:
- raw_description: "**Sudden Shove** [Reaction] (__attack__) **Trigger **The pachycephalosaurus damages a Medium or smaller foe with its skull Strike; **Effect **The pachycephalosaurus digs in and flings its head up, shoving its foe away. It attempts an __Athletics__ check against the target's Fortitude DC. \n\n**Critical Success **The pachycephalosaurus pushes the opponent up to 10 feet away from itself and knocks the target __prone__. \n\n**Success **The pachycephalosaurus pushes the opponent back 5 feet. \n\n**Failure **The pachycephalosaurus fails to push the opponent. \n\n**Critical Failure **As failure, but the failed attempt leaves the pachycephalosaurus __flat-footed__ for 1 round."
- generic_description:
- frequency:
- trigger: The pachycephalosaurus damages a Medium or smaller foe with its skull Strike
- effect: "The pachycephalosaurus digs in and flings its head up, shoving its foe away. It attempts an __Athletics__ check against the target's Fortitude DC. \n\n"
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Pegasus
- source:
- - abbr: Bestiary
- page_start: 260
- page_stop:
- description: >-
- The pegasus is a winged horse prized for its capacity to serve as an aerial mount. Unfortunately for those who desire a saddle-trained pegasus, pegasi are wild creatures and do not readily accept even well-intentioned riders. Pegasi actively resist being mounted or controlled by evil creatures, attempting to buck an unwanted rider at every opportunity. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet.
-
-
-
-
- Pegasi are highly intelligent beasts and have a strong sense of pride and honor. The best way to entreat a pegasus is by speaking to it with grace and offering gifts appropriate to a creature of such majesty. Prospective riders who seek the mount for a worthy cause or virtuous quest have a much easier time coaxing a pegasus into granting its favor. Regardless, a pegasus never accepts a bit or saddle, for reasons both practical (a standard horse saddle interferes with its wings) and purely egotistical.
-
-
-
-
- In the wild, pegasi live in small herds and establish territories on remote mountains where they are relatively safe from hunters and slavers. They mature at the same rate as horses and can even breed with other equines, though the outcome of such unions is typically a foal with the traits of its least magical parent. On rare occasions, the interbreeding of a pegasus and a unicorn may result in a winged unicorn with characteristics of both parents and an unrivaled sense of righteousness.
-
-
-
-
- Some pegasi carry in them the blood of a mighty and heroic ancestor. These champions of pegasus-kind dedicate their long lives to the pursuit of justice. They possess powerful supernatural abilities to aid them in this fight, such as resistance to fire and poison, immunity to petrification, and holy hoof attacks.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: NG
- size: Large
- traits:
- - NG
- - Large
- - Beast
- senses:
- - Perception +12
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 10
- misc:
- perception: 12
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 11
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 55
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 19
- raw_description: '**Buck** [Reaction] DC 19'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 80
- type: fly
- melee:
- - action_cost: One Action
- name: hoof
- to_hit: 10
- traits:
- damage:
- formula: 1d8+5
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d6+5
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Assisted Mount
- action_cost: One Action
- traits:
- description:
- raw_description: '**Assisted Mount** **Requirement** The pegasus is Flying without a rider. **Effect** The pegasus Flies. At any point during the movement, it can allow a willing adjacent creature to Mount it. That creature must use a reaction to do so.'
- generic_description:
- frequency:
- trigger:
- effect: The pegasus is Flying without a rider.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Gallop
- action_cost: Two Actions
- traits:
- description: The pegasus uses 2 move actions, each of which can be either Stride or Fly. It gains a +20-foot circumstance bonus to its Speeds during a Gallop.
- raw_description: '**Gallop** [Two Actions] The pegasus uses 2 move actions, each of which can be either Stride or Fly. It gains a +20-foot circumstance bonus to its Speeds during a Gallop.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Peluda
- source:
- - abbr: Bestiary 2
- page_start: 196
- page_stop:
- description: >-
- Peludas are wild and savage dragons that favor reedy marshlands, sparsely forested bogs, and river valleys for lairs. A single peluda typically claims a stretch of waterways a few miles in length, then systematically drives off any potential rivals so that the peluda can despoil the land as they please, leaving clawed footprints on muddy riverbanks, toppling trees, and impaling half-eaten corpses on their quills as trophies left to rot. They venture beyond their domains to hunt, roasting prey with their breath or pulverizing them with their tails, burning and killing for cruel sport before slithering, sated, back to their mucky lairs.
-
-
-
-
- Peludas despise weakness and loathe creatures smaller than themselves, especially humanoids, whom they see as fragile and soft, good only for eating or breaking. In contrast, peludas have a massive inferiority complex regarding more impressive creatures—especially larger and stronger dragons. Peludas will try anything to become stronger, including ingesting shiny coins, gems, and jewelry, which old folk tales claim will strengthen their quills and fire breath.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Dragon
- - Fire
- senses:
- - Perception +21
- - darkvision
- languages:
- - Draconic
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- perception: 21
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 5
- int_mod: -2
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 17
- ref_misc:
- will: 19
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 170
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Vulnerable Tail
- action_cost: None
- traits:
- description: If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda's tail. The peluda takes 2d6 __persistent bleed damage__ and can't make tail attacks until their tail grows back (in about 1 week).
- raw_description: "**Vulnerable Tail** If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda's tail. The peluda takes 2d6 __persistent bleed damage__ and can't make tail attacks until their tail grows back (in about 1 week)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quill Thrust
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Quill Thrust [Reaction]** **Trigger** A creature within 10 feet attempts a melee Strike against the peluda; **Effect** The peluda shifts their position and makes a quill Strike against the attacking creature. This Strike doesn't count toward the peluda's multiple attack penalty, and the peluda's multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within 10 feet attempts a melee Strike against the peluda
- effect: The peluda shifts their position and makes a quill Strike against the attacking creature. This Strike doesn't count toward the peluda's multiple attack penalty, and the peluda's multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: quill
- to_hit: 23
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6
- type: piercing
- plus_damage:
- - formula:
- type: peluda venom
- - action_cost: One Action
- name: tail
- to_hit: 23
- traits:
- - reach 15 feet
- - versatile piercing
- damage:
- formula: 2d6+13
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- description: The peluda breathes a torrent of flames that deals 7d10 fire damage in a 60-foot line (DC 29 basic Reflex save). They can't use their Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) The peluda breathes a torrent of flames that deals 7d10 fire damage in a 60-foot line (DC 29 basic Reflex save). They can't use their Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Peluda Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and __flat-footed__ (1 round); **Stage 2** 2d6 poison, __enfeebled 1__, and flat-footed (1 round); **Stage 3** 2d6 poison, enfeebled 2, and flat-footed (1 round)'
- raw_description: '**Peluda Venom** (__poison__) **Saving Throw** DC 29 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison and __flat-footed__ (1 round); **Stage 2** 2d6 poison, __enfeebled 1__, and flat-footed (1 round); **Stage 3** 2d6 poison, enfeebled 2, and flat-footed (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quill Barrage
- action_cost: Two Actions
- traits:
- description: The peluda bristles their quills and shakes, sending dozens of spear-like barbs in every direction. All creatures within 30 feet take 11d6 piercing damage (DC 29 basic Reflex save) and are exposed to peluda venom if they take any damage. The peluda can't use Quill Barrage again for 1 minute.
- raw_description: "**Quill Barrage** [Two Actions] The peluda bristles their quills and shakes, sending dozens of spear-like barbs in every direction. All creatures within 30 feet take 11d6 piercing damage (DC 29 basic Reflex save) and are exposed to peluda venom if they take any damage. The peluda can't use Quill Barrage again for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Peryton
- source:
- - abbr: Bestiary 2
- page_start: 197
- page_stop:
- description: >-
- The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed.
-
-
-
-
- Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else.
-
-
-
-
- Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge.
-
-
-
-
- A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Beast
- senses:
- - Perception +13
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 2
- int_mod: 0
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 11
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: antler
- to_hit: 14
- traits:
- - deadly d8
- damage:
- formula: 1d12+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 1d8+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Heart Ripper
- action_cost: One Action
- traits:
- - attack
- - emotion
- - fear
- - visual
- description: The peryton rips out the heart of an adjacent corpse with their jaws. The creature must have died in the last minute. As the peryton rips the heart free and swallows it whole, they regain 2d6 HP, and any non-peryton that witnesses this event must succeed at a DC 21 Will save or become __frightened 1__ (or frightened 2 on a critical failure).
- raw_description: '**Heart Ripper** (__attack__, __emotion__, __fear__, __visual__) The peryton rips out the heart of an adjacent corpse with their jaws. The creature must have died in the last minute. As the peryton rips the heart free and swallows it whole, they regain 2d6 HP, and any non-peryton that witnesses this event must succeed at a DC 21 Will save or become __frightened 1__ (or frightened 2 on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mimic Shadow
- action_cost: One Action
- traits:
- - necromancy
- - occult
- - shadow
- description:
- raw_description: "**Mimic Shadow** (__necromancy__, __occult__, __shadow__) **Requirements** The target must be casting a shadow; **Effect** The peryton Flies, going no higher than 20 feet over the target creature. The target creature must succeed at a DC 21 Will save or the peryton's shadow changes to match that cast by the target creature. With their shadow so transformed, the peryton gains a +2 status bonus to attack and damage rolls against that creature. In addition, each time the peryton successfully Strikes that creature, the creature must succeed at a DC 21 Will save or become __frightened 1__, or increase its frightened condition by 1 if it's already frightened. This is an __emotion__ and __fear__ effect. The shadow remains transformed for 1 hour or until the peryton Mimics a Shadow again, whichever comes first."
- generic_description:
- frequency:
- trigger:
- effect: The target must be casting a shadow
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Petitioner
- source:
- - abbr: Bestiary 2
- page_start: 198
- page_stop:
- description: >-
- When a mortal dies, their soul travels to the __Boneyard__ in the Outer Planes where they are judged by __Pharasma__, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
-
-
-
-
- Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a __celestial__, __monitor__, or __fiend__. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the __Positive Energy plane__, fueling the creation of entirely new souls.
- level: 1
- rarity: Common
- type: Creature
- alignment: Any
- size: Medium
- traits:
- - Any
- - Medium
- - Petitioner
- senses:
- - Perception +7
- - darkvision
- languages:
- - see Planar Incarnation
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Planar Lore '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 2
- con_mod: 2
- int_mod: 2
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 7
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 22
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Planar Incarnation
- action_cost: One Action
- traits:
- description: "All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane. \n\n**__Abaddon__ (the Hunted)** The hunted appear as Medium sized versions of themselves from their prior lives, and they exist to be pursued and consumed by daemons; **Alignment** NE; **Language** __Daemonic__; **Additional Ability** __fast healing 5__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Abyss__ (the Larvae)** The larvae appear as maggot-like grubs with the face the petitioners had in life; **Alignment** CE; **Language** __Abyssal__; **Additional Ability** immune to __disease__ and __poison__; **Melee** jaws +7, **Damage** 1d8+2 piercing \n\n**__Astral Plane__ (the Untethered)** The untethered appear as astrally projected versions of their mortal forms, yet they lack a silver cord; **Alignment** any; **Language** any one spoken in life (such as __Common__); **Additional Ability** fly Speed 20 feet; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Axis__ (the Unmade)** The unmade appear as parchment-skinned humanoids covered in lines of close black script; **Alignment** LN; **Language** __Utopian__; **Additional Ability** immune to __emotion__ and __fear__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Boneyard__ (the Dead)** The dead appear as animated skeletons of the type of creature they were when they were alive; **Alignment** N; **Language** __Requian__; **Additional Ability** resist piercing and slashing 3; Melee claw +7, Damage 1d8+2 slashing \n\n**Dead Vault (the Caged)** The caged are sent to __Rovagug's__ prison plane, the Dead Vault; they appear as chained versions of their mortal bodies, save that their faces are hideous insectile visages; **Alignment** CE; **Language** __Abyssal__; **Additional Ability** __Rend__ bite; **Melee** bite +7, **Damage** 1d8+2 piercing \n\n**__Dimension of Dreams__ (the Dreamers)** The dreamers appear as their ideal appearance, age, and gender from their mortal bodies; **Alignment** any; **Language** __Aklo__; **Additional Ability** +1 circumstance bonus on all saving throws; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Elysium__ (the Chosen)** The chosen appear as idealized versions of their mortal selves with glowing eyes; **Alignment** CG; **Language** __Celestial__; **Additional Ability** immune to __blindness__ and __dazzled__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Ethereal Plane__ (the Terrorized)** The terrorized appear as sickly, haunted-looking versions of their mortal selves; **Alignment** any; **Language** any one spoken in life (such as __Common__); **Additional Ability** immune to bleed and __death__ effects; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Heaven__ (the Elect)** The elect have golden halos and ghostly wings, but they otherwise appear as their mortal forms; **Alignment** LG; **Language** __Celestial__; **Additional Ability** fly Speed 20 feet; **Melee** wing +7, **Damage** 1d8+2 bludgeoning \n\n**__Hell__ (the Damned)** The damned look like terribly scarred or mutilated versions of their mortal selves; **Alignment** LE; **Language** __Infernal__; **Additional Ability** immune to fire; **Melee** jaws +7, **Damage** 1d8+2 piercing \n\n**__Maelstrom__ (the Shapeless)** The shapeless appear as half-melted reflections of their former mortal selves; **Alignment** CN; **Language** __Protean__; **Additional Ability** immune to critical hits and precision; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**Material Plane (the Remnants)** The remnants are among the rarest of petitioners; they appear as plain, bland versions of the ancestry of their mortal lives; **Alignment** any; **Language** any one spoken in life (such as __Common__); **Additional Ability** __ferocity__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Nirvana__ (the Cleansed)** The cleansed take on animal forms that match their personalities in life; **Alignment** NG; **Language** __Celestial__; **Additional Ability** speed 35 feet; **Melee** claw +7, **Damage** 1d8+2 slashing \n\n**__Plane of Air__ (the Air Pneuma)** Air pneuma appear as versions of their mortal selves composed of air; **Alignment** any; **Language** __Auran__; **Additional Ability** fly Speed 20 feet; **Melee** gust +7 (air), **Damage** 1d8+2 bludgeoning \n\n**__Plane of Earth__ (the Earth Pneuma)** Earth pneuma appear as versions of their mortal selves built of earth or stone; **Alignment** any; **Language** __Terran__; **Additional Ability** burrow Speed 20 feet; **Melee** fist +7 (earth), **Damage** 1d8+2 bludgeoning \n\n**__Plane of Fire__ (the Fire Pneuma)** Fire pneuma appear as versions of their mortal selves shaped from flame; **Alignment** any; **Language** __Ignan__; **Additional Ability** immunity to fire; **Melee** cinder +7 (fire), **Damage** 1d8+2 fire \n\n**__Plane of Water__ (the Water Pneuma)** Water pneuma appear as versions of their mortal selves formed of flowing water; **Alignment** any; **Language** __Aquan__; **Additional Ability** __amphibious__, swim Speed 20 feet; **Melee** current +7 (water), **Damage** 1d8+2 bludgeoning \n\n**__Positive Energy Plane__ (the Enlightened)** The enlightened appear as diaphanous, radiant versions of their mortal selves; **Alignment** any good; **Language** __Jyoti__; **Additional Ability** __fast healing 5__; **Melee** glowing touch +7, **Damage** 1d8+2 positive \n\n**__Shadow Plane__ (the Mutilated)** The mutilated appear as they did in their mortal lives, yet are covered in wounds or partially adorned or wrapped in chains; **Alignment** any evil; **Language** __Shadowtongue__; **Additional Ability** immune to bleed and __fear__; **Melee** chain +7, **Damage** 1d8+2 bludgeoning"
- raw_description: "**Planar Incarnation** All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane. \n\n**__Abaddon__ (the Hunted)** The hunted appear as Medium sized versions of themselves from their prior lives, and they exist to be pursued and consumed by daemons; **Alignment** NE; **Language** __Daemonic__; **Additional Ability** __fast healing 5__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Abyss__ (the Larvae)** The larvae appear as maggot-like grubs with the face the petitioners had in life; **Alignment** CE; **Language** __Abyssal__; **Additional Ability** immune to __disease__ and __poison__; **Melee** jaws +7, **Damage** 1d8+2 piercing \n\n**__Astral Plane__ (the Untethered)** The untethered appear as astrally projected versions of their mortal forms, yet they lack a silver cord; **Alignment** any; **Language** any one spoken in life (such as __Common__); **Additional Ability** fly Speed 20 feet; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Axis__ (the Unmade)** The unmade appear as parchment-skinned humanoids covered in lines of close black script; **Alignment** LN; **Language** __Utopian__; **Additional Ability** immune to __emotion__ and __fear__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Boneyard__ (the Dead)** The dead appear as animated skeletons of the type of creature they were when they were alive; **Alignment** N; **Language** __Requian__; **Additional Ability** resist piercing and slashing 3; Melee claw +7, Damage 1d8+2 slashing \n\n**Dead Vault (the Caged)** The caged are sent to __Rovagug's__ prison plane, the Dead Vault; they appear as chained versions of their mortal bodies, save that their faces are hideous insectile visages; **Alignment** CE; **Language** __Abyssal__; **Additional Ability** __Rend__ bite; **Melee** bite +7, **Damage** 1d8+2 piercing \n\n**__Dimension of Dreams__ (the Dreamers)** The dreamers appear as their ideal appearance, age, and gender from their mortal bodies; **Alignment** any; **Language** __Aklo__; **Additional Ability** +1 circumstance bonus on all saving throws; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Elysium__ (the Chosen)** The chosen appear as idealized versions of their mortal selves with glowing eyes; **Alignment** CG; **Language** __Celestial__; **Additional Ability** immune to __blindness__ and __dazzled__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Ethereal Plane__ (the Terrorized)** The terrorized appear as sickly, haunted-looking versions of their mortal selves; **Alignment** any; **Language** any one spoken in life (such as __Common__); **Additional Ability** immune to bleed and __death__ effects; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Heaven__ (the Elect)** The elect have golden halos and ghostly wings, but they otherwise appear as their mortal forms; **Alignment** LG; **Language** __Celestial__; **Additional Ability** fly Speed 20 feet; **Melee** wing +7, **Damage** 1d8+2 bludgeoning \n\n**__Hell__ (the Damned)** The damned look like terribly scarred or mutilated versions of their mortal selves; **Alignment** LE; **Language** __Infernal__; **Additional Ability** immune to fire; **Melee** jaws +7, **Damage** 1d8+2 piercing \n\n**__Maelstrom__ (the Shapeless)** The shapeless appear as half-melted reflections of their former mortal selves; **Alignment** CN; **Language** __Protean__; **Additional Ability** immune to critical hits and precision; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**Material Plane (the Remnants)** The remnants are among the rarest of petitioners; they appear as plain, bland versions of the ancestry of their mortal lives; **Alignment** any; **Language** any one spoken in life (such as __Common__); **Additional Ability** __ferocity__; **Melee** fist +7, **Damage** 1d8+2 bludgeoning \n\n**__Nirvana__ (the Cleansed)** The cleansed take on animal forms that match their personalities in life; **Alignment** NG; **Language** __Celestial__; **Additional Ability** speed 35 feet; **Melee** claw +7, **Damage** 1d8+2 slashing \n\n**__Plane of Air__ (the Air Pneuma)** Air pneuma appear as versions of their mortal selves composed of air; **Alignment** any; **Language** __Auran__; **Additional Ability** fly Speed 20 feet; **Melee** gust +7 (air), **Damage** 1d8+2 bludgeoning \n\n**__Plane of Earth__ (the Earth Pneuma)** Earth pneuma appear as versions of their mortal selves built of earth or stone; **Alignment** any; **Language** __Terran__; **Additional Ability** burrow Speed 20 feet; **Melee** fist +7 (earth), **Damage** 1d8+2 bludgeoning \n\n**__Plane of Fire__ (the Fire Pneuma)** Fire pneuma appear as versions of their mortal selves shaped from flame; **Alignment** any; **Language** __Ignan__; **Additional Ability** immunity to fire; **Melee** cinder +7 (fire), **Damage** 1d8+2 fire \n\n**__Plane of Water__ (the Water Pneuma)** Water pneuma appear as versions of their mortal selves formed of flowing water; **Alignment** any; **Language** __Aquan__; **Additional Ability** __amphibious__, swim Speed 20 feet; **Melee** current +7 (water), **Damage** 1d8+2 bludgeoning \n\n**__Positive Energy Plane__ (the Enlightened)** The enlightened appear as diaphanous, radiant versions of their mortal selves; **Alignment** any good; **Language** __Jyoti__; **Additional Ability** __fast healing 5__; **Melee** glowing touch +7, **Damage** 1d8+2 positive \n\n**__Shadow Plane__ (the Mutilated)** The mutilated appear as they did in their mortal lives, yet are covered in wounds or partially adorned or wrapped in chains; **Alignment** any evil; **Language** __Shadowtongue__; **Additional Ability** immune to bleed and __fear__; **Melee** chain +7, **Damage** 1d8+2 bludgeoning"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Phistophilus
- source:
- - abbr: Bestiary
- page_start: 90
- page_stop:
- description: >-
- Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential contracts, tempting mortals to sell their souls in exchange for achieving their worldly desires. If a target is desirable enough, a phistophilus can offer contracts for prices seemingly lesser than their soul all at once, though in this case, the devil carefully manipulates the price to drive the signatory toward the forces of law and evil, and therefore ultimately to Hell anyway. Contract devils are tall creatures with skin tones that range from bronze to crimson and large curving horns extending from their bodies, over which they often drape favored or important contracts.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Devil
- - Fiend
- senses:
- - Perception +21
- - greater darkvision
- languages:
- - Abyssal
- - Aklo
- - Celestial
- - Common
- - Draconic
- - Infernal
- - Undercommon
- - telepathy 100 feet
- - tongues
- skills:
- - name: 'Arcana '
- bonus: 19
- misc:
- - name: 'Deception '
- bonus: 23
- misc:
- - name: 'Diplomacy '
- bonus: 21
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Legal Lore '
- bonus: 25
- misc:
- - name: 'Religion '
- bonus: 19
- misc:
- - name: 'Society '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 21
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 4
- int_mod: 7
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 18
- ref_misc:
- will: 23
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 150
- hp_misc:
- immunities:
- - fire
- - ward contract
- resistances:
- - amount: 10
- type: physical (except silver)
- - amount: 10
- type: poison
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- - name: Ward Contract
- action_cost: None
- traits:
- description: A signed contract carried by a living contract devil (including draped over its horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make it destroy, nullify, or alter a contract.
- raw_description: '**Ward Contract** A signed contract carried by a living contract devil (including draped over its horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make it destroy, nullify, or alter a contract.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: binding contract
- to_hit: 23
- traits:
- - agile
- - disarm
- - evil
- - magical
- - reach 10 feet
- - trip
- damage:
- formula: 3d6+11
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - formula:
- type: Grab
- - formula:
- type: infernal wound
- - action_cost: One Action
- name: horn
- to_hit: 21
- traits:
- - magical
- damage:
- formula: 3d10+11
- type: piercing and infernal wound
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: scrying
- frequency: at will, see infernal investment
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: fireball
- frequency:
- requirement:
- - name: illusory scene
- frequency:
- requirement:
- - name: lightning bolt
- frequency:
- requirement:
- - name: locate
- frequency: at will
- requirement:
- - name: mind probe
- frequency:
- requirement:
- - name: sending
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: private sanctum
- frequency:
- requirement:
- - name: silence
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Draft Contract
- action_cost: Three Actions
- traits:
- - conjuration
- - divine
- - manipulate
- description: >-
- The contract devil produces an infernal contract for a single living 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 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 effects of a __locate__ spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
- raw_description: >-
- **Draft Contract** [Three Actions] (__conjuration__, __divine__, __manipulate__) The contract devil produces an infernal contract for a single living 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 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 effects of a __locate__ spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infernal Investment
- action_cost: None
- traits:
- description: A contract devil can cast a 10th-level innate __scrying__ spell at will, but only to target a creature with which it has a contract. The target automatically critically fails its save.
- raw_description: '**Infernal Investment** A contract devil can cast a 10th-level innate __scrying__ spell at will, but only to target a creature with which it has a contract. The target automatically critically fails its save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infernal Wound
- action_cost: None
- traits:
- - divine
- - necromancy
- 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 an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 29 counteract check or the magic fails to heal the creature.
- raw_description: >-
- **Infernal Wound** (__divine__, __necromancy__) 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 an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 29 counteract check or the magic fails to heal the creature.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Phoenix
- source:
- - abbr: Bestiary
- page_start: 261
- page_stop:
- description: >-
- The phoenix is a primordial bird made of heat and flame that dwells in the most inhospitable regions of the desert. Though highly intelligent and brimming with compassion, the phoenix is best-known for its iconic ability to resurrect itself when slain, emerging reborn from the ashes of its own corpse. Phoenixes are often sought out for their knowledge or healing abilities, as they cannot abide the sight of suffering and deny their succor only to the most foul and irredeemable of creatures.
-
-
-
-
- Phoenixes enjoy the company of metallic dragons, and when the two dwell in close proximity, they can forge lifelong friendships, sharing their resources and words of wisdom while keeping each other updated on regional news.
-
-
-
-
- While most phoenixes are benevolent, they are not infallible. When a phoenix loses its way or falls under the influence of evil, it still retains its strong appetite for knowledge. Evil phoenixes are known to assault universities and libraries in their pursuit for power—not only to gain new information, but also to set fire to the texts and thus hoard that knowledge for themselves.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 39
- level: 15
- rarity: Rare
- type: Creature
- alignment: NG
- size: Gargantuan
- traits:
- - Rare
- - NG
- - Gargantuan
- - Beast
- - Fire
- senses:
- - Perception +27
- - darkvision
- - detect magic
- - see invisibility
- languages:
- - Auran
- - Celestial
- - Common
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 30
- misc:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Diplomacy '
- bonus: 31
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- - name: 'Nature '
- bonus: 25
- misc:
- perception: 27
- ability_mods:
- str_mod: 6
- dex_mod: 7
- con_mod: 5
- int_mod: 7
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 31
- ref_misc:
- will: 28
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 300
- hp_misc: regeneration 20 (deactivated by cold or evil), self-resurrection
- immunities:
- - fire
- resistances:
- - amount: 10
- type: cold
- - amount: 10
- type: evil
- weaknesses:
- automatic_abilities:
- - name: Self-Resurrection
- action_cost: None
- traits:
- - healing
- - necromancy
- - primal
- description: When a phoenix dies, it collapses into a pile of smoldering ashes before returning to life fully healed 1d4 rounds later, as if subject to a 7th-level __resurrect__ ritual. Self-resurrection happens only if there are some remains to resurrect; for instance, a phoenix killed by a __disintegrate__ spell can't use this ability. A phoenix whose remains rest within an area devoted to an evil deity by __consecrate__ can't self-resurrect until its remains are no longer in that area. A phoenix can self-resurrect only once per year.
- raw_description: "**Self-Resurrection** (__healing__, __necromancy__, __primal__) When a phoenix dies, it collapses into a pile of smoldering ashes before returning to life fully healed 1d4 rounds later, as if subject to a 7th-level __resurrect__ ritual. Self-resurrection happens only if there are some remains to resurrect; for instance, a phoenix killed by a __disintegrate__ spell can't use this ability. A phoenix whose remains rest within an area devoted to an evil deity by __consecrate__ can't self-resurrect until its remains are no longer in that area. A phoenix can self-resurrect only once per year."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shroud of Flame
- action_cost: None
- traits:
- - aura
- - evocation
- - fire
- - primal
- description: 20 feet. 4d6 fire, DC 37 basic Reflex save. While this aura is active, any adjacent creature that hits the phoenix with a melee attack or otherwise touches it takes 2d6 fire damage. The phoenix can activate or deactivate the aura with a single action, which has the concentrate trait.
- raw_description: '**Shroud of Flame** (__aura__, __evocation__, __fire__, __primal__) 20 feet. 4d6 fire, DC 37 basic Reflex save. While this aura is active, any adjacent creature that hits the phoenix with a melee attack or otherwise touches it takes 2d6 fire damage. The phoenix can activate or deactivate the aura with a single action, which has the concentrate trait.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 70
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 30
- traits:
- - finesse
- - fire
- - magical
- - reach 20 feet
- damage:
- formula: 1d12+9
- type: piercing
- plus_damage:
- - formula: 3d8
- type: fire and 2d10 persistent fire
- - action_cost: One Action
- name: talon
- to_hit: 30
- traits:
- - agile
- - finesse
- - fire
- - magical
- - reach 20 feet
- damage:
- formula: 1d6+6
- type: piercing
- plus_damage:
- - formula: 3d8
- type: fire and 2d10 persistent fire
- ranged:
- - action_cost: One Action
- name: flame jet
- to_hit: 30
- traits:
- - fire
- - range increment 40 feet
- damage:
- formula: 6d6
- type: fire
- plus_damage:
- - formula: 2d10
- type: persistent fire
- spell_lists:
- - name: Primal Innate Spells
- dc: 39
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: continual flame
- frequency: at will
- requirement:
- - name: dispel magic
- frequency: x3
- requirement:
- - name: flame strike
- frequency:
- requirement:
- - name: heal
- frequency: x3
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - name: wall of fire
- frequency: x3
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: dispel magic
- frequency: at will
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: restoration
- frequency: x3
- requirement:
- - level: 0
- heightened_level: 8
- spells:
- - name: light
- frequency:
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Flaming Strafe
- action_cost: One Action
- traits:
- - evocation
- - fire
- - primal
- description: The phoenix blazes with superheated flame and Flies up to its Speed. It deals 6d6 fire damage to each creature within 20 feet of each square it moves through (DC 37 basic Reflex save).
- raw_description: '**Flaming Strafe** (__evocation__, __fire__, __primal__) The phoenix blazes with superheated flame and Flies up to its Speed. It deals 6d6 fire damage to each creature within 20 feet of each square it moves through (DC 37 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Piscodaemon
- source:
- - abbr: Bestiary 2
- page_start: 58
- page_stop:
- description: >-
- Scions of death by poisoning, piscodaemons are cruel even by daemonic standards, delighting in slow and painful suffering. To a piscodaemon, death is but the icing on a putrescent cake—its true pleasure comes from watching, hearing, smelling, and even tasting raw anguish. While poisons and venoms are piscodaemons' preferred tools, their cruel claws are more than capable of tearing enemies asunder if necessary.
-
-
-
-
- Piscodaemons dwell in fetid swamps and noxious waterways, including the River Styx, the Bile Sluice, and the Drowning Court of Charon, Horseman of Death. They are often accompanied by cadres of hydrodaemons—representations of death by drowning. While they are cunning commanders, piscodaemons are apt to forget their station in the heat of battle and slice their way to the center of the fray.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Amphibious
- - Daemon
- - Fiend
- senses:
- - Perception +19
- - darkvision
- - see invisibility
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Medicine '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 22
- misc:
- - name: 'Survival '
- bonus: 19
- misc:
- perception: 19
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 6
- int_mod: 2
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 16
- ref_misc:
- will: 19
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 200
- hp_misc:
- immunities:
- - death effects
- - poison
- resistances:
- - amount: 10
- type: good
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Enhance Venom
- action_cost: Reaction
- traits:
- - divine
- - misfortune
- - necromancy
- - poison
- description:
- raw_description: '**Enhance Venom [Reaction]** (__divine__, __misfortune__, __necromancy__, __poison__) **Trigger **A creature within 30 feet attempts a saving throw against piscovenom; **Effect **The creature takes an additional 2d8 poison damage even if it succeeds at its save.'
- generic_description:
- frequency:
- trigger: A creature within 30 feet attempts a saving throw against piscovenom
- effect: The creature takes an additional 2d8 poison damage even if it succeeds at its save.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - evil
- - magical
- damage:
- formula: 2d10+12
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil and Grab
- - action_cost: One Action
- name: tentacle
- to_hit: 23
- traits:
- - agile
- - evil
- - magical
- damage:
- formula: 2d6+12
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: evil and piscovenom
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: stinking cloud
- frequency: ×3
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, good only
- requirement:
- - name: detect poison
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d10+6 bludgeoning, DC 30
- raw_description: '**Constrict** 2d10+6 bludgeoning, DC 30'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Gory Rend
- action_cost: Two Actions
- traits:
- description: The piscodaemon makes two claw Strikes against the same creature. If both hit, the creature takes 2d10 __persistent bleed damage__ and is exposed to piscovenom.
- raw_description: '**Gory Rend** [Two Actions] The piscodaemon makes two claw Strikes against the same creature. If both hit, the creature takes 2d10 __persistent bleed damage__ and is exposed to piscovenom.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Piscovenom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw **DC 30 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d8 poison and __enfeebled 1__ (1 round); **Stage 2 **2d8 poison and enfeebled 1 (1 round); **Stage 3 **4d8 poison and enfeebled 2 (1 round)'
- raw_description: '**Piscovenom** (__poison__) **Saving Throw **DC 30 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 1d8 poison and __enfeebled 1__ (1 round); **Stage 2 **2d8 poison and enfeebled 1 (1 round); **Stage 3 **4d8 poison and enfeebled 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Pit Fiend
- source:
- - abbr: Bestiary
- page_start: 92
- page_stop:
- 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 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 legions. They often select the most wicked and vicious lemures for their armies, 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.\n\n\n\nPit fiends themselves are crafted deep within the nightmarish bowels of Nessus, the ninth layer of Hell, to serve the whims of archdevils and infernal dukes. Those pit fiends that don't leave Nessus to command infernal legions in the upper layers of Hell often form the courts of Hell's elite, gathering cabals and sects that shape Hell's political landscape through subterfuge and manipulation. But many pit fiends see themselves as living embodiments of hellfire, the all-encompassing wrath of Hell, and thus prefer to dwell in realms consumed by fire. In Avernus, Dis, Malebolge, Nessus, and Phlegethon, pit fiends build vast citadels of brimstone wreathed in flame to lord over.\n\n\n\nPit fiends tower over other devils, standing at least 16 feet tall, weighing over 1,000 pounds, and brandishing wingspans in excess of 20 feet. \n\n## Infernal Dukes\n\n Elite members of Hell's political infrastructure and leadership hierarchy, the dukes of Hell are chosen from among the most tyrannical, oppressive, and conniving devils. While not all infernal dukes are pit fiends, a pit fiend's natural disposition toward conquest and oppression often make it an ideal candidate for this position. To create an infernal duke, adjust the pit fiend to be between 21st and 25th level. Because of their physical prowess, manipulative nature, and powerful spellcasting abilities, infernal dukes make excellent villains for long-running campaigns.\n\n\n\n**__Recall Knowledge - Fiend__ (__Religion__)**: DC 40"
- level: 20
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Devil
- - Fiend
- senses:
- - Perception +37
- - greater darkvision
- - true seeing
- languages:
- - Celestial
- - Common
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 34
- misc:
- - name: 'Arcana '
- bonus: 32
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Deception '
- bonus: 39
- misc:
- - name: 'Diplomacy '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 39
- misc:
- - name: 'Religion '
- bonus: 37
- misc:
- - name: 'Society '
- bonus: 36
- misc:
- - name: 'Stealth '
- bonus: 34
- misc:
- perception: 37
- ability_mods:
- str_mod: 9
- dex_mod: 8
- con_mod: 9
- int_mod: 8
- wis_mod: 9
- cha_mod: 8
- sense_abilities:
- items:
- ac: 46
- ac_special:
- saves:
- fort: 37
- fort_misc:
- ref: 32
- ref_misc:
- will: 35
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 335
- hp_misc: regeneration 30 (deactivated by good)
- immunities:
- - fire
- resistances:
- - amount: 15
- type: physical (except silver)
- - amount: 15
- type: poison
- weaknesses:
- - amount: 15
- type: good
- automatic_abilities:
- - name: Commander's Aura
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- description: 100 feet. Commanded or allied evil creatures in the aura of lower level than the pit fiend gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
- raw_description: "**Commander's Aura** (__aura__, __divine__, __enchantment__) 100 feet. Commanded or allied evil creatures in the aura of lower level than the pit fiend gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - divine
- - emotion
- - enchantment
- - fear
- - mental
- description: 20 feet, DC 42
- raw_description: >-
- **Frightful Presence** 20 feet, DC 42 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: The pit fiend can make an Attack of Opportunity when a creature within reach uses a concentrate action, in addition to the usual trigger. The devil can disrupt triggering concentrate actions, and they disrupt actions on any hit, not only a critical hit.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 40
- traits:
- - evil
- - magical
- - poison
- - reach 10 feet
- damage:
- formula: 4d10+17
- type: piercing
- plus_damage:
- - formula: 2d6
- type: evil and pit fiend venom
- - action_cost: One Action
- name: claw
- to_hit: 38
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 4d6+17
- type: slashing
- plus_damage:
- - formula: 2d6
- type: evil
- - action_cost: One Action
- name: tail
- to_hit: 36
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 4d10+17
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: evil and Improved Grab
- - action_cost: One Action
- name: wing
- to_hit: 36
- traits:
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 4d6+17
- type: slashing
- plus_damage:
- - formula: 2d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: meteor swarm
- frequency:
- requirement:
- - name: miracle
- frequency: once per year
- requirement:
- - name: power word stun
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: bind soul
- frequency: at will
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: dispel magic
- frequency: at will
- requirement:
- - name: divine decree
- frequency: at will
- requirement:
- - name: fireball
- frequency: at will
- requirement:
- - name: scrying
- frequency:
- requirement:
- - name: wall of fire
- frequency: at will
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d10+17 bludgeoning plus 2d6 evil, DC 43
- raw_description: '**__Constrict__** 2d10+17 bludgeoning plus 2d6 evil, DC 43'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Devil Shaping
- action_cost: None
- traits:
- - divine
- - downtime
- - transmutation
- 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 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.
-
- raw_description: >-
- **Devil Shaping** (__divine__, __downtime__, __transmutation__) 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 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 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 devil.
-
-
- **Critical Failure** The pit fiend fails to shape any devils and draws the ire of an archdevil for its waste of resources.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- 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 devil.
- critical_failure: The pit fiend fails to shape any devils and draws the ire of an archdevil for its waste of resources.
- full_description:
- - name: Fast Swoop
- action_cost: One Action
- traits:
- description: The pit fiend Flies and makes a wing Strike at any point during its movement.
- raw_description: '**Fast Swoop** The pit fiend Flies and makes a wing Strike at any point during its movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Masterful Quickened Casting
- action_cost: Free Action
- traits:
- - concentrate
- description:
- raw_description: "**Masterful Quickened Casting** [Free Action] (__concentrate__) **Frequency** once per round. **Effect** If the pit fiend's next action is to cast an 8th-level or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action)."
- generic_description:
- frequency: once per round.
- trigger:
- effect: If the pit fiend's next action is to cast an 8th-level or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pit Fiend Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 43 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 6d6 poison damage and __drained 1__ (1 round); **Stage 2** 7d6 poison damage and __drained 2__ (1 round); **Stage 3** 8d6 poison damage and __drained 3__ (1 round)'
- raw_description: '**Pit Fiend Venom** (__poison__) **Saving Throw** DC 43 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 6d6 poison damage and __drained 1__ (1 round); **Stage 2** 7d6 poison damage and __drained 2__ (1 round); **Stage 3** 8d6 poison damage and __drained 3__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Pixie
- source:
- - abbr: Bestiary
- page_start: 309
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CN
- size: Small
- traits:
- - CN
- - Small
- - Fey
- - Sprite
- senses:
- - Perception +12
- - low-light vision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Deception '
- bonus: 11
- misc:
- - name: 'Nature '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 12
- ability_mods:
- str_mod: -1
- dex_mod: 5
- con_mod: 1
- int_mod: 3
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- - longbow (60 arrows)
- - shortsword
- ac: 23
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 14
- ref_misc:
- will: 12
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 40
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 45
- type: fly
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 13
- traits:
- - agile
- - finesse
- - magical
- - versatile S
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: longbow
- to_hit: 13
- traits:
- - deadly 1d10
- - magical
- - range increment 100 feet
- - reload 0
- - volley 20 feet
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: entangle
- frequency:
- requirement:
- - name: faerie fire
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: illusory disguise
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Sprinkle Pixie Dust
- action_cost: One Action
- traits:
- - manipulate
- 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 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 its save result as one degree worse.
- raw_description: >-
- **Sprinkle Pixie Dust** (__manipulate__) 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 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 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 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 of a 3rd-level sleep spell.
-
- * **Subdual** (enchantment, mental, nonlethal) The target takes 4d6 mental damage, depending on its basic Will save.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Charm
- action_cost: None
- traits:
- - emotion
- - enchantment
- - incapacitation
- - mental
- description: 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 creature rather than itself.
- raw_description: "**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 creature rather than itself."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Memory Loss
- action_cost: None
- traits:
- - divination
- - mental
- description: On a failed Will save, the target loses the last 5 minutes of its memory.
- raw_description: '**Memory Loss** (divination, mental) On a failed Will save, the target loses the last 5 minutes of its memory.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sleep
- action_cost: None
- traits:
- - enchantment
- - incapacitation
- - mental
- - sleep
- description: The target suffers the effects of a 3rd-level sleep spell.
- raw_description: '**Sleep** (enchantment, incapacitation, mental, sleep) The target suffers the effects of a 3rd-level sleep spell.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Subdual
- action_cost: None
- traits:
- - enchantment
- - mental
- - nonlethal
- description: The target takes 4d6 mental damage, depending on its basic Will save.
- raw_description: '**Subdual** (enchantment, mental, nonlethal) The target takes 4d6 mental damage, depending on its basic Will save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Plague Zombie
- source:
- - abbr: Bestiary
- page_start: 340
- page_stop:
- description: >-
- Plague zombies are infested with hideous contagions.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Mindless
- - Undead
- - Zombie
- senses:
- - Perception +3
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- perception: 3
- ability_mods:
- str_mod: 4
- dex_mod: -2
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- - name: Slow
- action_cost: None
- traits:
- description: A zombie is permanently slowed 1 and can't use reactions.
- raw_description: "**Slow** A zombie is permanently slowed 1 and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 13
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 3
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 50
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - mental
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 10
- type: positive
- - amount: 10
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 9
- traits:
- damage:
- formula: 1d8+4
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab and zombie rot
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Jaws
- action_cost: One Action
- traits:
- - attack
- description:
- raw_description: '**Jaws** (__attack__) **Requirement** The plague zombie has a creature grabbed or restrained. **Effect** The plague zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +9 that deals 1d12+4 piercing damage. A creature damaged by the jaws is exposed to zombie rot.'
- generic_description:
- frequency:
- trigger:
- effect: The plague zombie has a creature grabbed or restrained.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Zombie Rot
- action_cost: None
- traits:
- - disease
- - necromancy
- 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 day); **Stage 5** dead, rising as a plague zombie immediately
- raw_description: "**Zombie Rot** (__disease__, __necromancy__) 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 day); **Stage 5** dead, rising as a plague zombie immediately"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Planetar
- source:
- - abbr: Bestiary 2
- page_start: 15
- page_stop:
- description: >-
- The beings of righteous fury known as planetars are known to be the least patient of angels. They exist to destroy evil that cannot be redeemed, and they often leave prolonged dialogue to other angels. Of course, no planetar ignores the importance of diplomacy, but they know that others among the angelic hosts are better suited to that task, while they focus on the larger picture. In angelic armies, planetars serve as commanders or generals. They stand at least 9 feet tall and weigh over 500 pounds.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 37
- level: 16
- rarity: Uncommon
- type: Creature
- alignment: NG
- size: Large
- traits:
- - Uncommon
- - NG
- - Large
- - Angel
- - Celestial
- senses:
- - Perception +28
- - (32 to detect illusions) darkvision
- - true seeing
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Athletics '
- bonus: 32
- misc:
- - name: 'Intimidation '
- bonus: 32
- misc:
- - name: 'Religion '
- bonus: 32
- misc:
- perception: 28
- ability_mods:
- str_mod: 8
- dex_mod: 3
- con_mod: 6
- int_mod: 5
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- items:
- - +2 greater striking greatsword
- ac: 39
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 25
- ref_misc:
- will: 28
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 300
- hp_misc: regeneration 15 (deactivated by evil
- immunities:
- resistances:
- weaknesses:
- - amount: 15
- type: evil
- automatic_abilities:
- - name: Aura of Righteousness
- action_cost: None
- traits:
- - aura
- - divine
- - evocation
- description: 20 feet. Allies in the planetar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures.
- raw_description: "**Aura of Righteousness** (__aura__, __divine__, __evocation__) 20 feet. Allies in the planetar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: holy greatsword
- to_hit: 32
- traits:
- - good
- - magical
- - versatile P
- damage:
- formula: 3d12+16
- type: slashing
- plus_damage:
- - formula: 1d6
- type: good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 37
- to_hit: 29
- misc: ''
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: divine wrath
- frequency:
- requirement:
- - name: earthquake
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: power word stun
- frequency:
- requirement:
- - name: sunburst
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: plane shift
- frequency:
- requirement:
- - name: power word blind
- frequency:
- requirement:
- - name: remove fear
- frequency: at will
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: blade barrier
- frequency:
- requirement:
- - name: dispel magic
- frequency: at will
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: breath of life
- frequency:
- requirement:
- - name: death ward
- frequency:
- requirement:
- - name: freedom of movement
- frequency:
- requirement:
- - name: restoration
- frequency: ×3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - name: remove paralysis
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: detect alignment
- frequency: evil only
- requirement:
- - name: tongues
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: call spirit
- frequency:
- requirement:
- - name: resurrect
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: angelic messenger
- frequency:
- requirement:
- proactive_abilities:
- - name: Blade of Justice
- action_cost: Two Actions
- traits:
- description: The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 __persistent__ good damage to the target. The planetar can convert all the physical damage from the attack into good damage.
- raw_description: '**Blade of Justice** [Two Actions] The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 __persistent__ good damage to the target. The planetar can convert all the physical damage from the attack into good damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: The planetar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) The planetar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Holy Armaments
- action_cost: None
- traits:
- - divine
- - evocation
- description: Any weapon gains the effect of a __holy__ property rune while a planetar wields it.
- raw_description: '**Holy Armaments** (__divine__, __evocation__) Any weapon gains the effect of a __holy__ property rune while a planetar wields it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Pleroma
- source:
- - abbr: Bestiary
- page_start: 10
- page_stop:
- description: >-
- Among the most powerful of all the true aeons, pleromas are a manifestation of the duality of creation and destruction. Their physical manifestation is a constant state of flux between these two poles, their forms a shifting cloak of black where galaxies and other celestial objects flit in and out of existence, as if depicting the constant life, death, and rebirth of a miniature, self-contained universe.
-
-
-
-
- Pleromas see the multiverse as both eternal and cyclical, doomed and malleable, ending only if these cycles ever become unbalanced. They believe the current Convergence is necessary to obtain this essential balance, and act to ensure that the grand design of the Monad is carried out to the smallest detail.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 40
- level: 20
- rarity: Common
- type: Creature
- alignment: LN
- size: Large
- traits:
- - LN
- - Large
- - Aeon
- - Monitor
- senses:
- - Perception +37
- - darkvision
- - lifesense 120 feet
- - true seeing
- languages:
- - envisioning
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Arcana '
- bonus: 38
- misc:
- - name: 'Deception '
- bonus: 34
- misc:
- - name: 'Diplomacy '
- bonus: 34
- misc:
- - name: 'Occultism '
- bonus: 38
- misc:
- - name: 'Religion '
- bonus: 39
- misc:
- - name: 'Stealth '
- bonus: 35
- misc:
- perception: 37
- ability_mods:
- str_mod: 6
- dex_mod: 7
- con_mod: 6
- int_mod: 8
- wis_mod: 9
- cha_mod: 6
- sense_abilities:
- - name: Envisioning
- action_cost: None
- traits:
- 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 100 feet but is understandable to 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.
- raw_description: "**Envisioning** 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 100 feet but is understandable to 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 45
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 31
- ref_misc:
- will: 37
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 335
- hp_misc: regeneration 20 (deactivated by chaotic
- immunities:
- - negative
- - positive
- resistances:
- - amount: 20
- type: chaotic
- weaknesses:
- automatic_abilities:
- - name: Reality Twist
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Reality Twist** [Reaction] **Trigger** The pleroma critically fails the saving throw. **Effect** The critical failure becomes a normal failure.'
- generic_description:
- frequency:
- trigger: The pleroma critically fails the saving throw.
- effect: The critical failure becomes a normal failure.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: fly
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: energy touch
- to_hit: 36
- traits:
- - agile
- - lawful
- - magical
- damage:
- formula: 5d8+18
- type: positive or negative damage
- plus_damage:
- - formula: 1d6
- type: lawful
- ranged:
- - action_cost: One Action
- name: Sphere of Oblivion
- to_hit: 37
- traits:
- - magical
- damage:
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 47
- to_hit: 37
- misc: ''
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: alter reality
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: banishment
- frequency:
- requirement:
- - name: blade barrier
- frequency:
- requirement:
- - name: disjunction
- frequency:
- requirement:
- - name: overwhelming presence
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: disintegrate
- frequency: x2
- requirement:
- - name: unrelenting observation
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency:
- requirement:
- - name: retrocognition
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: creation
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: create food
- frequency: at will
- requirement:
- - name: shape stone
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: hypercognition
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will
- requirement:
- - name: shape wood
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: create water
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: true seeing
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Energy Touch
- action_cost: None
- traits:
- description: A pleroma's touch deals its choice of positive or negative damage, but neither energy can be used to heal a creature.
- raw_description: "**Energy Touch** A pleroma's touch deals its choice of positive or negative damage, but neither energy can be used to heal a creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sphere of Creation
- action_cost: Two Actions
- traits:
- - incapacitation
- - magical
- 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 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 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 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 be restored only via a 10th-level spell. A pleroma can have only one Sphere of Creation in existence at a time, and the sphere automatically vanishes in a flash of blinding light after 1d4 minutes. All creatures within 30 feet of the sphere of creation when it vanishes must succeed at a DC 43 Fortitude save or be permanently __blinded__.
- raw_description: "**Sphere of Creation** [Two Actions] (__incapacitation__, __magical__) 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 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 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 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 be restored only via a 10th-level spell. A pleroma can have only one Sphere of Creation in existence at a time, and the sphere automatically vanishes in a flash of blinding light after 1d4 minutes. All creatures within 30 feet of the sphere of creation when it vanishes must succeed at a DC 43 Fortitude save or be permanently __blinded__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sphere of Oblivion
- action_cost: Two Actions
- traits:
- - incapacitation
- - magical
- description: Three times per day, a pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. It can move and control the sphere in the same manner as its Sphere of Creation. The sphere is an empty void that lasts for 1 minute before collapsing in on itself and winking out of existence. Once manifested, the sphere can be used as a ranged attack, but it blinks out of existence immediately after that attack is resolved. Any unattended object that touches the void is sucked in and completely destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature, with effects similar to the Sphere of Creation except that it deals negative damage (even to undead) on a failure and annihilates rather than incorporating the creature into material. Such a destroyed creature can be restored only by a 10th-level spell.
- raw_description: '**Sphere of Oblivion** [Two Actions] (__incapacitation__, __magical__) Three times per day, a pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. It can move and control the sphere in the same manner as its Sphere of Creation. The sphere is an empty void that lasts for 1 minute before collapsing in on itself and winking out of existence. Once manifested, the sphere can be used as a ranged attack, but it blinks out of existence immediately after that attack is resolved. Any unattended object that touches the void is sucked in and completely destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature, with effects similar to the Sphere of Creation except that it deals negative damage (even to undead) on a failure and annihilates rather than incorporating the creature into material. Such a destroyed creature can be restored only by a 10th-level spell.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Polar Bear
- source:
- - abbr: Bestiary 2
- page_start: 36
- page_stop:
- description: >-
- Polar bears are known for their pale fur, with black eyes, lips, and toe pads. They are aggressively predatory creatures, stalking prey for miles on land or across the icy waters of frozen oceans. They are also amazing ambush predators, leaping from the water to ambush seals resting on ice floes. If they are desperate, polar bears hunt not only other animals but also humanoids.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +12
- - low-light vision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 10
- misc: +14 in icy or snowy areas
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 5
- int_mod: -4
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 10
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 73
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- - amount: 15
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- damage:
- formula: 2d8+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- damage:
- formula: 2d6+7
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Mauler
- action_cost: None
- traits:
- description: The polar bear gains a +3 circumstance bonus to damage rolls against creatures it has __grabbed__.
- raw_description: '**Mauler** The polar bear gains a +3 circumstance bonus to damage rolls against creatures it has __grabbed__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The polar bear's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** The polar bear's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Poltergeist
- source:
- - abbr: Bestiary
- page_start: 264
- page_stop:
- description: >-
- When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma.
-
-
-
-
- **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 20
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Incorporeal
- - Spirit
- - Undead
- senses:
- - Perception +11
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 11
- ability_mods:
- str_mod: -5
- dex_mod: 5
- con_mod: 0
- int_mod: -1
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- - name: Site Bound
- action_cost: None
- traits:
- description: A poltergeist is tied to a location and can't travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area
- raw_description: "**Site Bound** A poltergeist is tied to a location and can't travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 14
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 55
- hp_misc: rejuvenation
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 5
- type: all damage (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance against non-magical)
- weaknesses:
- automatic_abilities:
- - name: Natural Invisibility
- action_cost: None
- traits:
- description: A poltergeist is naturally invisible. It becomes visible only when it uses Frighten.
- raw_description: '**Natural Invisibility** A poltergeist is naturally invisible. It becomes visible only when it uses Frighten.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rejuvenation
- action_cost: None
- traits:
- - necromancy
- - occult
- description: When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
- raw_description: '**Rejuvenation** (__necromancy__, __occult__) When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Telekinetic Defense
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Telekinetic Defense** [Reaction] **Trigger** A creature approaches within 10 feet of the poltergeist. **Effect** The poltergeist makes a telekinetic object Strike against the triggering creature.'
- generic_description:
- frequency:
- trigger: A creature approaches within 10 feet of the poltergeist.
- effect: The poltergeist makes a telekinetic object Strike against the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: fly
- melee:
- ranged:
- - action_cost: One Action
- name: telekinetic object
- to_hit: 13
- traits:
- - evocation
- - magical
- - occult
- - range increment 60 feet
- damage:
- formula: 2d12
- type: bludgeoning, piercing, or slashing (depending on object)
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 23
- to_hit: 13
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: telekinetic maneuver
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: mage hand
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Frighten
- action_cost: One Action
- traits:
- - concentrate
- - emotion
- - fear
- - incapacitation
- - mental
- description:
- raw_description: "**Frighten** (__concentrate__, __emotion__, __fear__, __incapacitation__, __mental__) **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 __frightened__. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again."
- generic_description:
- frequency:
- trigger:
- effect: The poltergeist must be invisible.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Telekinetic Storm
- action_cost: Two Actions
- traits:
- - concentrate
- - evocation
- - occult
- description: "The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target. \n\n * 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 until after all the attacks.\n\n * 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 failure."
- raw_description: "**Telekinetic Storm** [Two Actions] (__concentrate__, __evocation__, __occult__) The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target. \n\n * 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 until after all the attacks.\n\n * 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 failure."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Poracha
- source:
- - abbr: Bestiary
- page_start: 265
- page_stop:
- description: >-
- Porachas are feline beasts native to the mystical Forest of Spirits in Tian Xia. In their natural form, these graceful eight-legged creatures sport a gray tabby coat of fur streaked with lines of olive green, but they are rarely seen this way. Even the youngest porachas are capable of hiding within objects, making them incredibly elusive and rarely seen except on their own terms. Because porachas can so effortlessly blend in with the forest and emerge from its dark corners in an instant, superstitious locals believe these beasts are related to kami—nature spirits who embody individual trees, stones, or other elements of nature in the Forest of Spirits. The truth is that while porachas frequently associate with kami, they are their own breed of mysterious monster with powers over time and space that set them apart from nature spirits.
-
-
-
-
- The poracha's most iconic feature is its ability to bend reality to teleport, or jaunt, short distances. But a poracha can also rest within objects, allowing it to safely sleep inside. Given that a poracha experiences time very slowly while hiding within objects, it can sleep inside of one for an extended period. Once it wakes, a poracha departs to play in the living world. Porachas especially enjoy resting inside roadside milestones, to maximize their chances of coming across travelers.
-
-
-
-
- Porachas rarely tread humanoid-occupied lands, preferring the company of the kami and their natural habitat in the Forest of Spirits. Though they enjoy occasional conversation, they're extremely sensitive to sound; they speak softly and request the same from those they speak with. Their territories span vast swaths of the wood, making them ideal allies for hunters or treasure seekers who would otherwise become lost in the dense trees. But porachas are nothing if not flckle, and typically demand inscrutable favors in return for their aid, such as the planting of a rare sapling in a particular grotto or the clearing of an invasive monster species around a treasured spring. Any attempt to coerce or trick a poracha into service is ill advised, for these sacred beasts have many friends among the kami as well as others of their kind. Though they generally don't travel in groups, porachas know where to find more of their kind in times of need, and an organized pack of porachas is a disorienting threat.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 21
- level: 4
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Uncommon
- - N
- - Medium
- - Beast
- senses:
- - Perception +10
- - tremorsense (imprecise) 10 feet
- - darkvision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Deception '
- bonus: 11
- misc:
- - name: 'Diplomacy '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 10
- ability_mods:
- str_mod: 3
- dex_mod: 5
- con_mod: 3
- int_mod: 0
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 13
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: sonic
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 13
- traits:
- - finesse
- - magical
- damage:
- formula: 2d6+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d4+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Jaunt
- action_cost: One Action
- traits:
- - conjuration
- - move
- - primal
- - teleportation
- 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.
- raw_description: "**Jaunt** (__conjuration__, __move__, __primal__, __teleportation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Object Meld
- action_cost: Two Actions
- traits:
- - primal
- - transmutation
- 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 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. 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.
- raw_description: "**Object Meld** [Two Actions] (__primal__, __transmutation__) 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 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. 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Precentor
- source:
- - abbr: 'Pathfinder #147: Tomorrow Must Burn'
- page_start: 85
- page_stop:
- description: >-
- Velstrac storytellers and historians are known as precentors. Trailed by horrific choirs, precentors perform in the courts of the velstrac demagogues.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 37
- level: 16
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - Uncommon
- - LE
- - Medium
- - Fiend
- - Velstrac
- senses:
- - Perception +32
- - darkvision
- - detect magic
- - painsight
- - true seeing
- languages:
- - Common
- - Infernal
- - Shadowtongue
- skills:
- - name: 'Acrobatics '
- bonus: 27
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- - name: 'Deception '
- bonus: 32
- misc:
- - name: 'Diplomacy '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 32
- misc:
- - name: 'Performance '
- bonus: 34
- misc:
- - name: 'Religion '
- bonus: 30
- misc:
- - name: 'Stealth '
- bonus: 29
- misc:
- - name: 'Torture Lore '
- bonus: 26
- misc:
- perception: 32
- ability_mods:
- str_mod: 6
- dex_mod: 7
- con_mod: 3
- int_mod: 6
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- - name: Painsight
- action_cost: None
- traits:
- - divination
- - divine
- description: A precentor automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions.
- raw_description: '**Painsight** (__divination__, __divine__) A precentor automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 29
- ref_misc:
- will: 30
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 295
- hp_misc: regeneration 25 (deactivated by good or silver
- immunities:
- - cold
- resistances:
- - amount: 20
- type: good
- - amount: 20
- type: silver
- weaknesses:
- automatic_abilities:
- - name: Unnerving Gaze
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - mental
- - visual
- description: 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become __doomed 1__.
- raw_description: '**Unnerving Gaze** (__aura__, __divine__, __enchantment__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become __doomed 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: fly (from fly)
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 31
- traits:
- - agile
- - finesse
- - reach 10 feet
- damage:
- formula: 4d10+6
- type: slashing
- plus_damage:
- - formula: 1d6
- type: persistent bleed
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: wail of the banshee
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: harm
- frequency:
- requirement:
- - name: plane shift
- frequency: at will, self only, to the Material or Shadow Plane only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: sound burst
- frequency: at will
- requirement:
- - name: synesthesia
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 8
- spells:
- - name: daze
- frequency:
- requirement:
- - name: sigil
- frequency:
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: mind blank
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: fly
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Assemble Choir
- action_cost: Two Actions
- traits:
- description: The precentor adds a creature that is affected by its Tormenting Touch and is within 100 feet to its choir of screams. A precentor can have any number of creatures in its choir, although a creature no longer affected by Tormenting Touch leaves the choir immediately. Creatures in a precentor's choir of screams are __fascinated__ 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.
- raw_description: "**Assemble Choir** [Two Actions] The precentor adds a creature that is affected by its Tormenting Touch and is within 100 feet to its choir of screams. A precentor can have any number of creatures in its choir, although a creature no longer affected by Tormenting Touch leaves the choir immediately. Creatures in a precentor's choir of screams are __fascinated__ 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focus Gaze
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - enchantment
- - mental
- - visual
- 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 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.
- raw_description: "**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __mental__, __visual__) 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 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. "
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tormenting Touch
- action_cost: One Action
- traits:
- - divine
- - emotion
- - enchantment
- - mental
- description: >+
- The precentor touches a creature within 10 feet, causing it to constantly scream in agony. The target must attempt a DC 38 Will save. While the target is __stupefied__ by this effect, its continual screams cause it to automatically fail Stealth checks.
-
- raw_description: >-
- **Tormenting Touch** (__divine__, __emotion__, __enchantment__, __mental__) The precentor touches a creature within 10 feet, causing it to constantly scream in agony. The target must attempt a DC 38 Will save. While the target is __stupefied__ by this effect, its continual screams cause it to automatically fail Stealth checks.
-
-
- **Critical Success** The target is unaffected.
-
-
- **Success** The target is __stupefied 1__.
-
-
- **Failure** The target is __stupefied 3__.
-
-
- **Critical Failure** The target is __stupefied 4__.
-
-
- The target can attempt a new Will save at the start of each of its turns, reducing the __stupefied__ condition by 1 on each successful save. If the target reduces its __stupefied__ condition to 0 in this way, the target is no longer affected.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success: The target is stupefied 1.
- failure: The target is stupefied 3.
- critical_failure: The target is stupefied 4.
- full_description:
-- name: Pteranodon
- source:
- - abbr: Bestiary
- page_start: 272
- page_stop:
- description: >-
- Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks and equally long crests that protrude from the backs of their heads.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 1
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 10
- traits:
- damage:
- formula: 1d10+3
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swoop
- action_cost: Two Actions
- traits:
- description: The pteranodon Flies up to its Speed and makes one beak Strike at any point during that movement.
- raw_description: '**Swoop** [Two Actions] The pteranodon Flies up to its Speed and makes one beak Strike at any point during that movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Pugwampi
- source:
- - abbr: Bestiary
- page_start: 193
- page_stop:
- description: >-
- Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures—something that happens often due to the supernatural aura of ill fortune these gremlins project. They enjoy preparing pranks involving spikes, excrement, pits full of spiders, and the like. Pugwampis are somewhat deaf and thus often yell loudly to each other when not hiding. Many pugwampis worship gnolls as gods and aspire to be more like gnolls, although gnolls hate pugwampis even more than most creatures do, due to their sycophantic fawning.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: NE
- size: Tiny
- traits:
- - NE
- - Tiny
- - Fey
- - Gremlin
- senses:
- - Perception +6
- - (-2 to hear things)
- - darkvision
- languages:
- - Gnoll
- - Undercommon
- skills:
- - name: 'Crafting '
- bonus: 2
- misc:
- - name: 'Deception '
- bonus: 2
- misc:
- - name: 'Nature '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- - name: 'Thievery '
- bonus: 5
- misc:
- perception: 6
- ability_mods:
- str_mod: -3
- dex_mod: 3
- con_mod: 0
- int_mod: 0
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- - shortbow (60 arrows)
- - shortsword
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 17
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 2
- type: cold iron
- automatic_abilities:
- - name: Unluck Aura
- action_cost: None
- traits:
- - aura
- - divination
- - mental
- - misfortune
- - primal
- description: 20 feet. Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 16 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura.
- raw_description: '**Unluck Aura** (__aura__, __divination__, __mental__, __misfortune__, __primal__) 20 feet. Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 16 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 8
- traits:
- - agile
- - finesse
- - magical
- - versatile S
- damage:
- formula: 1d6-3
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 8
- traits:
- - deadly 1d10
- - magical
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 16
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: speak with animals
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Purple Worm
- source:
- - abbr: Bestiary
- page_start: 56
- page_stop:
- 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 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.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +20
- - darkvision
- - tremorsense (imprecise) 100 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 30
- misc:
- perception: 20
- ability_mods:
- str_mod: 9
- dex_mod: -1
- con_mod: 7
- int_mod: -5
- wis_mod: -1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 32
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 21
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 270
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Inexorable
- action_cost: None
- traits:
- description: The purple worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.
- raw_description: "**Inexorable** The purple worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shake It Off
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shake It Off** [Reaction] **Frequency** once per day; **Trigger** The purple worm would be affected by a condition or adverse effect (such as __baleful polymorph__). **Effect** The purple worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way."
- generic_description:
- frequency: once per day
- trigger: The purple worm would be affected by a condition or adverse effect (such as __baleful polymorph__).
- effect: The purple worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: burrow
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 28
- traits:
- - deadly 2d10
- - reach 15 feet
- damage:
- formula: 3d10+15
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: stinger
- to_hit: 28
- traits:
- - agile
- - poison
- - reach 15 feet
- damage:
- formula: 2d12+15
- type: piercing
- plus_damage:
- - formula:
- type: purple worm venom
- - action_cost: One Action
- name: body
- to_hit: 26
- traits:
- - reach 15 feet
- damage:
- formula: 1d10+13
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: regurgitate
- to_hit: 26
- traits:
- - brutal
- - range increment 60 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Fast Swallow
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Fast Swallow** [Reaction] **Trigger** The purple worm Grabs a creature. **Effect** The worm uses Swallow Whole.'
- generic_description:
- frequency:
- trigger: The purple worm Grabs a creature.
- effect: The worm uses Swallow Whole.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Purple Worm Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 32 Fortitude, **Maximum Duration** 6 rounds; **Stage 1** 5d6 poison damage and enfeebled 2 (1 round), **Stage 2** 6d6 poison damage, and enfeebled 2 (1 round); **Stage 3** 8d6 poison damage and enfeebled 2 (1 round).'
- raw_description: '**Purple Worm Venom** (__poison__) **Saving Throw** DC 32 Fortitude, **Maximum Duration** 6 rounds; **Stage 1** 5d6 poison damage and enfeebled 2 (1 round), **Stage 2** 6d6 poison damage, and enfeebled 2 (1 round); **Stage 3** 8d6 poison damage and enfeebled 2 (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Regurgitate
- action_cost: None
- traits:
- description: "The purple worm can violently regurgitate a creature or boulder it has swallowed to make a ranged Strike. The Strike deals bludgeoning damage depending on the size of the projectile: Tiny deals 2d6+13, Small 3d6+13, Medium 4d6+13, Large 5d6+13, and Huge 6d6+13. A regurgitated creature takes falling damage from the height of the target or from 20 feet, whichever is greater.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."
- raw_description: "**Regurgitate** The purple worm can violently regurgitate a creature or boulder it has swallowed to make a ranged Strike. The Strike deals bludgeoning damage depending on the size of the projectile: Tiny deals 2d6+13, Small 3d6+13, Medium 4d6+13, Large 5d6+13, and Huge 6d6+13. A regurgitated creature takes falling damage from the height of the target or from 20 feet, whichever is greater.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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rock Tunneler
- action_cost: None
- traits:
- description: A purple worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does.
- raw_description: '**Rock Tunneler** A purple worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- description: Huge, 3d6+9 bludgeoning, Rupture 24
- raw_description: '**Swallow Whole** Huge, 3d6+9 bludgeoning, Rupture 24'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thrash
- action_cost: Two Actions
- traits:
- 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 it makes all the attacks.
- raw_description: "**Thrash** [Two Actions] 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 it makes all the attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Purrodaemon
- source:
- - abbr: Bestiary 2
- page_start: 61
- page_stop:
- description: >-
- Few creatures embody war's sheer amount of bloodshed and loss of life as deeply as the purrodaemons, deacons of war. These giant humanoid daemons are bedecked in black, unholy armor, with weapons piercing their flesh at every opening. Far from wounds, however, these weapons are the purrodaemon's arsenal. A purrodaemon can, with frightening swiftness and nauseating ease, extract a weapon from its own flesh as though drawing a sword from a sheath, and their blood is so tainted with evil that weapons steeped in it become powerful tools of war.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 38
- level: 18
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Daemon
- - Fiend
- senses:
- - Perception +33
- - darkvision
- - true seeing
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Athletics '
- bonus: 37
- misc:
- - name: 'Intimidation '
- bonus: 35
- misc:
- - name: 'Religion '
- bonus: 30
- misc:
- - name: 'Stealth '
- bonus: 34
- misc:
- - name: 'Survival '
- bonus: 33
- misc:
- - name: 'Warfare Lore '
- bonus: 32
- misc:
- perception: 33
- ability_mods:
- str_mod: 9
- dex_mod: 6
- con_mod: 7
- int_mod: 4
- wis_mod: 7
- cha_mod: 7
- sense_abilities:
- items:
- - +2 greater striking glaive
- - soul gem
- - steeped weapon
- ac: 43
- ac_special:
- saves:
- fort: 33
- fort_misc:
- ref: 30
- ref_misc:
- will: 29
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 335
- hp_misc:
- immunities:
- - bleed
- - death effects
- resistances:
- - amount: 15
- type: piercing
- weaknesses:
- - amount: 15
- type: good
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: glaive
- to_hit: 37
- traits:
- - deadly d8
- - evil
- - forceful
- - magical
- - reach 15 feet
- damage:
- formula: 3d8+17
- type: slashing
- plus_damage:
- - formula: 2d6
- type: evil and 4d6 persistent bleed
- ranged:
- - action_cost: One Action
- name: hurled weapon
- to_hit: 35
- traits:
- - deadly 1d10
- - evil
- - magical
- - propulsive
- - range 120 feet
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and 4d6 persistent bleed
- spell_lists:
- - name: Divine Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: bind soul
- frequency:
- requirement:
- - name: blade barrier
- frequency:
- requirement:
- - name: chain lightning
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: flame strike
- frequency:
- requirement:
- - name: teleport
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: good only, at will
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Hurl Weapon
- action_cost: One Action
- traits:
- - divine
- - evocation
- description: The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands.
- raw_description: '**Hurl Weapon** (__divine__, __evocation__) The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Recall Weapon
- action_cost: One Action
- traits:
- - evocation
- description:
- raw_description: "**Recall Weapon** (__evocation__) **Requirements **A steeped weapon that's no longer sheathed in the purrodaemon's body is within 120 feet of the daemon; **Effect **The steeped weapon swiftly flies through the air to resheath itself in the purrodaemon's body. If a creature is along this flight path, the purrodaemon can make a hurled weapon Strike against the target; if it hits, the weapon drops to the ground in a square adjacent to the creature."
- generic_description:
- frequency:
- trigger:
- effect: A steeped weapon that's no longer sheathed in the purrodaemon's body is within 120 feet of the daemon
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Steep Weapon
- action_cost: One Action
- traits:
- - manipulate
- description: >-
- The purrodaemon sheathes a weapon in their own flesh. This deals no damage to the purrodaemon, which can have up to 10 weapons sheathed in their body at a time. A steeped weapon must be one that deals piercing or slashing damage.
-
-
- If a purrodaemon __Interacts__ to crush a soul gem, one weapon of their choice sheathed in their flesh becomes enchanted with the daemon's fiendish power and becomes a +2 __greater striking__ weapon that can be used in place of their glaive or hurled at targets (with a +2 item bonus to the hurled weapon's attack modifier and an extra d10 of damage). This magical quality fades 24 hours after it ceases being sheathed in the daemon's living body. A steeped weapon can be __Disarmed__.
- raw_description: >-
- **Steep Weapon** (__manipulate__) The purrodaemon sheathes a weapon in their own flesh. This deals no damage to the purrodaemon, which can have up to 10 weapons sheathed in their body at a time. A steeped weapon must be one that deals piercing or slashing damage.
-
-
- If a purrodaemon __Interacts__ to crush a soul gem, one weapon of their choice sheathed in their flesh becomes enchanted with the daemon's fiendish power and becomes a +2 __greater striking__ weapon that can be used in place of their glaive or hurled at targets (with a +2 item bonus to the hurled weapon's attack modifier and an extra d10 of damage). This magical quality fades 24 hours after it ceases being sheathed in the daemon's living body. A steeped weapon can be __Disarmed__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Twist the Blade
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twist the Blade** [Reaction] **Requirements **The purrodaemon has fewer than 10 weapons sheathed in their body; **Trigger **The purrodaemon is hit with a weapon that deals piercing damage; **Effect **The purrodaemon seizes the triggering weapon. The weapon's wielder must attempt a DC 40 Reflex save. On a failure, the weapon is disarmed and falls to an adjacent square. On a critical failure, the weapon is sheathed in the purrodaemon's body as though the daemon had used Steep Weapon."
- generic_description:
- frequency:
- trigger: The purrodaemon has fewer than 10 weapons sheathed in their body
- effect: The purrodaemon is hit with a weapon that deals piercing damage
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Quasit
- source:
- - abbr: Bestiary
- page_start: 76
- page_stop:
- description: >-
- Unlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When these quasits outlive their creators, they become free willed and seek methods of returning to the Abyss, a task that requires pledging servitude to more powerful demons, so many quasits instead opt to remain on the Material Plane to promote evil and hope for chance and luck to someday provide them with a method of reaching the Abyss on their own.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Tiny
- traits:
- - CE
- - Tiny
- - Demon
- - Fiend
- senses:
- - Perception +7
- - darkvision
- languages:
- - Abyssal
- - Common
- - telepathy (touch)
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Arcana '
- bonus: 4
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- - name: 'Intimidation '
- bonus: 5
- misc:
- - name: 'Religion '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: -1
- dex_mod: 4
- con_mod: 0
- int_mod: 1
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- - name: Abyssal Knowledge
- action_cost: None
- traits:
- description: When a quasit offers Aid for an Arcana or Religion check, it gets the critical success result on any success and gets the critical failure result on any failure.
- raw_description: '**Abyssal Knowledge** When a quasit offers Aid for an Arcana or Religion check, it gets the critical success result on any success and gets the critical failure result on any failure.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 25
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 3
- type: cold iron
- - amount: 3
- type: good
- automatic_abilities:
- - name: Virtue Aversion
- action_cost: None
- traits:
- description: The quasit's link to a mortal soul gave it birth, but it presents a vulnerability. Once per round, a creature can present an object related to something virtuous or good in the life of the quasit's creator (such as a beloved daughter's doll) as an Interact action to automatically deal the quasit 2d6 mental damage.
- raw_description: "**Virtue Aversion** The quasit's link to a mortal soul gave it birth, but it presents a vulnerability. Once per round, a creature can present an object related to something virtuous or good in the life of the quasit's creator (such as a beloved daughter's doll) as an Interact action to automatically deal the quasit 2d6 mental damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- - amount: 35
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 9
- traits:
- - agile
- - evil
- - finesse
- - magical
- - poison
- damage:
- formula: 1d6-1
- type: slashing
- plus_damage:
- - formula: 1d4
- type: evil and quasit venom
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, good only
- requirement:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Abyssal Healing
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - healing
- - necromancy
- description:
- raw_description: '**Abyssal Healing** (__concentrate__, __divine__, __healing__, __necromancy__) **Frequency** once per round; **Effect** The quasit restores 1d6 HP to itself.'
- generic_description:
- frequency: once per round
- trigger:
- effect: The quasit restores 1d6 HP to itself.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: ''
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) \n\n * **Bat **echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; **Melee **fangs +7, **Damage **1d4-1 piercing; **Melee **wing +7 (agile), **Damage **1d4-1 bludgeoning\n\n * **Centipede **Speed 10 feet, climb 10 feet; **Melee **mandibles +7 (poison), **Damage **1 piercing plus 1d4 poison\n\n * **Toad **scent (imprecise) 30 feet; Speed 5 feet; **Melee **jaws +7, **Damage **1 bludgeoning\n\n * **Wolf **size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; **Melee **jaws +7, **Damage **1d10-1 piercing plus Knockdown"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Bat
- action_cost: None
- traits:
- description: echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; **Melee **fangs +7, **Damage **1d4-1 piercing; **Melee **wing +7 (agile), **Damage **1d4-1 bludgeoning
- raw_description: '**Bat **echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; **Melee **fangs +7, **Damage **1d4-1 piercing; **Melee **wing +7 (agile), **Damage **1d4-1 bludgeoning'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Centipede
- action_cost: None
- traits:
- description: Speed 10 feet, climb 10 feet; **Melee **mandibles +7 (poison), **Damage **1 piercing plus 1d4 poison
- raw_description: '**Centipede **Speed 10 feet, climb 10 feet; **Melee **mandibles +7 (poison), **Damage **1 piercing plus 1d4 poison'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Toad
- action_cost: None
- traits:
- description: scent (imprecise) 30 feet; Speed 5 feet; **Melee **jaws +7, **Damage **1 bludgeoning
- raw_description: '**Toad **scent (imprecise) 30 feet; Speed 5 feet; **Melee **jaws +7, **Damage **1 bludgeoning'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wolf
- action_cost: None
- traits:
- description: size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; **Melee **jaws +7, **Damage **1d10-1 piercing plus Knockdown
- raw_description: '**Wolf **size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; **Melee **jaws +7, **Damage **1d10-1 piercing plus Knockdown'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quasit Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** As stage 1; **Stage 3** 1d6 poison and __slowed 1__ (1 round)'
- raw_description: '**Quasit Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** As stage 1; **Stage 3** 1d6 poison and __slowed 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Quatoid
- source:
- - abbr: Bestiary
- page_start: 153
- page_stop:
- description: >-
- Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: LN
- size: Small
- traits:
- - LN
- - Small
- - Aquatic
- - Elemental
- - Water
- senses:
- - Perception +18
- - darkvision
- languages:
- - Aquan
- - Common
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Diplomacy '
- bonus: 12
- misc:
- - name: 'Elemental Lore '
- bonus: 17
- misc:
- - name: 'Occultism '
- bonus: 17
- misc:
- - name: 'Society '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 18
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 0
- int_mod: 4
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 15
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Calming Bioluminescence
- action_cost: None
- traits:
- - aura
- - emotion
- - mental
- - visual
- description: 30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.
- raw_description: '**Calming Bioluminescence** (__aura__, __emotion__, __mental__, __visual__) 30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: tentacle
- to_hit: 16
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 27
- to_hit: 17
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: hydraulic push
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d12+6 bludgeoning, DC 25
- raw_description: '**__Constrict__** 1d12+6 bludgeoning, DC 25'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Quelaunt
- source:
- - abbr: Bestiary
- page_start: 273
- page_stop:
- description: >-
- This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth or no visible means of ingesting food. Its limbs are distributed so evenly across its body that it is all but impossible to tell which way the creature is oriented at any given time. Few who witness the quelaunt linger on its alien looks for long though, as the most pressing concern quickly becomes the invasion of their minds, as the quelaunt sows doubt, sorrow, and rage. This monstrosity not only delights in the negative emotions of its prey, but feeds on them, gaining strength and sustenance from their dismay. For the quelaunt, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
-
-
-
-
- Quelaunts are known to associate with other aberrant horrors, including brain collectors and other creatures associated with the Dominion of the Black. However, the more prevalent theory paints them as more alien—perhaps invasive beings from another dimension of pure thought and feeling—and claims that in their natural state they have no physical bodies at all. Few dare speculate further; the only known autopsy of a quelaunt resulted in the researcher's suicide just days afterward and all the notes were mysteriously destroyed. Whatever secrets there are to be unlocked in the anatomy of these bizarre monsters are apparently important enough to warrant great protection from quelaunts, even after death.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Aberration
- senses:
- - Perception +29
- - tremorsense (imprecise) 60 feet
- languages:
- - Aklo
- - (can't speak any language)
- - telepathy 100 feet
- skills:
- - name: 'Deception '
- bonus: 30
- misc:
- - name: 'Intimidation '
- bonus: 30
- misc:
- - name: 'Occultism '
- bonus: 27
- misc:
- perception: 29
- ability_mods:
- str_mod: 6
- dex_mod: 5
- con_mod: 4
- int_mod: 5
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 26
- ref_misc:
- will: 31
- will_misc: +33 vs. emotion
- misc:
- hp: 305
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: mental
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 30
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+12
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 39
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: crushing despair
- frequency: x3
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: hideous laughter
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: air walk
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Emotional Focus
- action_cost: None
- traits:
- description: 'The quelaunt can cast the following cleric domain spells as 8th-level occult innate spells at will without spending Focus Points: __blind ambition__, __captivating adoration__, and __delusional pride__.'
- raw_description: '**Emotional Focus** The quelaunt can cast the following cleric domain spells as 8th-level occult innate spells at will without spending Focus Points: __blind ambition__, __captivating adoration__, and __delusional pride__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Emotional Frenzy
- action_cost: Three Actions
- traits:
- description: The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells.
- raw_description: '**Emotional Frenzy** [Three Actions] The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Feed on Emotion
- action_cost: One Action
- traits:
- - attack
- - emotion
- - incapacitation
- - mental
- description:
- raw_description: "**Feed on Emotion** (__attack__, __emotion__, __incapacitation__, __mental__) **Frequency** once per round; **Effect** The quelaunt feeds on the 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 cost the quelaunt an action, allowing it to use another action this turn."
- generic_description:
- frequency: once per round
- trigger:
- effect: The quelaunt feeds on the 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 cost the quelaunt an action, allowing it to use another action this turn.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rapid Strikes
- action_cost: Two Actions
- traits:
- - attack
- description: The quelaunt makes three melee Strikes, each against a different target within reach. The multiple attack penalty applies to each attack, but increases only after all the attacks have been made.
- raw_description: '**Rapid Strikes** [Two Actions] (__attack__) The quelaunt makes three melee Strikes, each against a different target within reach. The multiple attack penalty applies to each attack, but increases only after all the attacks have been made.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spiral of Despair
- action_cost: Free Action
- traits:
- - emotion
- - mental
- description:
- raw_description: "**Spiral of Despair** [Free Action] (__emotion__, __mental__) **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 can immediately end a single __emotion__ effect from which the triggering creature is benefiting. "
- generic_description:
- frequency:
- 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 can immediately end a single __emotion__ effect from which the triggering creature is benefiting.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Quetz Couatl
- source:
- - abbr: Bestiary 2
- page_start: 54
- page_stop:
- description: >-
- These sacred feathered serpents tirelessly serve the powers of law and good. Some operate directly as messengers and intermediaries of the deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and healing where they are needed. Some quetz couatls are worshipped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others.
-
-
-
-
- Quetz couatls are typically 10 to 20 feet long, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet and weigh nearly a ton. They are carnivorous, feeding on birds, mammals, and even the occasional evil __humanoid__.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: LG
- size: Large
- traits:
- - Uncommon
- - LG
- - Large
- - Beast
- - Couatl
- senses:
- - Perception +21
- - darkvision
- - detect alignment
- languages:
- - Celestial
- - Common
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Arcana '
- bonus: 19
- misc:
- - name: 'Diplomacy '
- bonus: 22
- misc:
- - name: 'Nature '
- bonus: 22
- misc:
- - name: 'Occultism '
- bonus: 19
- misc:
- - name: 'Religion '
- bonus: 22
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 21
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 5
- int_mod: 6
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 19
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - magical
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- - formula:
- type: quetz couatl venom and Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: ethereal jaunt
- frequency: at will
- requirement:
- - name: plane shift
- frequency: self only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: breath of life
- frequency:
- requirement:
- - name: divine wrath
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: gaseous form
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: self only, at will
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: disrupt undead
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: detect alignment
- frequency: all alignments simultaneously
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Greater Constrict
- action_cost: One Action
- traits:
- description: 2d10+7 bludgeoning, DC 29
- raw_description: '**__Greater Constrict__** 2d10+7 bludgeoning, DC 29'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quetz Couatl Venom
- action_cost: None
- traits:
- - poison
- description: A quetz couatl's venom deals good damage rather than poison damage to fiends; **Saving Throw **DC 29 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **2d8 poison damage, enfeebled 1, and __flat-footed__ (1 round); **Stage 3 **2d10 poison damage, enfeebled 2, and flat-footed (1 round)
- raw_description: "**Quetz Couatl Venom** (__poison__) A quetz couatl's venom deals good damage rather than poison damage to fiends; **Saving Throw **DC 29 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage and __enfeebled 1__ (1 round); **Stage 2 **2d8 poison damage, enfeebled 1, and __flat-footed__ (1 round); **Stage 3 **2d10 poison damage, enfeebled 2, and flat-footed (1 round)"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Radiant Wings
- action_cost: Two Actions
- traits:
- - divine
- - enchantment
- - incapacitation
- - mental
- - visual
- description: "The quetz couatl spreads its multicolored wings and radiant plumage. Each enemy within 30 feet must attempt a DC 29 Will save. \n\n**Critical Success **The creature is unaffected and is temporarily immune to Radiant Wings for 24 hours. \n\n**Success **The creature is __dazzled__ for 1 round. \n\n**Failure **The creature is dazzled for 1 minute. \n\n**Critical Failure **As failure, but if the creature is evil, it is also __stunned 3__."
- raw_description: "**Radiant Wings** [Two Actions] (__divine__, __enchantment__, __incapacitation__, __mental__, __visual__) The quetz couatl spreads its multicolored wings and radiant plumage. Each enemy within 30 feet must attempt a DC 29 Will save. \n\n**Critical Success **The creature is unaffected and is temporarily immune to Radiant Wings for 24 hours. \n\n**Success **The creature is __dazzled__ for 1 round. \n\n**Failure **The creature is dazzled for 1 minute. \n\n**Critical Failure **As failure, but if the creature is evil, it is also __stunned 3__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wrap in Coils
- action_cost: One Action
- traits:
- description:
- raw_description: '**Wrap in Coils** **Requirements **The quetz couatl has a Medium or smaller creature __grabbed__ or __restrained__ in its jaws; **Effect **The quetz couatl moves the creature into its coils, freeing its fangs to make attacks, then uses __Greater Constrict__ against the creature. The quetz couatl can hold as many creatures in its coils as will fit in its space.'
- generic_description:
- frequency:
- trigger:
- effect: The quetz couatl has a Medium or smaller creature __grabbed__ or __restrained__ in its jaws
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Quetzalcoatlus
- source:
- - abbr: Bestiary
- page_start: 272
- page_stop:
- description: >-
- Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot wingspans.
-
-
- Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large fish, amphibians, and other invertebrates. They are not inherently aggressive creatures and are happy to scavenge for food, but when presented with live prey they readily attack almost any creature smaller than themselves.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +15
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 17
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 110
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 17
- traits:
- - deadly 1d10
- - reach 10 feet
- damage:
- formula: 2d10+10
- type: piercing
- plus_damage:
- - formula: 1d8
- type: persistent bleed
- - action_cost: One Action
- name: talon
- to_hit: 17
- traits:
- damage:
- formula: 2d8+10
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Snatch
- action_cost: None
- traits:
- description: A quetzalcoatlus can move at half Speed while it has a single creature grabbed or restrained. Both its talons are occupied while it does this.
- raw_description: '**Snatch** A quetzalcoatlus can move at half Speed while it has a single creature grabbed or restrained. Both its talons are occupied while it does this.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swoop
- action_cost: Two Actions
- traits:
- description: The quetzacoaltus Flies up to its Speed and makes one beak or talon Strike at any point during that movement.
- raw_description: '**Swoop** [Two Actions] The quetzacoaltus Flies up to its Speed and makes one beak or talon Strike at any point during that movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Quickling
- source:
- - abbr: Bestiary 2
- page_start: 218
- page_stop:
- description: >-
- Few creatures can match a quickling's speed. These malicious fey creatures delight in striking with blinding speed and accuracy, racing in to stab and slash at foes before scampering away for cover with maddening— even frightening—swiftness. Stories of people simply doubling over, bleeding from what appear to be spontaneously opening wounds, are often eyewitness accounts of quickling attacks.
-
-
-
-
- Quicklings actively hate the "slow-paced dullards" they encounter every day, delighting in inflicting suffering and pain on creatures they deem too sluggish to matter. While they are related to kinder fey such as __brownies__ and __pixies__, quicklings care only for their own merriment. They see their own cruel pranks as the height of humor and have full confidence that their speed and invisibility will keep them safe from harm. They occasionally form gangs of up to a dozen individuals, although the group usually devolves very quickly into mayhem, as they inevitably perform increasingly deadly pranks against each other.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 20
- level: 3
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Small
- traits:
- - Uncommon
- - CE
- - Small
- - Fey
- senses:
- - Perception +9
- - low-light vision
- languages:
- - Aklo
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Crafting '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 8
- misc:
- - name: 'Nature '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- - name: 'Thievery '
- bonus: 11
- misc:
- perception: 9
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 1
- int_mod: 3
- wis_mod: 1
- cha_mod: 3
- sense_abilities:
- items:
- - lethargy poison (3 doses)
- - shortsword
- ac: 22
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 13
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 25
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- - name: Slow Susceptibility
- action_cost: None
- traits:
- description: The quickling takes a -2 status penalty to saving throws against effects that cause the __slowed__ condition. If the quickling ever becomes slowed, they lose their supernatural speed, can't Fade from View, and become __sickened 1__ for the duration of the slow. They also can't reduce this sickened condition for the duration of the slowed effect.
- raw_description: "**Slow Susceptibility** The quickling takes a -2 status penalty to saving throws against effects that cause the __slowed__ condition. If the quickling ever becomes slowed, they lose their supernatural speed, can't Fade from View, and become __sickened 1__ for the duration of the slow. They also can't reduce this sickened condition for the duration of the slowed effect."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Can't Catch Me
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Can't Catch Me [Reaction]** **Trigger** The quickling is targeted by a Strike; **Effect** The quickling darts aside, gaining a +2 circumstance bonus to AC, then Strides up to half their Speed after the Strike resolves."
- generic_description:
- frequency:
- trigger: The quickling is targeted by a Strike
- effect: The quickling darts aside, gaining a +2 circumstance bonus to AC, then Strides up to half their Speed after the Strike resolves.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 100
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 11
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - formula:
- type: lethargy poison
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 20
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: shatter
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: ventriloquism
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Fade from View
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Fade from View** [Free Action] **Requirements** The quickling used no __attack__, __manipulate__, or __move__ actions in the previous round; **Effect** The quickling becomes __invisible__ until it uses an attack, manipulate, or move action. The quickling can't use Fade from View again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect: The quickling used no __attack__, __manipulate__, or __move__ actions in the previous round
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The quickling's Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** The quickling's Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Supernatural Speed
- action_cost: None
- traits:
- description: The quickling's speed, combined with nearly instantaneous acceleration and deceleration, enables them to move in astonishing ways. As long as they have a firm surface to travel across, they can Stride their full movement vertically or horizontally. They can even run across unstable surfaces, such as water, in the same way, although dangerous surfaces (acid, lava, etc.) harm them as normal. They must end their movement on a horizontal surface capable of bearing their weight or else they fall.
- raw_description: "**Supernatural Speed** The quickling's speed, combined with nearly instantaneous acceleration and deceleration, enables them to move in astonishing ways. As long as they have a firm surface to travel across, they can Stride their full movement vertically or horizontally. They can even run across unstable surfaces, such as water, in the same way, although dangerous surfaces (acid, lava, etc.) harm them as normal. They must end their movement on a horizontal surface capable of bearing their weight or else they fall."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Quoppopak
- source:
- - abbr: Bestiary 2
- page_start: 219
- page_stop:
- description: >-
- Quoppopaks combine the most terrifying aspects of water striders, octopuses, and vampire bats into one evil, water-dwelling monster. Their bodies consist of an oval abdomen, eight hollow tentacles, and a thick, tail-like limb ending in a ventral tube, which resembles a lamprey's mouth and is capable of intaking fluids at an astounding rate. While quoppopaks can clumsily maneuver on land, they prefer to move on water; quoppopaks glide along the surface of lakes or the ocean by thrusting their ventral tubes into the water, cycling liquid up through their bodies, then spraying the water back out in a high-pressure stream through their hollow, spear-like tentacles. Though the ventral tube can't expel fluids, it still poses a substantial threat to other creatures. Quoppopaks have gills, but they are located inside the creatures' abdomens, allowing them to draw their air from the water they siphon through their ventral tubes. Quoppopaks can hold some water in their abdomens for quick forays on land, but this is akin to humans holding their breath to go underwater, and the monsters' water reserves quickly deplete.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Aberration
- - Aquatic
- senses:
- - Perception +22
- - low-light vision
- languages:
- - Aquan
- skills:
- - name: 'Acrobatics '
- bonus: 23
- misc:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 6
- con_mod: 5
- int_mod: -2
- wis_mod: 5
- cha_mod: 0
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 23
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 195
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tentacle only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- - amount: 40
- type: swim
- - amount: 30
- type: water glide
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 24
- traits:
- - reach 10 feet
- damage:
- formula: 3d8+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tentacle
- to_hit: 24
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+13
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: ventral tube
- to_hit: 24
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+13
- type: slashing
- plus_damage:
- - formula: 1d6
- type: persistent bleed
- ranged:
- - action_cost: One Action
- name: water jet
- to_hit: 23
- traits:
- - range 100 feet
- - water
- damage:
- formula: 2d6+13
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 5 feet
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Flooding Thrust
- action_cost: Two Actions
- traits:
- description:
- raw_description: "**Flooding Thrust** [Two Actions] **Requirements** The quoppopak's ventral tube is in water; **Effect** The quoppopak uses Tentacle Stab against a creature within reach; if either of these Strikes hits, the creature must attempt a DC 30 Reflex save. On a failed save, the quoppopak shoots water through its tentacles into the creature, dealing 2d6+5 bludgeoning damage and making the creature __sickened 1__ as its internal organs fill with water (double damage and sickened 2 on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect: The quoppopak's ventral tube is in water
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tentacle Stab
- action_cost: One Action
- traits:
- description:
- raw_description: "**Tentacle Stab** **Frequency** once per round; **Effect** The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't __Grab__ with them. Its multiple attack penalty doesn't increase until after both attacks."
- generic_description:
- frequency: once per round
- trigger:
- effect: The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't __Grab__ with them. Its multiple attack penalty doesn't increase until after both attacks.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Water Glide
- action_cost: None
- traits:
- description: The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must __Swim__ to do so.
- raw_description: '**Water Glide** The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must __Swim__ to do so.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Qurashith
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 82
- page_stop:
- description: >-
- Qurashith—or "gluttonwings" in the Common tongue—are fearsome, bat-like predators that haunt the upper reaches of Gluttondark's cavern-worlds. These monstrosities are no mere beasts. A qurashith does not simply devour its victims; once it kills its prey, it physically subsumes the creature into its own body, metabolizing the prey's spiritual essence. Close inspection of a qurashith reveals that its body is an amalgamation of the fiend and its extraplanar and mortal victims, bound together by webs of demonic scar tissue and sticky acidic pus. While the individual personalities of a qurashith's victims gradually metabolize and diffuse into its very substance over time, a particularly charismatic or magically powerful victim might exert some influence over the qurashith's mind for a short time.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 41
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 41
- level: 17
- rarity: Rare
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Rare
- - CE
- - Huge
- - Aberration
- - Fiend
- senses:
- - Perception +33
- - greater darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Abyssal
- - telepathy 120 feet
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 30
- misc:
- - name: 'Athletics '
- bonus: 32
- misc:
- - name: 'Deception '
- bonus: 29
- misc:
- - name: 'Stealth '
- bonus: 32
- misc:
- - name: 'Survival '
- bonus: 28
- misc:
- perception: 33
- ability_mods:
- str_mod: 9
- dex_mod: 7
- con_mod: 6
- int_mod: -1
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 29
- fort_misc:
- ref: 30
- ref_misc:
- will: 28
- will_misc:
- misc:
- hp: 340
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: acid
- weaknesses:
- - amount: 15
- type: good
- - amount: 15
- type: lawful
- automatic_abilities:
- - name: Adhesive Body
- action_cost: None
- traits:
- description: >-
- Any creature that Strikes the qurashith with a melee weapon must attempt a DC 37 Reflex save. On a failure, the creature is disarmed of its weapon, which becomes stuck to the qurashith's body; if the Strike was an unarmed attack, the creature's limb sticks to the qurashith's body and the creature becomes __immobilized__. A creature must succeed at a DC 31 Athletics check to retrieve a stuck weapon. On a failure, the creature takes 2d6 acid damage and the weapon remains stuck, and on a critical failure, the creature also becomes stuck to the qurashith and becomes immobilized. A stuck creature takes 2d6 acid damage each round it remains stuck to the qurashith and can use an __Escape__ action to try to free itself from the monster (DC 31).
-
-
- __**Frightful Presence**__ (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 33
- raw_description: >-
- **Adhesive Body** Any creature that Strikes the qurashith with a melee weapon must attempt a DC 37 Reflex save. On a failure, the creature is disarmed of its weapon, which becomes stuck to the qurashith's body; if the Strike was an unarmed attack, the creature's limb sticks to the qurashith's body and the creature becomes __immobilized__. A creature must succeed at a DC 31 Athletics check to retrieve a stuck weapon. On a failure, the creature takes 2d6 acid damage and the weapon remains stuck, and on a critical failure, the creature also becomes stuck to the qurashith and becomes immobilized. A stuck creature takes 2d6 acid damage each round it remains stuck to the qurashith and can use an __Escape__ action to try to free itself from the monster (DC 31).
-
-
- __**Frightful Presence**__ (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 33
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 34
- traits:
- - chaotic
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 3d12+17
- type: piercing
- plus_damage:
- - formula:
- type: paralytic spittle
- - action_cost: One Action
- name: claw
- to_hit: 32
- traits:
- - agile
- - chaotic
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+15
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spittle
- to_hit: 30
- traits:
- - range 60 feet
- damage:
- formula: 6d6
- type: acid and paralytic saliva
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 35
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: teleport
- frequency: at will, self only
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Paralytic Spittle
- action_cost: None
- traits:
- description: A creature that takes damage from a qurashith's jaws or spittle must succeed at a DC 39 Fortitude save or be __slowed 1__ for 1d4 rounds (slowed 2 on a critical failure). If a creature is already slowed when it fails its save, it becomes __paralyzed__ for 1 round.
- raw_description: "**Paralytic Spittle** A creature that takes damage from a qurashith's jaws or spittle must succeed at a DC 39 Fortitude save or be __slowed 1__ for 1d4 rounds (slowed 2 on a critical failure). If a creature is already slowed when it fails its save, it becomes __paralyzed__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Psychic Howl
- action_cost: Two Actions
- traits:
- description: The qurashith unleashes a debilitating psionic scream. Creatures in a 60-foot cone must succeed at a DC 35 Will save or become __stupefied__ 2 (stupefied 4 on a critical failure) for 1 minute. A creature that critically succeeds at its Will save is immune to the qurashith's Psychic Howl for 24 hours. The qurashith can't use Psychic Howl again for 1d4 rounds.
- raw_description: "**Psychic Howl** [Two Actions] The qurashith unleashes a debilitating psionic scream. Creatures in a 60-foot cone must succeed at a DC 35 Will save or become __stupefied__ 2 (stupefied 4 on a critical failure) for 1 minute. A creature that critically succeeds at its Will save is immune to the qurashith's Psychic Howl for 24 hours. The qurashith can't use Psychic Howl again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Radiant Warden
- source:
- - abbr: Bestiary 2
- page_start: 220
- page_stop:
- description: >-
- The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of alien aggressors from the Dominion of the Black. Over time, their roles as guardians expanded to include watching over any region where the laws of time and space have worn thin, particularly near portals and permanent gates between planets, planes, or dimensions.
-
-
-
-
- Named for both the radial nature of the concentric rings that make up their bodies as well as the glowing radiance of their attacks, radiant wardens carry on their orders, defending sites from invasion with single-minded purpose.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 38
- level: 17
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - Uncommon
- - N
- - Gargantuan
- - Construct
- senses:
- - Perception +30
- - darkvision
- languages:
- - any one ancient language (such as Jistkan)
- skills:
- - name: 'Arcana '
- bonus: 32
- misc:
- - name: 'Astronomy Lore '
- bonus: 36
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Occultism '
- bonus: 32
- misc:
- perception: 30
- ability_mods:
- str_mod: 9
- dex_mod: 6
- con_mod: 5
- int_mod: 6
- wis_mod: 5
- cha_mod: 0
- sense_abilities:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 29
- ref_misc:
- will: 28
- will_misc:
- misc:
- hp: 300
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 15
- type: mental
- - amount: 15
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Gatekeeper Aura
- action_cost: None
- traits:
- - abjuration
- - aura
- - occult
- description: 60 feet. A creature that uses a __teleportation__ ability within the aura's emanation or enters it via a teleportation ability must succeed a DC 38 Will save or become __sickened 1__ and have its destination changed to a point of the radiant warden's choosing within the emanation. On a successful save, the creature arrives as intended but is still sickened 1.
- raw_description: "**Gatekeeper Aura** (__abjuration__, __aura__, __occult__) 60 feet. A creature that uses a __teleportation__ ability within the aura's emanation or enters it via a teleportation ability must succeed a DC 38 Will save or become __sickened 1__ and have its destination changed to a point of the radiant warden's choosing within the emanation. On a successful save, the creature arrives as intended but is still sickened 1."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: hammer
- to_hit: 32
- traits:
- - magical
- - reach 15 feet
- - shove
- damage:
- formula: 3d12+15
- type: bludgeoning
- plus_damage:
- - formula:
- type: radiant blow
- ranged:
- - action_cost: One Action
- name: radiant beam
- to_hit: 32
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 4d10
- type: force
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: teleport
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: collective transposition
- frequency: ×3
- requirement:
- - name: scintillating pattern
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: dimensional lock
- frequency:
- requirement:
- - name: prismatic spray
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Orrery
- action_cost: One Action
- traits:
- - concentrate
- description: Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on __Deception__ checks and DCs to convincingly pass as such a machine.
- raw_description: '**Orrery** (__concentrate__) Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on __Deception__ checks and DCs to convincingly pass as such a machine.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Radiant Blast
- action_cost: Two Actions
- traits:
- - evocation
- - force
- - occult
- description: The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 basic Reflex save). The radiant warden can't use Radiant Blast for 1d4 rounds.
- raw_description: "**Radiant Blast** [Two Actions] (__evocation__, __force__, __occult__) The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 basic Reflex save). The radiant warden can't use Radiant Blast for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Radiant Blow
- action_cost: None
- traits:
- description: When a creature is hit by the radiant warden's hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 Will save; on a failure, the creature can't use any __teleportation__ effects for 1 minute. On a critical failure, the creature is also permanently __blinded__.
- raw_description: "**Radiant Blow** When a creature is hit by the radiant warden's hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 Will save; on a failure, the creature can't use any __teleportation__ effects for 1 minute. On a critical failure, the creature is also permanently __blinded__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Raja Rakshasa
- source:
- - abbr: Bestiary
- page_start: 275
- page_stop:
- description: >-
- When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers of these fiends bend outward, away from the palms.
-
-
-
-
- More than any other types of rakshasa, rajas scoff at religion. They understand the power of the divine, yet they view themselves as the only things worthy of worship from mortal creatures; not even their own immortals are deemed deserving of such glorification. Raja rakshasas often form close-knit families that work together to bring down mortal cities or to rule them from the shadows within. Such families of rakshasas often incorporate other breeds of the fiend, often using dandasukas as favored servants or stealthy spies. Even though a raja family works together to achieve a shared goal, infighting and treachery among their own is a constant threat.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Fiend
- - Rakshasa
- senses:
- - Perception +19
- - darkvision
- languages:
- - Common
- - Infernal
- - Undercommon
- skills:
- - name: 'Deception '
- bonus: 23
- misc:
- - name: 'Diplomacy '
- bonus: 21
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Occultism '
- bonus: 18
- misc:
- - name: 'Performance '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- perception: 19
- ability_mods:
- str_mod: 4
- dex_mod: 6
- con_mod: 4
- int_mod: 2
- wis_mod: 1
- cha_mod: 5
- sense_abilities:
- items:
- - +1 striking kukri
- ac: 30
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 21
- ref_misc:
- will: 18
- will_misc:
- misc: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
- hp: 155
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: physical (except piercing)
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- - name: Scoff at the Divine
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Scoff at the Divine** [Reaction] **Trigger** A creature within 30 feet casts a divine spell or uses a divine ability. **Requirements** The raja rakshasa has an unexpended spell slot that can be used to cast __dispel magic__. **Effect** The raja rakshasa expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability. The raja rakshasa can't Scoff at the Divine for 1d4 rounds."
- generic_description:
- frequency:
- trigger: A creature within 30 feet casts a divine spell or uses a divine ability.
- effect: The raja rakshasa has an unexpended spell slot that can be used to cast __dispel magic__.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: kukri
- to_hit: 23
- traits:
- - agile
- - finesse
- - magical
- - trip
- damage:
- formula: 2d6+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 20
- traits:
- - agile
- - magical
- damage:
- formula: 2d12+10
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 22
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d8+10
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Spontaneous Spells
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: hallucination
- frequency:
- requirement:
- - name: shadow blast
- frequency: 3 slots
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: clairvoyance
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: fly
- frequency:
- requirement:
- - name: suggestion
- frequency: 4 slots
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: clairaudience
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: nondetection
- frequency:
- requirement:
- - name: vampiric touch
- frequency: 4 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: blur
- frequency:
- requirement:
- - name: hideous laughter
- frequency:
- requirement:
- - name: invisibility
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: illusory object
- frequency:
- requirement:
- - name: item facade
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: sigil
- frequency:
- requirement:
- - name: Occult Innate Spells
- dc: 31
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- 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 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.
- raw_description: "**Change Shape** (__concentrate__, __occult__, __polymorph__, __transmutation__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Disturbing Vision
- action_cost: One Action
- traits:
- - concentrate
- - enchantment
- - mental
- - occult
- 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 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 checks. The raja rakshasa can use this ability again only once the previous visions end.
- raw_description: "**Disturbing Vision** (__concentrate__, __enchantment__, __mental__, __occult__) 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 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 checks. The raja rakshasa can use this ability again only once the previous visions end."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Rat Swarm
- source:
- - abbr: Bestiary
- page_start: 276
- page_stop:
- 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 spread.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +5
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 4
- misc: +6 to Climb or Swim
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 5
- ability_mods:
- str_mod: -2
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 1
- cha_mod: -3
- sense_abilities:
- items:
- ac: 14
- ac_special:
- saves:
- fort: 2
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 14
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 6
- type: physical (except bludgeoning)
- weaknesses:
- - amount: 3
- type: area damage
- - amount: 3
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 10
- type: climb
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Filth Fever
- action_cost: None
- traits:
- - disease
- 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), **Stage 5** dead
- raw_description: "**Filth Fever** (__disease__) 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), **Stage 5** dead"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarming Bites
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Swarming Bites** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ratfolk Grenadier
- source:
- - abbr: Bestiary
- page_start: 277
- page_stop:
- description: >-
- Ratfolk grenadiers use alchemy and stealth to defend their communities.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: LN
- size: Small
- traits:
- - LN
- - Small
- - Humanoid
- - Ratfolk
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Crafting '
- bonus: 12
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- - name: 'Society '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- - name: 'Thievery '
- bonus: 9
- misc:
- perception: 10
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 2
- int_mod: 4
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- - name: Infused Items
- action_cost: None
- traits:
- description: >+
- A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused 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.
-
- raw_description: >+
- **Infused Items** A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused 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.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - alchemist's tools
- - hand crossbow (20 bolts)
- - studded leather armor
- ac: 21
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 13
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 12
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: hand crossbow
- to_hit: 12
- traits:
- - range increment 60 feet
- - reload 1
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: alchemical bomb
- to_hit: 13
- traits:
- - range increment 20 feet
- - splash
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Cheek Pouches
- action_cost: None
- traits:
- description: A ratfolk grenadier has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in its cheek pouches, its speech is noticeably difficult to understand.
- raw_description: '**Cheek Pouches** A ratfolk grenadier has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in its cheek pouches, its speech is noticeably difficult to understand.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quick Bomber
- action_cost: One Action
- traits:
- description: The ratfolk grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike.
- raw_description: '**Quick Bomber** The ratfolk grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Quick Stow
- action_cost: Free Action
- traits:
- description:
- raw_description: '**Quick Stow** [Free Action] **Frequency** once per round. **Effect** The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches.'
- generic_description:
- frequency: once per round.
- trigger:
- effect: The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarming
- action_cost: None
- traits:
- description: A ratfolk grenadier can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space.
- raw_description: '**Swarming** A ratfolk grenadier can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Raven Swarm
- source:
- - abbr: Bestiary 2
- page_start: 221
- page_stop:
- description: >-
- A flock of ravens is known as an unkindness. Certainly the name lives up to its meaning when a swarm of ravens decides to work together. In most cases, a raven swarm like the one presented here won't attack larger foes, but when manipulated by supernatural forces or simple desperation born from hunger, an unkindness of ravens can be a surprisingly dangerous foe.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +9
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Thievery '
- bonus: 10
- misc:
- perception: 9
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 0
- int_mod: -4
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 12
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 2
- type: bludgeoning
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- - amount: 5
- type: area damage
- - amount: 5
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 40
- type: fly
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Enraged Cunning
- action_cost: None
- traits:
- description: There are few things as dangerously persistent in the natural world as an angry unkindness of ravens. A raven swarm can hound its prey through most barriers. Simple latches, unsecured chimney flues, loosely shuttered windows, and similar obstacles rarely keep an unkindness away. A raven swarm attempts a __Thievery__ check to bypass many of these simple obstructions, typically against DC 20.
- raw_description: '**Enraged Cunning** There are few things as dangerously persistent in the natural world as an angry unkindness of ravens. A raven swarm can hound its prey through most barriers. Simple latches, unsecured chimney flues, loosely shuttered windows, and similar obstacles rarely keep an unkindness away. A raven swarm attempts a __Thievery__ check to bypass many of these simple obstructions, typically against DC 20.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarming Beaks
- action_cost: One Action
- traits:
- description: The ravens' angry pecking deals 1d8 piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save). A creature that critically fails its save is __blinded__ for 1d4 rounds as the ravens focus their attacks on the target's vulnerable face.
- raw_description: "**Swarming Beaks** The ravens' angry pecking deals 1d8 piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save). A creature that critically fails its save is __blinded__ for 1d4 rounds as the ravens focus their attacks on the target's vulnerable face."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Raven
- source:
- - abbr: Bestiary 2
- page_start: 221
- page_stop:
- description: >-
- These omnivorous birds are cunning and opportunistic scavengers. Capable of solving simple puzzles in order to retrieve desired items, ravens gather at the periphery of civilization, raiding it as needed when they are not hunting in the wilds. Whether singularly, in pairs, or as a flock, ravens live off scraps as often as they do carrion or prey. They are also unusually social among their own kind, even alerting other ravens to large carcasses with loud, croaking cries; it is rumored that this extends between flocks as well.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Animal
- senses:
- - Perception +5
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Thievery '
- bonus: 5
- misc:
- perception: 5
- ability_mods:
- str_mod: -3
- dex_mod: 3
- con_mod: 0
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Cunning
- action_cost: None
- traits:
- description: A raven can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. They are also quite adept at stealing objects. A raven can't use __Thievery__ to __Palm an Object__, __Disable a Device__, or __Pick a Lock__, but it can use Thievery to __Steal__ light objects that it can carry in its beak or talons or to accomplish other relatively simple tasks.
- raw_description: "**Cunning** A raven can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. They are also quite adept at stealing objects. A raven can't use __Thievery__ to __Palm an Object__, __Disable a Device__, or __Pick a Lock__, but it can use Thievery to __Steal__ light objects that it can carry in its beak or talons or to accomplish other relatively simple tasks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 2
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 7
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 7
- traits:
- - finesse
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Ravener Husk
- source:
- - abbr: Bestiary 2
- page_start: 224
- page_stop:
- description: >-
- Raveners require a steady diet of souls, and a ravener that's unable to feed for too long eventually cannibalizes their own soul. Should a ravener's soul ward ever be reduced to 0 Hit Points by hunger while the ravener has more than 1 Hit Point (see Soul Ward), they lose all traces of their former identity and descend into a feral, nearly mindless state. Even if a ravener husk later consumes soul energy, the transformation can be reversed only via Ravenous Repast.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 37
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 37
- level: 14
- rarity: Rare
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Rare
- - CE
- - Gargantuan
- - Dragon
- - Undead
- senses:
- - Perception +26
- - darkvision
- - soulsense 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 28
- misc:
- perception: 26
- ability_mods:
- str_mod: 8
- dex_mod: 0
- con_mod: 6
- int_mod: -5
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- items:
- ac: 35
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 22
- ref_misc:
- will: 26
- will_misc:
- misc:
- hp: 325
- hp_misc:
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 10
- type: good
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 31
- raw_description: >-
- **Frightful Presence** 90 feet, DC 31 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Boneshatter
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Boneshatter [Reaction]** **Trigger** The ravener husk takes any amount of bludgeoning damage; **Effect** The ravener's brittle bones shatter, spraying bone shards everywhere. Every creature within a 10-foot emanation of the ravener husk takes 7d6 piercing damage (DC 31 basic Reflex save)."
- generic_description:
- frequency:
- trigger: The ravener husk takes any amount of bludgeoning damage
- effect: The ravener's brittle bones shatter, spraying bone shards everywhere. Every creature within a 10-foot emanation of the ravener husk takes 7d6 piercing damage (DC 31 basic Reflex save).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 180
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 30
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 3d8+16
- type: piercing
- plus_damage:
- - formula: 2d6
- type: negative
- - action_cost: One Action
- name: claw
- to_hit: 30
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d4+16
- type: slashing
- plus_damage:
- - formula: 2d6
- type: negative
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - divine
- - evocation
- - negative
- description: The ravener husk breathes a torrent of negative energy that deals 16d6 negative damage in a 40-foot cone (DC 34 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__divine__, __evocation__, __negative__) The ravener husk breathes a torrent of negative energy that deals 16d6 negative damage in a 40-foot cone (DC 34 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ravenous Repast
- action_cost: Three Actions
- traits:
- - divine
- - necromancy
- description:
- raw_description: '**Ravenous Repast** [Three Actions] (__divine__, __necromancy__) **Frequency** once per day; **Effect** The ravener husk makes a jaws Strike against a deceased creature that has been dead no longer than 1 minute, was good aligned, and was at least level 15 in life. The ravener attempts a DC 5 flat check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The ravener husk makes a jaws Strike against a deceased creature that has been dead no longer than 1 minute, was good aligned, and was at least level 15 in life. The ravener attempts a DC 5 flat check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Ravener
- source:
- - abbr: Bestiary 2
- page_start: 224
- page_stop:
- description: >-
- The ravener presented here was once an __ancient red dragon__.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 47
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 47
- level: 21
- rarity: Rare
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Rare
- - CE
- - Gargantuan
- - Dragon
- - Fire
- - Undead
- senses:
- - Perception +37
- - darkvision
- - scent (imprecise) 60 feet
- - smoke vision
- - soulsense 60 feet
- languages:
- - Abyssal
- - Common
- - Draconic
- - Dwarven
- - Jotun
- - Necril
- - Orcish
- skills:
- - name: 'Acrobatics '
- bonus: 32
- misc:
- - name: 'Arcana '
- bonus: 37
- misc:
- - name: 'Athletics '
- bonus: 39
- misc:
- - name: 'Deception '
- bonus: 38
- misc:
- - name: 'Diplomacy '
- bonus: 38
- misc:
- - name: 'Intimidation '
- bonus: 40
- misc:
- - name: 'Stealth '
- bonus: 35
- misc:
- perception: 37
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 9
- int_mod: 5
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: Smoke doesn't impair an ancient red ravener's vision; it ignores the __concealed__ condition from smoke.
- raw_description: "**Smoke Vision** Smoke doesn't impair an ancient red ravener's vision; it ignores the __concealed__ condition from smoke."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 47
- ac_special:
- saves:
- fort: 38
- fort_misc:
- ref: 34
- ref_misc:
- will: 37
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 500
- hp_misc:
- immunities:
- - death effects
- - disease
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 20
- type: cold
- - amount: 20
- type: good
- weaknesses:
- automatic_abilities:
- - name: Cowering Fear
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 42.
- raw_description: '**Cowering Fear** (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 42.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dragon Heat
- action_cost: None
- traits:
- - arcane
- - aura
- - evocation
- - fire
- description: 10 feet, 4d6 fire damage (DC 41 basic Reflex save)
- raw_description: '**Dragon Heat** (__arcane__, __aura__, __evocation__, __fire__) 10 feet, 4d6 fire damage (DC 41 basic Reflex save)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Ward
- action_cost: None
- traits:
- description: 200 HP
- raw_description: '**Soul Ward** 200 HP'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Discorporate
- action_cost: Free Action
- traits:
- description:
- raw_description: '**Discorporate [Free Action]**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Redirect Fire
- action_cost: Reaction
- traits:
- - abjuration
- - arcane
- description:
- raw_description: '**Redirect Fire [Reaction]** (__abjuration__, __arcane__) **Trigger** A creature within 100 feet casts a __fire__ spell, or a fire spell otherwise comes into effect from a source within 100 feet; **Effect** The ravener makes all the choices to determine the targets, destination, and other effects of the spell, as though they were the caster.'
- generic_description:
- frequency:
- trigger: A creature within 100 feet casts a __fire__ spell, or a fire spell otherwise comes into effect from a source within 100 feet
- effect: The ravener makes all the choices to determine the targets, destination, and other effects of the spell, as though they were the caster.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 180
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 39
- traits:
- - fire
- - magical
- - reach 20 feet
- damage:
- formula: 4d10+17
- type: piercing
- plus_damage:
- - formula: 3d6
- type: fire and 2d6 negative
- - action_cost: One Action
- name: claw
- to_hit: 39
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+17
- type: slashing
- plus_damage:
- - formula: 2d6
- type: negative
- - action_cost: One Action
- name: tail
- to_hit: 37
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 4d10+15
- type: slashing
- plus_damage:
- - formula: 2d6
- type: negative
- - action_cost: One Action
- name: wing
- to_hit: 37
- traits:
- - agile
- - magical
- - reach 20 feet
- damage:
- formula: 3d8+15
- type: slashing
- plus_damage:
- - formula: 2d6
- type: negative
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 44
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: wall of fire
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: suggestion
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 9
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Consume Soul
- action_cost: Free Action
- traits:
- description: DC 44
- raw_description: '**Consume Soul** [Free Action] DC 44'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Manipulate Flames
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - transmutation
- description: The ravener attempts to take control of a magical __fire__ or a fire spell within 100 feet. If it succeeds at a __counteract__ check (counteract level 10, counteract modifier +34), the original caster loses control of the spell or magical fire, control is transferred to the ravener, and this action counts as the ravener having Sustained the Spell with the action (if applicable). The ravener can choose to end the spell instead of taking control, if they choose.
- raw_description: '**Manipulate Flames** (__arcane__, __concentrate__, __transmutation__) The ravener attempts to take control of a magical __fire__ or a fire spell within 100 feet. If it succeeds at a __counteract__ check (counteract level 10, counteract modifier +34), the original caster loses control of the spell or magical fire, control is transferred to the ravener, and this action counts as the ravener having Sustained the Spell with the action (if applicable). The ravener can choose to end the spell instead of taking control, if they choose.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ravenous Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - fire
- description: The ravener breathes a blast of flame that deals 20d6 fire damage plus 4d6 __persistent negative damage__ (DC 44 basic Reflex save). A creature that fails its save is also __drained 1__ (or drained 2 on a critical failure). If a creature is drained by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 HP. The ravener can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Ravenous Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) The ravener breathes a blast of flame that deals 20d6 fire damage plus 4d6 __persistent negative damage__ (DC 44 basic Reflex save). A creature that fails its save is also __drained 1__ (or drained 2 on a critical failure). If a creature is drained by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 HP. The ravener can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vicious Criticals
- action_cost: None
- traits:
- description: ''
- raw_description: '**Vicious Criticals** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Redcap
- source:
- - abbr: Bestiary
- page_start: 278
- page_stop:
- description: >-
- Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of good deities. Many fairy tales explain how the redcaps draw power from dipping the hats for which they are named in fresh blood. Just as iconic to these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting— especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Fey
- senses:
- - Perception +12
- - low-light vision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 13
- misc:
- - name: 'Nature '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 12
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 2
- int_mod: 1
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- - name: Red Cap
- action_cost: None
- traits:
- - necromancy
- - primal
- description: >+
- A 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 Soak. A cap has no benefit for creatures other than the redcap who made it.
-
- raw_description: >+
- **Red Cap** (__necromancy__, __primal__) A 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 Soak. A cap has no benefit for creatures other than the redcap who made it.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - iron boots
- - red cap
- - scythe
- ac: 21
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 15
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 60
- hp_misc: fast healing 10
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- - amount:
- type: divine revulsion
- automatic_abilities:
- - name: Divine Revulsion
- action_cost: None
- traits:
- - emotion
- - fear
- - mental
- description: If a redcap sees a creature brandish a religious symbol of a good deity (which requires an interact action by that creature) or use one to cast a divine spell, the redcap must attempt a DC 19 Will save. It then becomes temporarily immune to all brandished religious symbols for 10 minutes.
- raw_description: '**Divine Revulsion** (__emotion__, __fear__, __mental__) If a redcap sees a creature brandish a religious symbol of a good deity (which requires an interact action by that creature) or use one to cast a divine spell, the redcap must attempt a DC 19 Will save. It then becomes temporarily immune to all brandished religious symbols for 10 minutes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The redcap is unaffected.
- raw_description: '**Critical Success** The redcap is unaffected.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The redcap is frightened 2.
- raw_description: '**Success** The redcap is frightened 2.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The redcap gains the fleeing condition for 1 round and is frightened 4.
- raw_description: '**Failure** The redcap gains the fleeing condition for 1 round and is frightened 4.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- melee:
- - action_cost: One Action
- name: scythe
- to_hit: 15
- traits:
- - deadly 1d10
- - trip
- damage:
- formula: 1d10+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: boot
- to_hit: 13
- traits:
- - agile
- - versatile B
- damage:
- formula: 1d6+8
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Soak
- action_cost: One Action
- traits:
- - manipulate
- description: The redcap dips its cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 status bonus to damage rolls for 1 minute.
- raw_description: '**Blood Soak** (__manipulate__) The redcap dips its cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 status bonus to damage rolls for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Deadly Cleave
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Deadly Cleave** [Reaction] **Trigger** The redcap reduces a creature to 0 Hit Points with a scythe Strike. **Effect** The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the scythe Strike that triggered this reaction. This counts toward its multiple attack penalty.'
- generic_description:
- frequency:
- trigger: The redcap reduces a creature to 0 Hit Points with a scythe Strike.
- effect: The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the scythe Strike that triggered this reaction. This counts toward its multiple attack penalty.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stomp
- action_cost: One Action
- traits:
- description: The redcap Strides up to half its Speed and makes a boot Strike at any point during that movement. If the boot Strike hits a __prone__ creature, it deals an extra 2d6 persistent bleed damage.
- raw_description: '**Stomp** The redcap Strides up to half its Speed and makes a boot Strike at any point during that movement. If the boot Strike hits a __prone__ creature, it deals an extra 2d6 persistent bleed damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Reef Octopus
- source:
- - abbr: Bestiary 2
- page_start: 187
- page_stop:
- description: >-
- The common reef octopus is a risky but valuable catch for coastal fishers.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- - Aquatic
- senses:
- - Perception +7
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 7
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 1
- int_mod: -4
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount: 3
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 9
- traits:
- - finesse
- damage:
- formula: 1d10+1
- type: piercing
- plus_damage:
- - formula:
- type: reef octopus venom
- - action_cost: One Action
- name: arm
- to_hit: 9
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+1
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Camouflage
- action_cost: None
- traits:
- description: The reef octopus can change the color of its skin to __Hide__ even if it doesn't have cover.
- raw_description: "**Camouflage** The reef octopus can change the color of its skin to __Hide__ even if it doesn't have cover."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ink Cloud
- action_cost: One Action
- traits:
- description: The reef octopus emits a cloud of dark-brown ink in a 10-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are __hidden__ 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.
- raw_description: "**Ink Cloud** The reef octopus emits a cloud of dark-brown ink in a 10-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are __hidden__ 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Jet
- action_cost: Two Actions
- traits:
- description: The reef octopus moves up to 80 feet in a straight line through the water without triggering reactions.
- raw_description: '**Jet** [Two Actions] The reef octopus moves up to 80 feet in a straight line through the water without triggering reactions.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reef Octopus Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __flat-footed__ (1 round); **Stage 2** 1d6 poison damage and flat-footed (1 round); **Stage 3** 1d8 poison damage and flat-footed (1 round)'
- raw_description: '**Reef Octopus Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __flat-footed__ (1 round); **Stage 2** 1d6 poison damage and flat-footed (1 round); **Stage 3** 1d8 poison damage and flat-footed (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Writhing Arms
- action_cost: Two Actions
- traits:
- description: The reef octopus makes up to four arm Strikes with different arms, each against a different target. These attacks count toward the octopus's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks.
- raw_description: "**Writhing Arms** [Two Actions] The reef octopus makes up to four arm Strikes with different arms, each against a different target. These attacks count toward the octopus's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Reefclaw
- source:
- - abbr: Bestiary
- page_start: 279
- page_stop:
- 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 with their vicelike grip and the ability to inject potent venom into unfortunate prey.
-
-
-
-
- While reefclaws can't speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value—reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous—they've been known to tip over small flshing boats and attack those who fall overboard.
-
-
-
-
- Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after its brains were leaking from its broken skull, and even then the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring.
-
-
-
-
- Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet (for reefclaws raised in colder waters) or slightly tangy (in the case of warm-water reefclaws). Most civilized people who know of reefclaws' intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fisherfolk whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures—or, even better, hire out the task to naive adventurers.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CN
- size: Small
- traits:
- - CN
- - Small
- - Aberration
- - Aquatic
- senses:
- - Perception +8
- - darkvision
- languages:
- - Common
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 4
- misc: +8 to Swim
- perception: 8
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 2
- int_mod: -3
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 9
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 17
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Death Frenzy
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Death Frenzy** [Reaction] **Trigger** The reefclaw is reduced to 0 Hit Points. **Effect** The reefclaw makes a claw Strike before dying.'
- generic_description:
- frequency:
- trigger: The reefclaw is reduced to 0 Hit Points.
- effect: The reefclaw makes a claw Strike before dying.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 5
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 9
- traits:
- - finesse
- damage:
- formula: 1d6+1
- type: slashing
- plus_damage:
- - formula:
- type: reefclaw venom and Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d6 bludgeoning, DC 17
- raw_description: '**__Constrict__** 1d6 bludgeoning, DC 17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reefclaw Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage and __enfeebled 1__ (1 round), **Stage 2** 1d6 poison damage and __enfeebled 2__ (1 round).'
- raw_description: '**Reefclaw Venom** (__poison__) **Saving Throw** DC 17 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage and __enfeebled 1__ (1 round), **Stage 2** 1d6 poison damage and __enfeebled 2__ (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Remnant of Barzillai
- source:
- - abbr: 'Pathfinder #147: Tomorrow Must Burn'
- page_start: 80
- page_stop:
- description: >-
- Though the Silver Ravens defeated the evil tyrant Barzillai Thrune before he could fully realize his goal of becoming a genius loci, remnants of his spirit remain throughout the Ravounel region. On occasion, these scraps of 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 after the remnant is destroyed.
-
-
-
-
- Remnants of Barzillai can manifest anywhere throughout Ravounel, and even after one remnant is defeated, another might arise later on. The undead inquisitor can be put to rest permanently only by retrieving his mace before it disappears, then burying it in a location consecrated by good clerics, where it must remain for at least a year undisturbed.
-
-
-
-
- While a remnant of Barzillai can draw power from any haunt it is associated with, remnants tend to do so with specific haunts. The haunts presented on pages 27-28 are commonly associated with remnants of Barzillai. These are far from the only haunts Barzillai can create, however; the Silver Ravens' records mention many phenomena associated with the undead being, some of which deal with themes of various birds, the scents of mint and tea, and ghostly figures in heavy armor.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 32
- level: 10
- rarity: Rare
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - Rare
- - LE
- - Medium
- - Incorporeal
- - Undead
- senses:
- - Perception +22
- - darkvision
- languages:
- - Aklo
- - Azlanti
- - Common
- - Draconic
- - Elven
- - Gnomish
- - Halfling
- - Infernal
- - Jotun
- - Shadowtongue
- - Strix
- - Varisian
- skills:
- - name: 'Arcana '
- bonus: 21
- misc:
- - name: 'Deception '
- bonus: 23
- misc:
- - name: 'Religion '
- bonus: 21
- misc:
- - name: 'Society '
- bonus: 19
- misc:
- - name: 'Torture Lore '
- bonus: 21
- misc:
- perception: 22
- ability_mods:
- str_mod: -5
- dex_mod: 3
- con_mod: 0
- int_mod: 3
- wis_mod: 7
- cha_mod: 5
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 21
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 8
- type: all damage (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance vs. non-magical)
- - amount:
- type: haunted form
- weaknesses:
- automatic_abilities:
- - name: Haunted Form
- action_cost: None
- traits:
- - divine
- - necromancy
- description: The remnant of Barzillai draws on the power of haunts, reinforcing his form when they are nearby. His resistance to all damage increases to 12 while he's within 60 feet of a haunt. When a haunt within 60 feet of Barzillai is disabled, he takes 20 force damage from the backlash.
- raw_description: "**Haunted Form** (__divine__, __necromancy__) The remnant of Barzillai draws on the power of haunts, reinforcing his form when they are nearby. His resistance to all damage increases to 12 while he's within 60 feet of a haunt. When a haunt within 60 feet of Barzillai is disabled, he takes 20 force damage from the backlash."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: burning mace
- to_hit: 22
- traits:
- - magical
- - fire
- - shove
- damage:
- formula: 2d6+8
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: fire
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Create Haunt
- action_cost: Three Actions
- traits:
- - divine
- - necromancy
- description:
- raw_description: '**Create Haunt** [Three Actions] (__divine__, __necromancy__) **Frequency** three times per day; **Requirements** The remnant of Barzillai is within Ravounel. **Effect** The remnant of Barzillai stirs up and amplifies unsettled spirits in the area to create a single haunt of 6th level or lower at his present location. This haunt is permanent until it is disabled or the remnant of Barzillai is destroyed.'
- generic_description:
- frequency: three times per day
- trigger:
- effect: The remnant of Barzillai is within Ravounel.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Remorhaz
- source:
- - abbr: Bestiary
- page_start: 280
- page_stop:
- description: >-
- A remorhaz is an enormous arctic predator that resembles a multilegged 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 back to become superheated whenever the beast is agitated.
-
-
-
-
- Remorhazes are carnivores. Their diet includes arctic animals such as elk, but a hungry remorhaz readily devours anything it can catch and kill. It commonly lurks beneath ice or snow and ambushes prey with a sudden upward strike. Many victims die before even knowing what attacked them.
-
-
-
-
- Those who survive the worm's initial onslaught must face not only its deadly jaws, but also its hideously hot body. This heat can melt weapons, scorch armor, and burn flesh—all tactics the remorhaz uses to disable and defeat its foes. A remorhaz's internal fire allows it to burrow through ice and snow with ease. It leaves smooth tunnels in its wake as melted ice refreezes to leave the telltale signs of its passage. Most people underestimate a remorhaz's intelligence, assuming it to be a mere animal. However, remorhazes are capable of learning languages. Frost giants in particular use this trait to form alliances with them. The giants provide food, protection, and shelter for the worm, and in return the remorhaz acts as a guard beast and helps the giants build fortresses and forge metal weapons. The giants also employ the worms as war beasts, using them to undermine enemy positions.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Beast
- senses:
- - Perception +14
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- - Jotun
- - (can't speak any language)
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 14
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 5
- int_mod: -3
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 15
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- - cold
- - fire
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Heat
- action_cost: None
- traits:
- - aura
- - evocation
- - fire
- - primal
- description: 5 feet. A creature that starts its turn in the aura takes 1d6 fire damage. Whenever the remorhaz takes damage from an enemy, this damage increases to 2d6 until the start of its next turn. Any creature that hits a remorhaz with an unarmed Strike takes 2d6 fire damage, and a weapon that hits a remorhaz takes 2d6 fire damage.
- raw_description: '**Heat** (__aura__, __evocation__, __fire__, __primal__) 5 feet. A creature that starts its turn in the aura takes 1d6 fire damage. Whenever the remorhaz takes damage from an enemy, this damage increases to 2d6 until the start of its next turn. Any creature that hits a remorhaz with an unarmed Strike takes 2d6 fire damage, and a weapon that hits a remorhaz takes 2d6 fire damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 30
- type: burrow
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 18
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+9
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tail
- to_hit: 18
- traits:
- - fire
- - reach 15 feet
- damage:
- formula: 1d10+3
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: fire
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- 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 for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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 for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ice Tunneler
- action_cost: None
- traits:
- description: A remorhaz can leave a tunnel when it burrows through ice or snow, and it usually does.
- raw_description: '**Ice Tunneler** A remorhaz can leave a tunnel when it burrows through ice or snow, and it usually does.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- description: Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12
- raw_description: '**Swallow Whole** Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thrash
- action_cost: Two Actions
- traits:
- 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 all the attacks have been made.
- raw_description: "**Thrash** [Two Actions] 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 all the attacks have been made."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Revenant
- source:
- - abbr: Bestiary 2
- page_start: 227
- page_stop:
- description: >-
- Revenants are obsessed, undead stalkers who arise from their own murders and are driven by only one thing: revenge against their killers. The common wisdom is that revenants arise only from individuals who have been utterly betrayed or abandoned to die a grueling death, but even then such victims might not rise from their graves. In other cases, revenants might even rise from what might legitimately be considered an accident if the revenant doesn't understand the full circumstances of their demise. In such cases, it doesn't matter that the "murderer" may not have intended to kill, for revenants understands no pity and can never forgive. Revenants have little memory of their lives other than anything they might need to recall in order to achieve their goal of vengeance.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: LN
- size: Medium
- traits:
- - LN
- - Medium
- - Animal
- - Undead
- senses:
- - Perception +14
- - darkvision
- - sense murderer
- languages:
- - any one spoken in life by their murderer (typically Common)
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- - name: Sense Murderer
- action_cost: None
- traits:
- - divination
- - occult
- - scrying
- description: A revenant knows the direction of their murderer (as long as both are on the same plane), but not the distance.
- raw_description: '**Sense Murderer** (__divination__, __occult__, __scrying__) A revenant knows the direction of their murderer (as long as both are on the same plane), but not the distance.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 13
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 115
- hp_misc:
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: physical (except slashing)
- weaknesses:
- automatic_abilities:
- - name: Self-Loathing
- action_cost: None
- traits:
- - emotion
- - mental
- - visual
- description: If a revenant sees their own reflection or any object that was important to them in life, they must attempt a DC 25 Will save.
- raw_description: '**Self-Loathing** (__emotion__, __mental__, __visual__) If a revenant sees their own reflection or any object that was important to them in life, they must attempt a DC 25 Will save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The revenant is unaffected and can no longer be affected by that reflection or object in this way.
- raw_description: '**Critical Success** The revenant is unaffected and can no longer be affected by that reflection or object in this way.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The revenant is distracted by self-loathing and becomes __slowed 1__ for 1 round.
- raw_description: '**Success** The revenant is distracted by self-loathing and becomes __slowed 1__ for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The revenant becomes __fascinated__ by the source that triggered their self-loathing and does everything they can to destroy it until the end of the revenant's next turn.
- raw_description: "**Failure** The revenant becomes __fascinated__ by the source that triggered their self-loathing and does everything they can to destroy it until the end of the revenant's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: The revenant becomes __immobilized__ as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer.
- raw_description: "**Critical Failure** The revenant becomes __immobilized__ as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Undying Vendetta
- action_cost: None
- traits:
- - emotion
- - necromancy
- - occult
- description: If the revenant's murderer dies, the revenant is immediately destroyed. A revenant that can't sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming __immobilized__ and __prone__; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the revenant's destruction until the murderer is finally destroyed. The revenant gains a +2 status bonus to checks and DCs against their murderer.
- raw_description: "**Undying Vendetta** (__emotion__, __necromancy__, __occult__) If the revenant's murderer dies, the revenant is immediately destroyed. A revenant that can't sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming __immobilized__ and __prone__; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the revenant's destruction until the murderer is finally destroyed. The revenant gains a +2 status bonus to checks and DCs against their murderer."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 2d8+5
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Baleful Shriek
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - fear
- - incapacitation
- - mental
- description: "The revenant wails horribly. Each creature within a 60-foot burst must attempt a DC 23 Will save. Regardless of the outcome of their saving throw, affected creatures are then immune to Baleful Shriek for 1 hour. The revenant's murderer never improves their degree of success due to this ability's incapacitation trait. The revenant can't use Baleful Shriek again for 1d4 rounds. \n\n"
- raw_description: "**Baleful Shriek** [Two Actions] (__auditory__, __emotion__, __fear__, __incapacitation__, __mental__) The revenant wails horribly. Each creature within a 60-foot burst must attempt a DC 23 Will save. Regardless of the outcome of their saving throw, affected creatures are then immune to Baleful Shriek for 1 hour. The revenant's murderer never improves their degree of success due to this ability's incapacitation trait. The revenant can't use Baleful Shriek again for 1d4 rounds. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is __frightened 2__. \n\n**Failure** The creature is frightened 2 and __paralyzed__ for 1 round. \n\n**Critical Failure** The creature is frightened 3 and paralyzed for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is frightened 2.
- failure: The creature is frightened 2 and paralyzed for 1 round.
- critical_failure: The creature is frightened 3 and paralyzed for 1d4 rounds.
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d6+5 bludgeoning, DC 24
- raw_description: '**__Constrict__** 2d6+5 bludgeoning, DC 24'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Rhinoceros
- source:
- - abbr: Bestiary 2
- page_start: 228
- page_stop:
- description: >-
- Rhinoceroses are short-tempered, territorial, and easily startled, and these traits combined with their innate ferocity means their natural instinct when disturbed is to attack. When intruders disturb or surprise rhinoceroses, the animals respond by charging directly at the interlopers and then lashing out with their mighty horns.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +9
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 9
- ability_mods:
- str_mod: 6
- dex_mod: 0
- con_mod: 4
- int_mod: -4
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 8
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: horn
- to_hit: 14
- traits:
- damage:
- formula: 2d8+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 12
- traits:
- damage:
- formula: 2d6+6
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Rhinoceros Charge
- action_cost: Two Actions
- traits:
- description: The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike's damage increases to 3d8+6. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex save or be automatically __Shoved__ back 5 feet and knocked __prone__ by the force of the blow.
- raw_description: "**Rhinoceros Charge** [Two Actions] The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike's damage increases to 3d8+6. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex save or be automatically __Shoved__ back 5 feet and knocked __prone__ by the force of the blow."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, foot, DC 18
- raw_description: '**__Trample__** [Three Actions] Medium or smaller, foot, DC 18'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Riding Dog
- source:
- - abbr: Bestiary
- page_start: 102
- page_stop:
- description: >-
- Riding dogs types include larger dogs, such as mastiffs, wolfhounds, and huskies, and are bred often by halflings and gnomes to serve as mounts. Riding dogs are as loyal and devoted to their masters as guard dogs, and are ferocious in battle, regardless of whether they bear a rider or not. As with guard dogs, these large hounds can be wild or feral in nature, and, in some cases, might rival packs of wolves with regard to the danger they pose to inhabitants of rural areas.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 2
- con_mod: 2
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 5
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 17
- raw_description: '**Buck** [Reaction] DC 17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: Jaws
- to_hit: 7
- traits:
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The dog's Strikes deal 1d4 extra damage to creatures within the __reach__ of at least two of the dog's allies.
- raw_description: "**Pack Attack** The dog's Strikes deal 1d4 extra damage to creatures within the __reach__ of at least two of the dog's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Riding Horse
- source:
- - abbr: Bestiary
- page_start: 209
- page_stop:
- description: >-
- Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +5
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- perception: 5
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 6
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 22
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 16
- raw_description: '**Buck** [Reaction] DC 16'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: hoof
- to_hit: 7
- traits:
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Gallop
- action_cost: Two Actions
- traits:
- description: The riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.
- raw_description: '**Gallop** [Two Actions] The riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Riding Pony
- source:
- - abbr: Bestiary
- page_start: 209
- page_stop:
- description: >-
- Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +4
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 4
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- perception: 4
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 14
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 4
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 16
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 15
- raw_description: '**Buck** [Reaction] DC 15'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: hoof
- to_hit: 5
- traits:
- damage:
- formula: 1d4+3
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Gallop
- action_cost: Two Actions
- traits:
- description: The riding pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.
- raw_description: '**Gallop** [Two Actions] The riding pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: River Drake
- source:
- - abbr: Bestiary
- page_start: 131
- page_stop:
- description: >-
- Although the glistening scales and sleek, fin-like wings on these drakes 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, from fish and boggards to deer and the occasional ferry passenger.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Amphibious
- - Dragon
- - Water
- senses:
- - Perception +9
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Intimidation '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- - name: 'Survival '
- bonus: 7
- misc:
- perception: 9
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: -1
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- - paralyzed
- - unconscious
- resistances:
- - amount: 10
- type: acid
- weaknesses:
- automatic_abilities:
- - name: Tail Lash
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Tail Lash** [Reaction] **Trigger** A creature within reach of the river drake's tail uses an action to Strike or attempt a skill check. **Effect** The river drake attempts to Strike the triggering creature with its tail. If it hits, the creature takes a -2 circumstance penalty to the triggering roll."
- generic_description:
- frequency:
- trigger: A creature within reach of the river drake's tail uses an action to Strike or attempt a skill check.
- effect: The river drake attempts to Strike the triggering creature with its tail. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 50
- type: fly
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: Fangs
- to_hit: 12
- traits:
- damage:
- formula: 2d8+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: Tail
- to_hit: 12
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+3
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Caustic Mucus
- action_cost: Two Actions
- traits:
- - acid
- - arcane
- - evocation
- description: The river drake spits a ball of caustic mucus up to a range of 50 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 use Caustic Mucus again for 1d6 rounds.
- raw_description: "**Caustic Mucus** [Two Actions] (__acid__, __arcane__, __evocation__) The river drake spits a ball of caustic mucus up to a range of 50 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 use Caustic Mucus again for 1d6 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The river drake makes one Fangs Strike and two Tail Strikes in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The river drake makes one Fangs Strike and two Tail Strikes in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Speed Surge
- action_cost: One Action
- traits:
- - move
- description: The river drake moves up to twice its Speed. It can do this three times per day
- raw_description: '**Speed Surge** (__move__) The river drake moves up to twice its Speed. It can do this three times per day'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Roc
- source:
- - abbr: Bestiary
- page_start: 281
- page_stop:
- description: >-
- Legendarily massive raptors capable of carrying off elephants as prey, rocs are typically about 30 feet long from beak to tail and have a wingspan of 80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting 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.
-
-
-
-
- Rocs usually nest among mountaintops and cliffs inaccessible to all but the bravest of terrestrial dwellers. They are long-range predators that hunt both land and sea in search for massive prey to sustain them and their young. Rocs are antisocial and lone hunters who compete with each other in fierce aerial battles to protect territory. But about once a decade, a mating couple pairs up to raise their chicks. Once the chicks are old enough to hunt on their own, the parents separate to once again engage in lone hunting.
-
-
-
-
- Particularly skilled druids or rangers might capture and train a roc to serve as a flying mount or hunting companion, though examples of such an incredible feat of domestication are few and far between. The easiest way to rear a roc is to do so from the moment it hatches, since the chick imprints on the first creature it sees. Acquiring a roc egg is by no means an easy feat, though, and is often a death sentence for the would-be egg-snatcher.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +18
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 21
- misc:
- perception: 18
- ability_mods:
- str_mod: 8
- dex_mod: 2
- con_mod: 5
- int_mod: -4
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 17
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 180
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Wing Rebuff
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Wing Rebuff** [Reaction] **Trigger** A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing. **Effect** The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action."
- generic_description:
- frequency:
- trigger: A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing.
- effect: The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 21
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: talon
- to_hit: 21
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+12
- type: slashing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: wing
- to_hit: 21
- traits:
- - agile
- - reach 30 feet
- damage:
- formula: 2d6+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Push 10 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Flying Strafe
- action_cost: Two Actions
- traits:
- description: The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty.
- raw_description: '**Flying Strafe** [Two Actions] The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Snack
- action_cost: None
- traits:
- description: A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon.
- raw_description: '**Snack** A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Snatch
- action_cost: None
- traits:
- description: A roc can Fly at half Speed while it has a creature __grabbed__ or __restrained__ in either or both of its talons, carrying that creature along with it.
- raw_description: '**Snatch** A roc can Fly at half Speed while it has a creature __grabbed__ or __restrained__ in either or both of its talons, carrying that creature along with it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Roper
- source:
- - abbr: Bestiary
- page_start: 282
- page_stop:
- description: >-
- To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice. Cunning and patient ambush predators, ropers use this to their advantage.
-
-
-
-
- Ropers do not form large societies (although they can often be found living alongside other deep-dwelling denizens), but they often congregate in small clusters and sometimes hunt in groups. Particularly interested in the philosophy of life and death and the flner points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Quick-thinking spelunkers can sometimes stave off a roper's appetite by entertaining it with stories or discussions of philosophy, but ropers do not willingly allow such intriguing prey to escape alive. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don't eventually escape, the ropers' appetites win out over their intellectual curiosity—especially in cases where the pets constantly outmaneuver their keepers' wits and patience. A roper is 9 feet tall and weighs 2,200 pounds.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Aberration
- senses:
- - Perception +21
- - darkvision
- languages:
- - Aklo
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Nature '
- bonus: 17
- misc: +21 about caves
- - name: 'Religion '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 17
- misc: +25 in stony or icy areas
- perception: 21
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 6
- int_mod: 1
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 15
- ref_misc:
- will: 21
- will_misc:
- misc: +2 status to all saves vs. magic
- hp: 215
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: electricity
- weaknesses:
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Reactive Lash
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Reactive Lash** [Reaction] **Trigger** A creature within reach of the roper's strand leaves a square during a move action it's using. **Effect** The roper makes a strand Strike against the triggering creature."
- generic_description:
- frequency:
- trigger: A creature within reach of the roper's strand leaves a square during a move action it's using.
- effect: The roper makes a strand Strike against the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- damage:
- formula: 2d12+12
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: strand
- to_hit: 23
- traits:
- - reach 50 feet
- damage:
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Extend Strands
- action_cost: One Action
- traits:
- description: The roper extends or retracts six thin, sticky tendrils from its body. While the strands are extended, the roper takes a -4 circumstance penalty to __Stealth__ checks, and while they're retracted, it can't use its strand Strikes.
- raw_description: "**Extend Strands** The roper extends or retracts six thin, sticky tendrils from its body. While the strands are extended, the roper takes a -4 circumstance penalty to __Stealth__ checks, and while they're retracted, it can't use its strand Strikes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flurry of Strands
- action_cost: One Action
- traits:
- description: The roper makes a strand Strike with each of its strands (except those that are immobilizing creatures). 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.
- raw_description: "**Flurry of Strands** The roper makes a strand Strike with each of its strands (except those that are immobilizing creatures). 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pull the Strands
- action_cost: Two Actions
- traits:
- description: The roper pulls every creature grabbed by its strands toward itself. The roper rolls a single __Athletics__ 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.
- raw_description: "**Pull the Strands** [Two Actions] The roper pulls every creature grabbed by its strands toward itself. The roper rolls a single __Athletics__ 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sticky Strand
- action_cost: None
- traits:
- description: Any creature hit by a roper's strand is __enfeebled 1__ and __grabbed__. Each additional hit from a strand increases the enfeebled condition value by 1 (to a maximum of __enfeebled 4__). 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 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 any damage to the roper itself, though it can no longer attack with a severed strand.
- raw_description: "**Sticky Strand** Any creature hit by a roper's strand is __enfeebled 1__ and __grabbed__. Each additional hit from a strand increases the enfeebled condition value by 1 (to a maximum of __enfeebled 4__). 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 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 any damage to the roper itself, though it can no longer attack with a severed strand."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Rune Giant
- source:
- - abbr: Bestiary
- page_start: 175
- page_stop:
- description: >-
- Magically crafted and bred by ancient wizards, rune giants are anathema 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 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, or even more remote or magical regions.
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-
-
-
- Rune giants' striking charcoal flesh is decorated by dozens of runes, which are potent manifestations of their eldritch powers. Rune giants are towering creatures, averaging at 40 feet in height and weighing 25,000 pounds.
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-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 37
- level: 16
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Gargantuan
- traits:
- - Uncommon
- - LE
- - Gargantuan
- - Evil
- - Giant
- - Humanoid
- senses:
- - Perception +28
- - low-light vision
- languages:
- - Common
- - Jotun
- - Terran
- skills:
- - name: 'Arcana '
- bonus: 28
- misc:
- - name: 'Athletics '
- bonus: 32
- misc:
- - name: 'Crafting '
- bonus: 28
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Society '
- bonus: 27
- misc:
- perception: 28
- ability_mods:
- str_mod: 9
- dex_mod: 2
- con_mod: 7
- int_mod: 2
- wis_mod: 6
- cha_mod: 4
- sense_abilities:
- items:
- - +1 striking longspear
- - +2 greater striking greatsword
- - +1 splint mail
- ac: 38
- ac_special:
- saves:
- fort: 33
- fort_misc:
- ref: 26
- ref_misc:
- will: 28
- will_misc:
- misc:
- hp: 330
- hp_misc:
- immunities:
- - fire
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: The rune giant gains an additional reaction at the beginning of each of its turns that it can only use for an Attack of Opportunity.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Catch Rock** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 45
- type: Land
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: greatsword
- to_hit: 33
- traits:
- - magical
- - reach 20 feet
- - versatile P
- damage:
- formula: 3d12+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: longspear
- to_hit: 32
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 2d8+17
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 31
- traits:
- - agile
- - reach 20 feet
- damage:
- formula: 3d8+17
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 31
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d12+17
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 35
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: dominate
- frequency: x3
- requirement:
- - name: true seeing
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: sending
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- - name: suggestion
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: air walk
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Command Giants
- action_cost: None
- traits:
- description: When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35.
- raw_description: '**Command Giants** When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Demand
- action_cost: Free Action
- traits:
- - arcane
- - enchantment
- - mental
- description: When a rune giant casts its innate __sending__ spell, it can also cast __suggestion__ on the target.
- raw_description: '**Demand** [Free Action] (__arcane__, __enchantment__, __mental__) When a rune giant casts its innate __sending__ spell, it can also cast __suggestion__ on the target.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flashing Runes
- action_cost: Free Action
- traits:
- - arcane
- - evocation
- - light
- description:
- raw_description: >-
- **Flashing Runes** [Free Action] (__arcane__, __evocation__, __light__) **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 energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude save.
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-
- **Critical Success** The creature is unaffected.
-
-
- **Success** The creature is __dazzled__ for 1 round.
-
-
- **Failure** The creature is __blinded__ for 1 round.
- generic_description:
- frequency:
- 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 energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude save.
-
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is dazzled for 1 round.
- failure: The creature is blinded for 1 round.
- critical_failure:
- full_description:
- - name: Invoke Rune
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - electricity
- - evocation
- description: >-
- The rune giant invokes one of the runes on its body, causing the 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).
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-
- 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 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.
- raw_description: "**Invoke Rune** (__arcane__, __concentrate__, __electricity__, __evocation__) The rune giant invokes one of the runes on its body, causing the 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).\n\nA 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 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. \n\n * **Rune of Destruction** The weapon gains the __deadly__ trait with three weapon damage dice of the same die size as for the base weapon, and a creature hit with the weapon is drained 1 unless it succeeds at a DC 35 Fortitude save.\n\n * **Rune of Flames** The weapon deals an additional 3d6 fire damage on all attacks.\n\n * **Rune of Smiting** When the weapon hits, the giant can Push the target back 10 feet, or 20 feet on a critical hit."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Rune of Destruction
- action_cost: None
- traits:
- description: The weapon gains the __deadly__ trait with three weapon damage dice of the same die size as for the base weapon, and a creature hit with the weapon is drained 1 unless it succeeds at a DC 35 Fortitude save.
- raw_description: '**Rune of Destruction** The weapon gains the __deadly__ trait with three weapon damage dice of the same die size as for the base weapon, and a creature hit with the weapon is drained 1 unless it succeeds at a DC 35 Fortitude save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rune of Flames
- action_cost: None
- traits:
- description: The weapon deals an additional 3d6 fire damage on all attacks.
- raw_description: '**Rune of Flames** The weapon deals an additional 3d6 fire damage on all attacks.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rune of Smiting
- action_cost: None
- traits:
- description: When the weapon hits, the giant can Push the target back 10 feet, or 20 feet on a critical hit.
- raw_description: '**Rune of Smiting** When the weapon hits, the giant can Push the target back 10 feet, or 20 feet on a critical hit.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wide Swing
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Wide Swing** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Rusalka
- source:
- - abbr: Bestiary 2
- page_start: 229
- page_stop:
- description: >-
- These androgynous, river-dwelling fey delight in manipulating the emotions of those unfortunate enough to fall into their grasp, using humiliation to break their victims' wills. Rusalkas enjoy keeping their broken toys nearby, both for continuing entertainment and to aid in the rusalkas' defense, as the shame their captives feel often drives them to become obsessively loyal to these fey.
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-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Aquatic
- - Fey
- - Water
- senses:
- - Perception +22
- - low-light vision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Deception '
- bonus: 25
- misc:
- - name: 'Diplomacy '
- bonus: 21
- misc:
- - name: 'Nature '
- bonus: 21
- misc:
- - name: 'Performance '
- bonus: 23
- misc: +25 to sing
- - name: 'Stealth '
- bonus: 25
- misc:
- perception: 22
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 3
- int_mod: 1
- wis_mod: 3
- cha_mod: 7
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 25
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 230
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- - amount: 15
- type: cold iron
- automatic_abilities:
- - name: Blurred Form
- action_cost: None
- traits:
- description: A rusalka is __concealed__ while underwater.
- raw_description: '**Blurred Form** A rusalka is __concealed__ while underwater.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: swim
- - amount: 371
- type: water walk
- melee:
- - action_cost: One Action
- name: tresses
- to_hit: 24
- traits:
- - agile
- - finesse
- - reach 15 feet
- damage:
- formula: 3d8+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 35
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- - name: control water
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will
- requirement:
- - name: obscuring mist
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: water walk
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Beckoning Call
- action_cost: One Action
- traits:
- - auditory
- - concentrate
- - enchantment
- - incapacitation
- - mental
- - primal
- description: "The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours. \n\n"
- raw_description: "**Beckoning Call** (__auditory__, __concentrate__, __enchantment__, __incapacitation__, __mental__, __primal__) The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is __fascinated__ and must spend each of its actions to move closer to the rusalka, 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. \n\n**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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected.
- failure: The creature is fascinated and must spend each of its actions to move closer to the rusalka, 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: 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.
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d8+10 bludgeoning, DC 32
- raw_description: '**__Constrict__** 2d8+10 bludgeoning, DC 32'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Entangling Tresses
- action_cost: None
- traits:
- description: A rusalka can have up to eight creatures grabbed within their tresses at a time.
- raw_description: '**Entangling Tresses** A rusalka can have up to eight creatures grabbed within their tresses at a time.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Flowing Hair
- action_cost: One Action
- traits:
- description: The rusalka attempts an __Athletics__ check against 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.
- raw_description: "**Flowing Hair** The rusalka attempts an __Athletics__ check against 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shameful Touch
- action_cost: One Action
- traits:
- - emotion
- - enchantment
- - mental
- - primal
- description: "The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will save. \n\n"
- raw_description: "**Shameful Touch** (__emotion__, __enchantment__, __mental__, __primal__) The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is __sickened 1__. \n\n**Failure** The creature is sickened 1 and __stunned 1__. \n\n**Critical Failure** The creature is sickened 1 and stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success: The target is sickened 1.
- failure: The creature is sickened 1 and stunned 1.
- critical_failure: The creature is sickened 1 and stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting.
- full_description:
-- name: Rust Monster
- source:
- - abbr: Bestiary
- page_start: 283
- page_stop:
- description: >-
- Found in lost dungeons, deep caves, and abandoned mines, rust 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 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.
-
-
-
-
- Rust monsters aren't inherently aggressive creatures, but they're voracious oxidivores, meaning they consume the rust created by their antennae. The creatures savagely attack anything that gets between them and a possible meal, and they relentlessly pursue any source of metal. A rust monster can be distracted by a single metal-rich item, but they are often encountered in groups of three or more, sharply raising the cost of escape.
-
-
-
-
- Rust monsters are a terrible scourge in mining communities. If a group of rust monsters discovers rich veins of ore, they can multiply quickly. By weakening tunnels, attacking workers, and consuming the source of the miners' livelihood, these aberrations have created many mountainside ghost towns.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Aberration
- senses:
- - Perception +8
- - darkvision
- - metal scent 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 7
- misc: +13 to Disarm a metal item
- perception: 8
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- - name: Metal Scent
- action_cost: None
- traits:
- description: A rust monster can smell metal as a precise sense.
- raw_description: '**Metal Scent** A rust monster can smell metal as a precise sense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Tail Trip
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Tail Trip** [Reaction] **Trigger** A creature carrying a metal item attempts to move out of a square within reach of the rust monster's tail. **Effect** The rust monster makes a tail Strike against the triggering creature."
- generic_description:
- frequency:
- trigger: A creature carrying a metal item attempts to move out of a square within reach of the rust monster's tail.
- effect: The rust monster makes a tail Strike against the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: antenna
- to_hit: 10
- traits:
- - finesse
- damage:
- plus_damage:
- - action_cost: One Action
- name: mandibles
- to_hit: 8
- traits:
- - finesse
- damage:
- formula: 1d10+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 8
- traits:
- - finesse
- damage:
- formula: 1d4+2
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Antenna Disarm
- action_cost: One Action
- traits:
- description: The rust monster attempts to Disarm a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike). 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.
- raw_description: "**Antenna Disarm** The rust monster attempts to Disarm a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike). 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rust
- action_cost: None
- traits:
- description: A rust monster's antenna causes metal to rapidly rust and corrode. If it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the rust monster hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack.
- raw_description: "**Rust** A rust monster's antenna causes metal to rapidly rust and corrode. If it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the rust monster hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sabosan
- source:
- - abbr: 'Pathfinder #146: Cult of Cinders'
- page_start: 91
- page_stop:
- 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 red or dark-brown fur that barely obscures their stretched.thin flesh. Their ears are large and pointed like a bat\x81fs, and indeed they can echolocate to locate prey much like bats can, though their eyes are also capable of seeing in low light.\n\n\n\nSome believe that sabosans are distant descendants of humans who were afflicted with vampirism but managed to avoid succumbing to undeath. Others posit they were once a tribe of demon worshippers whose dark rites transformed them into their current forms. No matter their true origins, sabosans have infamous reputations among residents of towns and cities south of the equator. Even mere rumors of sabosans in an area are enough to set off city-wide hunts, and the truly superstitious aren\x81ft above setting fires near every grotto, nook, and foxhole they come across in order to smoke out the nocturnal creatures.\n\n\n\nSabosans hunt during the twilight hours or just after dark, when their echolocation gives them a predatory edge over their sleeping prey. They are capable hunters but indiscriminating when it comes to food sources; their rapid metabolisms means sabosans must eat nearly 20 pounds of meat and fruit per day (supplemented, naturally, with copious amounts of blood).\n\n\n\n**__Recall Knowledge - Humanoid__ (__Society__)**: DC 20"
- level: 5
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Humanoid
- senses:
- - Perception +10
- - echolocation 20 feet
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Abyssal
- - Mwangi
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 2
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - spear
- ac: 22
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 14
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 78
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 2d8+4
- type: piercing
- plus_damage:
- - formula: 1
- type: persistent bleed
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6+4
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: spear
- to_hit: 13
- traits:
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spear
- to_hit: 14
- traits:
- - thrown 20 feet
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drain Blood
- action_cost: One Action
- traits:
- description:
- raw_description: '**Drain Blood** **Requirement** The sabosan has a creature grabbed. **Effect** The sabosan drains blood from the creature. The creature must succeed at a DC 23 Fortitude save or become __drained 1__. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature.'
- generic_description:
- frequency:
- trigger:
- effect: The sabosan has a creature grabbed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fell Shriek
- action_cost: Two Actions
- traits:
- - auditory
- description: The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 Fortitude save or be __deafened__ for 1 minute.
- raw_description: '**Fell Shriek** [Two Actions] (__auditory__) The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 Fortitude save or be __deafened__ for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Powerful Charge
- action_cost: Two Actions
- traits:
- description: The sabosan Strides up to double its Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, it deals an additional 1d6 damage on a hit.
- raw_description: '**Powerful Charge** [Two Actions] The sabosan Strides up to double its Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, it deals an additional 1d6 damage on a hit.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sacristan
- source:
- - abbr: Bestiary 2
- page_start: 283
- page_stop:
- description: >-
- Sacristans are failures among the velstracs, creatures whose bodies and minds have been utterly broken by the velstracs' torments. These unfortunates are assembled from scrap metal, nerveless flesh, and bits of darkness into loyal agents who take ecstatic pleasure in serving other velstracs. Sacristans are empowered by a miniature gateway to the __Shadow Plane__ deep in their mouths. By distending their jaws, they can howl with the shrieks and windstorms of that plane. Sacristans vary in appearance but are the size of maimed humans. Their features are redundant or absent and they are wrapped in barbed and rusted chains.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Fiend
- - Velstrac
- senses:
- - Perception +19
- - greater darkvision
- - painsight
- languages:
- - Common
- - Infernal
- - Shadowtongue
- skills:
- - name: 'Acrobatics '
- bonus: 19
- misc:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- - name: 'Torture Lore '
- bonus: 16
- misc:
- perception: 19
- ability_mods:
- str_mod: 6
- dex_mod: 5
- con_mod: 6
- int_mod: 0
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- - name: Painsight
- action_cost: None
- traits:
- - divination
- - divine
- description: A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions
- raw_description: '**Painsight** (__divination__, __divine__) A velstrac automatically knows whether a creature it sees has any of the __doomed__, __dying__, and __wounded__ conditions, as well as the value of those conditions'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 19
- ref_misc:
- will: 17
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 175
- hp_misc: regeneration 10 (deactivated by good or silver
- immunities:
- - cold
- resistances:
- - amount: 10
- type: good
- - amount: 10
- type: silver
- weaknesses:
- automatic_abilities:
- - name: Staggering Servitude
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: >-
- 30 feet. When a
-
-
- creature ends its turn in the aura, it sees a vision of the sacristan groveling in pitiable
-
-
- servitude. The creature must succeed at a DC 27 Will save or become __stunned 1__.
- raw_description: >-
- **Staggering Servitude** (__aura__, __divine__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a
-
-
- creature ends its turn in the aura, it sees a vision of the sacristan groveling in pitiable
-
-
- servitude. The creature must succeed at a DC 27 Will save or become __stunned 1__.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: barbed chain
- to_hit: 22
- traits:
- - evil
- - magical
- - reach 10 feet
- - trip
- - versatile S
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and 2d6 persistent bleed
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: chilling darkness
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Focus Gaze
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - enchantment
- - fear
- - mental
- - visual
- description: The sacristan stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Staggering Servitude. In addition, if the creature was already __stunned__, on a failed save its revulsion toward the sacristan's presence causes it to be __stupefied 2__ for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the sacristan's next turn.
- raw_description: "**Focus Gaze** (__concentrate__, __divine__, __enchantment__, __fear__, __mental__, __visual__) The sacristan stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Staggering Servitude. In addition, if the creature was already __stunned__, on a failed save its revulsion toward the sacristan's presence causes it to be __stupefied 2__ for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the sacristan's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadow Scream
- action_cost: Three Actions
- traits:
- - aura
- - concentrate
- - darkness
- - divine
- - evocation
- - mental
- - sonic
- description:
- raw_description: "**Shadow Scream** [Three Actions] (__aura__, __concentrate__, __darkness__, __divine__, __evocation__, __mental__, __sonic__) **Frequency** once per hour; **Effect** The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the __Shadow Plane__. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with __darkvision__ can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will save. \n\n**Critical Success** The creature is unaffected and is then temporarily immune for 24 hours. \n\n**Success** The creature is __deafened__ for 1 round. \n\n**Failure** The creature is __confused__ and deafened for 1 round. \n\n**Critical Failure** The creature takes 20 mental damage, and is confused and deafened for 1 round."
- generic_description:
- frequency: once per hour
- trigger:
- effect: "The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the __Shadow Plane__. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with __darkvision__ can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will save. \n\n"
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is then temporarily immune for 24 hours.
- success: The creature is deafened for 1 round.
- failure: The creature is confused and deafened for 1 round.
- critical_failure: The creature takes 20 mental damage, and is confused and deafened for 1 round.
- full_description:
-- name: Salamander
- source:
- - abbr: Bestiary
- page_start: 148
- page_stop:
- description: >-
- Salamanders have serpentine lower torsos, but humanoid upper bodies with toothy reptilian snouts. Their affinity for cruelty and violence puts them in close alliance with the demons of the Abyss.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Elemental
- - Fire
- senses:
- - Perception +15
- - darkvision
- languages:
- - Common
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Crafting '
- bonus: 15
- misc: +17 for blacksmithing
- - name: 'Deception '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Society '
- bonus: 13
- misc:
- perception: 15
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 4
- int_mod: 2
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - +1 ranseur
- ac: 26
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 16
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 125
- hp_misc:
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: ranseur
- to_hit: 18
- traits:
- - disarm
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+7
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 17
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d8+7
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: fire and Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Armor of Flames
- action_cost: One Action
- traits:
- description: The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes 2d6 persistent fire damage unless it succeeds at a DC 25 Reflex save.
- raw_description: '**Armor of Flames** The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes 2d6 persistent fire damage unless it succeeds at a DC 25 Reflex save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d8+4 bludgeoning plus 1d6 fire, DC 25
- raw_description: '**__Constrict__** 1d8+4 bludgeoning plus 1d6 fire, DC 25'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sand Sentry
- source:
- - abbr: Bestiary 2
- page_start: 109
- page_stop:
- description: >-
- Shifting back and forth between a detailed likeness of a human and a muted and featureless bipedal form, this creature of pure sand moves with an eerie grace. The sand sentry is often called upon by spellcasters to stand guard over an area of great importance—these elementals are patient participants in such roles, making them well suited for long-term service.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Earth
- - Elemental
- senses:
- - Perception +14
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- - Terran
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 14
- misc: +17 in sand
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: 0
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 12
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 94
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Glass Armor
- action_cost: None
- traits:
- description: When the sand sentry takes fire or lightning damage, its outer layer of sand fuses into sheets of hardened glass for 1 minute. This increases the sand sentry's AC to 26 and grants it resistance 5 to acid, cold, electricity, fire, force, piercing, and slashing damage. A sand sentry can't use earth glide while glass armor is active.
- raw_description: "**Glass Armor** When the sand sentry takes fire or lightning damage, its outer layer of sand fuses into sheets of hardened glass for 1 minute. This increases the sand sentry's AC to 26 and grants it resistance 5 to acid, cold, electricity, fire, force, piercing, and slashing damage. A sand sentry can't use earth glide while glass armor is active."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 50
- type: burrow
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 17
- traits:
- damage:
- formula: 2d8+8
- type: bludgeoning
- plus_damage:
- - formula:
- type: blinding sand
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blinding Sand
- action_cost: None
- traits:
- description: When the sand sentry critically hits with a fist Strike, the target is blinded for 1 round.
- raw_description: '**Blinding Sand** When the sand sentry critically hits with a fist Strike, the target is blinded for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Earth Glide
- action_cost: None
- traits:
- description: A sand sentry can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** A sand sentry can __Burrow__ through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sandpoint Devil
- source:
- - abbr: Bestiary 2
- page_start: 230
- page_stop:
- description: >-
- While some creatures have been fused to create a new entity that's graceful and beautiful, the Sandpoint Devil is the opposite. It has the hooves and body of a powerful horse, but it walks on its hind legs in a perverse parody of a humanoid gait. Its equine face has been distorted and elongated with skeletal, yellowed fangs and milky eyes. The pox-spotted hide along the creature's back bears a draconic tail with dark, spiny plates and two torn, bat-like wings.
-
-
-
-
- The legendary Sandpoint Devil appears only on moonless nights when mists gather around the coast. Most encounters end with missing livestock or children, with little left behind other than oddly placed hoofprints that reek of brimstone.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 34
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 34
- level: 8
- rarity: Rare
- type: Creature
- alignment: NE
- size: Large
- traits:
- - Rare
- - NE
- - Large
- - Beast
- - Fiend
- senses:
- - Perception +16
- - greater darkvision
- - scent (imprecise) 30 feet
- languages:
- - Abyssal
- - Varisian
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 5
- int_mod: 0
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 14
- ref_misc:
- will: 16
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 165
- hp_misc:
- immunities:
- - fire
- - fear
- resistances:
- - amount: 5
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: '** Hoof only.'
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: hoof
- to_hit: 20
- traits:
- - agile
- - versatile S
- damage:
- formula: 2d6+12
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 23
- to_hit: 15
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: phantasmal killer
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: stinking cloud
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: gust of wind
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: produce flame
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Accursed Breath
- action_cost: Two Actions
- traits:
- - curse
- - evocation
- - fire
- - occult
- description: "The Sandpoint Devil breathes a 30-foot cone of flame that deals 6d10 fire damage. Each creature in the area must attempt a DC 26 Reflex save. The Sandpoint Devil can't use Accursed Breath for 1d4 rounds. \n\nCritical Success The creature is unaffected. \n\nSuccess The creature takes half damage. \n\nFailure The creature takes full damage and is __sickened 2__ by the agonizing pain of its burns. \n\nCritical Failure The creature takes full damage and is cursed. The victim's flesh appears charred and burned, and the pain of being burned alive never fully vanishes. The cursed creature takes a -2 status penalty to all checks from the constant pain. Healing doesn't alter the appearance of the burns or lessen the penalty, but removing the curse does."
- raw_description: "**Accursed Breath** [Two Actions] (__curse__, __evocation__, __fire__, __occult__) The Sandpoint Devil breathes a 30-foot cone of flame that deals 6d10 fire damage. Each creature in the area must attempt a DC 26 Reflex save. The Sandpoint Devil can't use Accursed Breath for 1d4 rounds. \n\nCritical Success The creature is unaffected. \n\nSuccess The creature takes half damage. \n\nFailure The creature takes full damage and is __sickened 2__ by the agonizing pain of its burns. \n\nCritical Failure The creature takes full damage and is cursed. The victim's flesh appears charred and burned, and the pain of being burned alive never fully vanishes. The cursed creature takes a -2 status penalty to all checks from the constant pain. Healing doesn't alter the appearance of the burns or lessen the penalty, but removing the curse does."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Devil's Howl
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - enchantment
- - fear
- - mental
- - occult
- description: The Sandpoint Devil unleashes a bloodcurdling howl that can be heard for miles. Each creature within a 100-foot emanation must succeed at a DC 26 Will save or become __frightened 2__ (frightened 3 and __fleeing__ as long as it remains frightened on a critical failure). Creatures that attempt this Will save are then immune to Devil's Howl for 24 hours.
- raw_description: "**Devil's Howl** [Two Actions] (__auditory__, __emotion__, __enchantment__, __fear__, __mental__, __occult__) The Sandpoint Devil unleashes a bloodcurdling howl that can be heard for miles. Each creature within a 100-foot emanation must succeed at a DC 26 Will save or become __frightened 2__ (frightened 3 and __fleeing__ as long as it remains frightened on a critical failure). Creatures that attempt this Will save are then immune to Devil's Howl for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, hoof, DC 23
- raw_description: '**__Trample__** [Three Actions] Medium or smaller, hoof, DC 23'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sard
- source:
- - abbr: Bestiary 2
- page_start: 231
- page_stop:
- description: >-
- An immense, gnarled, tree awoken with raw, primal power by one of the fey Eldest of the First World, this monster—one of the legendary Tane—skitters on huge, spidery roots and thrashes its branches as fiery lightning courses within its blackened bark, a living manifestation of the violent clash between ancient forest and stormy sky.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 44
- level: 19
- rarity: Rare
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Rare
- - CE
- - Gargantuan
- - Electricity
- - Plant
- - Tane
- senses:
- - Perception +35
- - low-light vision
- - tremorsense 120 feet
- languages:
- - Aklo
- - Arboreal
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Athletics '
- bonus: 37
- misc:
- - name: 'Nature '
- bonus: 31
- misc:
- perception: 35
- ability_mods:
- str_mod: 10
- dex_mod: 6
- con_mod: 6
- int_mod: 2
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- - name: Planar Acclimation
- action_cost: None
- traits:
- description: The sard treats the plane it is located on as its home plane.
- raw_description: '**Planar Acclimation** The sard treats the plane it is located on as its home plane.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 43
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 31
- ref_misc:
- will: 33
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 400
- hp_misc:
- immunities:
- - electricity
- resistances:
- - amount: 15
- type: fire
- - amount: 15
- type: physical (except slashing)
- weaknesses:
- - amount: 15
- type: cold iron
- automatic_abilities:
- - name: Splintering Death
- action_cost: None
- traits:
- - electricity
- - evocation
- - primal
- description: When the sard dies, its body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (DC 43 basic Reflex save). Any creature that takes piercing damage is also exposed to sard venom.
- raw_description: '**Splintering Death** (__electricity__, __evocation__, __primal__) When the sard dies, its body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (DC 43 basic Reflex save). Any creature that takes piercing damage is also exposed to sard venom.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: trunk
- to_hit: 37
- traits:
- - fatal d12
- - reach 20 feet
- damage:
- formula: 4d6+18
- type: bludgeoning
- plus_damage:
- - formula: 3d6
- type: persistent electricity
- - action_cost: One Action
- name: branch
- to_hit: 37
- traits:
- - agile
- - reach 20 feet
- damage:
- formula: 4d8+18
- type: piercing
- plus_damage:
- - formula:
- type: sard venom
- - action_cost: One Action
- name: root
- to_hit: 37
- traits:
- - reach 10 feet
- damage:
- formula: 4d6+18
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: electricity
- ranged:
- - action_cost: One Action
- name: thorn
- to_hit: 35
- traits:
- - deadly d10
- - primal
- - propulsive
- - range 180 feet
- damage:
- formula: 4d4+16
- type: piercing
- plus_damage:
- - formula:
- type: sard venom
- spell_lists:
- - name: Primal Innate Spells
- dc: 41
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: storm of vengeance
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: punishing winds
- frequency:
- requirement:
- - name: tree stride
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: chain lightning
- frequency: ×3
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 39
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: control weather
- frequency: doesn't require secondary casters
- requirement:
- proactive_abilities:
- - name: Lightning-Struck Curse
- action_cost: Reaction
- traits:
- - curse
- - necromancy
- - primal
- description:
- raw_description: "**Lightning-Struck Curse** [Reaction] (__curse__, __necromancy__, __primal__) **Trigger** The sard is about to damage a creature that has electricity resistance; **Effect** An instant before the target takes the electricity damage from the triggering event, the sard's electrical sparks glow red. The target must succeed at a DC 41 Will save or lose any electricity resistance it has until this curse is lifted."
- generic_description:
- frequency:
- trigger: The sard is about to damage a creature that has electricity resistance
- effect: An instant before the target takes the electricity damage from the triggering event, the sard's electrical sparks glow red. The target must succeed at a DC 41 Will save or lose any electricity resistance it has until this curse is lifted.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sard Venom
- action_cost: None
- traits:
- - poison
- - primal
- - virulent
- description: '**Saving Throw** DC 41 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 2d6 electricity damage, 2d6 poison damage, and __clumsy 2__ (1 round); **Stage 2** 3d6 electricity damage, 3d6 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 4d6 electricity damage, 4d6 poison damage, clumsy 2, and slowed 2 (1 round)'
- raw_description: '**Sard Venom** (__poison__, __primal__, __virulent__) **Saving Throw** DC 41 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 2d6 electricity damage, 2d6 poison damage, and __clumsy 2__ (1 round); **Stage 2** 3d6 electricity damage, 3d6 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 4d6 electricity damage, 4d6 poison damage, clumsy 2, and slowed 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thorn Volley
- action_cost: Two Actions
- traits:
- description: The sard makes up to four thorn Strikes, each against a different target. The sard's multiple attack penalty doesn't increase until after all the attacks have been made.
- raw_description: "**Thorn Volley** [Two Actions] The sard makes up to four thorn Strikes, each against a different target. The sard's multiple attack penalty doesn't increase until after all the attacks have been made."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, root, DC 39
- raw_description: '**__Trample__** [Three Actions] Huge or smaller, root, DC 39'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sarglagon
- source:
- - abbr: Bestiary 2
- page_start: 72
- page_stop:
- description: >-
- Sarglagons dwell in __Hell's__ myriad waterways, lakes, and oceans. They serve as guardians of the Academy of Lies—the repository of secrets in Stygia, the fifth layer of Hell. Sarglagons breathe water and air with equal ease, and can move through water, land, and even air with uncanny swiftness. Few fiends travel the waterways of the multiverse, but where a river crosses the planes, odds are sarglagons have traveled it to further their infernal machinations. The only body of water they avoid is the River Styx, as the fiends have yet to develop any defense against that waterway's memory-sapping qualities. Mortal spellcasters sometimes bind sarglagons as guardians of precious secrets or treasures, particularly in aquatic areas. Most strangely, sarglagons sometimes act as unnerving caretakers to mortals who have no idea what they did to earn their unwanted protectors' attention. The constant uninvited vigilance of these devils is often disturbing and stifling to their wards.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Amphibious
- - Devil
- - Fiend
- senses:
- - Perception +18
- - greater darkvision
- - see invisibility
- languages:
- - Celestial
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Arcana '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Diplomacy '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: 2
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 13
- ref_misc:
- will: 16
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 120
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 5
- type: physical (except silver)
- - amount: 10
- type: poison
- weaknesses:
- - amount: 5
- type: good
- automatic_abilities:
- - name: Heavy Aura
- action_cost: None
- traits:
- - aura
- - divine
- - incapacitation
- - transmutation
- description: 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes.
- raw_description: '**Heavy Aura** (__aura__, __divine__, __incapacitation__, __transmutation__) 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The creature is unaffected.
- raw_description: '**Success **The creature is unaffected.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The creature is __encumbered__ while it remains in the area. If the creature is already encumbered, it is __immobilized__ while it remains within the aura.
- raw_description: '**Failure **The creature is __encumbered__ while it remains in the area. If the creature is already encumbered, it is __immobilized__ while it remains within the aura.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: As failure, but the effect persists for 3 rounds after leaving the aura.
- raw_description: '**Critical Failure **As failure, but the effect persists for 3 rounds after leaving the aura.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stygian Guardian
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Stygian Guardian [Reaction]** **Trigger **A creature or object within the sarglagon's reach is targeted by an attack; **Effect **The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover."
- generic_description:
- frequency:
- trigger: A creature or object within the sarglagon's reach is targeted by an attack
- effect: The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 20
- traits:
- - evil
- - magical
- damage:
- formula: 2d12+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: tentacle arm
- to_hit: 20
- traits:
- - agile
- - evil
- - magical
- damage:
- formula: 2d8+9
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: evil and sarglagon venom
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 23
- to_hit: 18
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency:
- requirement:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: freedom of movement
- frequency:
- requirement:
- - name: hydraulic torrent
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Drown
- action_cost: Two Actions
- traits:
- - conjuration
- - divine
- - incapacitation
- description: "The sarglagon conjures murky water to fill the lungs of a creature that can't breathe water within 30 feet. The target must attempt a DC 26 Fortitude save. \n\n**Critical Success **The target is unaffected. \n\n**Success **The target coughs up water and is __sickened 1__. \n\n**Failure **The target is __holding its breath__. The only action it can take is to attempt a Fortitude save against Drown to expel the water, which is a single action. \n\n**Critical Failure **The target falls __unconscious__ and begins suffocating. If the target succeeds at its Fortitude save while suffocating, it coughs up the water and can breathe again."
- raw_description: "**Drown** [Two Actions] (__conjuration__, __divine__, __incapacitation__) The sarglagon conjures murky water to fill the lungs of a creature that can't breathe water within 30 feet. The target must attempt a DC 26 Fortitude save. \n\n**Critical Success **The target is unaffected. \n\n**Success **The target coughs up water and is __sickened 1__. \n\n**Failure **The target is __holding its breath__. The only action it can take is to attempt a Fortitude save against Drown to expel the water, which is a single action. \n\n**Critical Failure **The target falls __unconscious__ and begins suffocating. If the target succeeds at its Fortitude save while suffocating, it coughs up the water and can breathe again."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sarglagon Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw **DC 26 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage and __clumsy 1__ (1 round); **Stage 2 **3d6 poison damage and clumsy 2 (1 round)'
- raw_description: '**Sarglagon Venom** (__poison__) **Saving Throw **DC 26 Fortitude; **Maximum Duration **6 rounds; **Stage 1 **2d6 poison damage and __clumsy 1__ (1 round); **Stage 2 **3d6 poison damage and clumsy 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Satyr
- source:
- - abbr: Bestiary
- page_start: 284
- page_stop:
- 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 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 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 continuing a conversation and goes off to find more amenable revelers.
-
-
-
-
- The lifestyle of a satyr leaves no room for ongoing affairs or long-term friends. Once his party is over or his lust is satiated, the satyr disappears back into the forest. The offspring satyrs leave behind are satyrs themselves, and usually end up being taken from their cradles by other fey rather than being left in mortals' care. Satyrs are always male.
-
-
-
-
- The untouched beauty of the forest is sacred and precious to a satyr. Brutish intruders who clear-cut trees or massacre animals without eating them risk drawing a satyr's ire. A satyr so provoked uses his spells to undermine foes and attempts to dispatch them either with brutal ambushes or by leading a rush of forest animals to attack.
-
-
-
-
- Other fey, particularly good fey, look upon satyrs as loutish, embarrassing cousins. They're rarely hostile toward satyrs, but most find them insufferable and advise any mortals they like to steer clear of satyrs' glades.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - CN
- - Medium
- - Fey
- senses:
- - Perception +10
- - low-light vision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 13
- misc:
- - name: 'Diplomacy '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Nature '
- bonus: 9
- misc:
- - name: 'Performance '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 10
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 1
- int_mod: 1
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- - name: Sylvan Wine
- action_cost: None
- traits:
- - enchantment
- - mental
- - primal
- description: >+
- A 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 only until the wine spoils. The wineskin holds up to eight drafts of wine.
-
- raw_description: >+
- **Sylvan Wine** (__enchantment__, __mental__, __primal__) A 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 only until the wine spoils. The wineskin holds up to eight drafts of wine.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - dagger
- - panpipes
- - shortbow (20 arrows)
- - wineskin
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 11
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: dagger
- to_hit: 14
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4+6
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 14
- traits:
- - deadly 1d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: dagger
- to_hit: 14
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+6
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: fear
- frequency:
- requirement:
- - name: sleep
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: inspire competence
- frequency:
- requirement:
- - name: inspire courage
- frequency:
- requirement:
- - name: triple time
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Fleet Performer
- action_cost: None
- traits:
- description: When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity.
- raw_description: '**Fleet Performer** When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Play the Pipes
- action_cost: Three Actions
- traits:
- - auditory
- - primal
- description:
- raw_description: "**Play the Pipes** [Three Actions] (__auditory__, __primal__) **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 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 to this music."
- generic_description:
- frequency:
- trigger:
- effect: The satyr is holding a musical instrument.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Scarecrow
- source:
- - abbr: Bestiary 2
- page_start: 232
- page_stop:
- description: >-
- A ramshackle collection of materials in a human shape, the scarecrow construct is indistinguishable from a normal scarecrow until it slowly creaks to life. As it animates, its carved pumpkin or sackcloth face bursts into eldritch flame, sending fear creeping into the air around it. Each scarecrow is handcrafted and unique in its appearance, though most are 5 to 6 feet tall and constructed of a combination of wood, cloth, rope, straw, sawdust, discarded husks and cobs, and similar materials, all dressed in ragged pastoral garments. This rudimentary construction makes a scarecrow somewhat fragile, prone to snapping limbs in the crush of battle. Yet its structure is adaptable, allowing it to reshape another piece of itself into a clawed limb or grip a severed portion of itself to swat at its foes.
-
-
-
-
- When a scarecrow is created, it must be anointed with a drop of its creator's blood into each of its eyes. This blood soaks into the material and siphons a tiny sliver of the creator's soul away—not enough to harm the creator, but more than enough to imbue the scarecrow with an instinctive intellect that allows it to follow commands as eagerly as a well-trained (if ill-tempered) guard dog. When a scarecrow is destroyed, the blood leaks back out from its eyes, but the portion of the creator's soul never returns.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Construct
- senses:
- - Perception +11
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- perception: 11
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 8
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 5
- type: physical (except slashing)
- weaknesses:
- - amount: 5
- type: fire
- automatic_abilities:
- - name: Scarecrow's Leer
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- - occult
- - visual
- description: "40 feet. The scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its __frightened__ condition below 1 as long as it is in the aura's emanation. \n\nWhen a creature enters or starts its turn in the aura, it must attempt a DC 18 Will save. Birds and other avian creatures take a -2 circumstance penalty to this save."
- raw_description: "**Scarecrow's Leer** (__aura__, __emotion__, __fear__, __mental__, __occult__, __visual__) 40 feet. The scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its __frightened__ condition below 1 as long as it is in the aura's emanation. \n\nWhen a creature enters or starts its turn in the aura, it must attempt a DC 18 Will save. Birds and other avian creatures take a -2 circumstance penalty to this save."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The creature is unaffected and is then temporarily immune for 24 hours.
- raw_description: '**Critical Success** The creature is unaffected and is then temporarily immune for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The creature is frightened 1.
- raw_description: '**Success** The creature is frightened 1.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The creature is frightened 2 and is __fascinated__ by the scarecrow until the end of its next turn.
- raw_description: '**Failure** The creature is frightened 2 and is __fascinated__ by the scarecrow until the end of its next turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: As failure, but frightened 3.
- raw_description: '**Critical Failure** As failure, but frightened 3.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - versatile S
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- - formula:
- type: clawing fear
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Baleful Glow
- action_cost: Free Action
- traits:
- - concentrate
- - mental
- - occult
- description: The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes __flat-footed__ against the scarecrow for 1 round. It can suppress the light by using this action again.
- raw_description: "**Baleful Glow** [Free Action] (__concentrate__, __mental__, __occult__) The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes __flat-footed__ against the scarecrow for 1 round. It can suppress the light by using this action again."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Clawing Fear
- action_cost: None
- traits:
- description: The scarecrow's strikes deal an additional 1d6 mental damage to __frightened__ creatures.
- raw_description: "**Clawing Fear** The scarecrow's strikes deal an additional 1d6 mental damage to __frightened__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mundane Appearance
- action_cost: One Action
- traits:
- - concentrate
- description: Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on __Deception__ checks and DCs to pass as an ordinary scarecrow.
- raw_description: '**Mundane Appearance** (__concentrate__) Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on __Deception__ checks and DCs to pass as an ordinary scarecrow.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sceaduinar
- source:
- - abbr: Bestiary 2
- page_start: 233
- page_stop:
- description: >+
- Strange creatures born from jagged crystals in the heart of the __Negative Energy Plane__, sceaduinar are fueled by its negative energy and driven to extinguish all life. Resembling crystalline gargoyles with serrated limbs and sharp, bat-like faces, sceaduinar stand about 7 feet tall and weigh around 100 pounds.
-
-
-
-
- These malevolent beings sometimes gather in great packs of their own kind. Despite their intelligence, they act like cunning, feral beasts for the most part, though they occasionally build tools to aid them in extinguishing life. Sceaduinar sail through the great voids of their home plane, seeking to destroy any sparks of life that find their way into that deadly realm—even the twisted sparks found in undead creatures.
-
-
-
-
- When they discover portals to other planes, sceaduinar swarm through in great numbers, slaughtering all they come across. While dwelling outside the Negative Energy plane is uncomfortable for sceaduinar, they can exist for extended periods of time apart from their home. Of course, the feeling of a plane where negative energy isn't the rule doesn't improve these creatures' attitude, and as a result, they tend to be particularly cruel and violent when encountered in such realms.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 28
-
- level: 7
- rarity: Rare
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Rare
- - NE
- - Medium
- - Aberration
- - Negative
- senses:
- - Perception +15
- - greater darkvision
- - lifesense 120 feet
- languages:
- - Aklo
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 13
- misc:
- - name: 'Occultism '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 15
- ability_mods:
- str_mod: 2
- dex_mod: 6
- con_mod: 4
- int_mod: 2
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 18
- ref_misc:
- will: 14
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 100
- hp_misc: negative healing
- immunities:
- - death effects
- - drained
- resistances:
- - amount: 10
- type: good
- - amount: 5
- type: Resistances physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Void Child
- action_cost: None
- traits:
- description: Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as __bind soul__ or __resurrect__) or that require knowledge of a creature's identity (such as __scrying__), and critically fails __Crafting__ checks.
- raw_description: "**Void Child** Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as __bind soul__ or __resurrect__) or that require knowledge of a creature's identity (such as __scrying__), and critically fails __Crafting__ checks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wing Flash
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Wing Flash [Reaction]** **Trigger** A creature attempts a melee attack against a sceaduinar or an __Acrobatics__ check to __Tumble Through__ the sceaduinar's space; **Effect** The sceaduinar flexes its wings to emit a brief pulse of negative energy that deals 4d6 negative damage to the triggering creature (DC 22 basic Reflex save)."
- generic_description:
- frequency:
- trigger: A creature attempts a melee attack against a sceaduinar or an __Acrobatics__ check to __Tumble Through__ the sceaduinar's space
- effect: The sceaduinar flexes its wings to emit a brief pulse of negative energy that deals 4d6 negative damage to the triggering creature (DC 22 basic Reflex save).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 18
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 2d6+4
- type: piercing
- plus_damage:
- - formula: 2d6
- type: negative and drain life
- - action_cost: One Action
- name: wing
- to_hit: 18
- traits:
- - agile
- - finesse
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+4
- type: slashing
- plus_damage:
- - formula: 2d6
- type: negative
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: dimension door
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: harm
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: grim tendrils
- frequency:
- requirement:
- - name: harm
- frequency: ×3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: silence
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: chill touch
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Drain Life
- action_cost: None
- traits:
- - necromancy
- - occult
- description: When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become __drained 1__. Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4.
- raw_description: '**Drain Life** (__necromancy__, __occult__) When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become __drained 1__. Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Entropic Touch
- action_cost: None
- traits:
- description: Negative damage dealt by a sceaduinar damages __undead__ and creatures with negative healing as if it were positive damage. The sceaduinar's melee Strikes have the benefits of the __ghost touch__ property rune on attacks against __incorporeal__ undead.
- raw_description: "**Entropic Touch** Negative damage dealt by a sceaduinar damages __undead__ and creatures with negative healing as if it were positive damage. The sceaduinar's melee Strikes have the benefits of the __ghost touch__ property rune on attacks against __incorporeal__ undead."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Scorpion Swarm
- source:
- - abbr: Bestiary
- page_start: 285
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +11
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 11
- ability_mods:
- str_mod: 0
- dex_mod: 5
- con_mod: 2
- int_mod: -5
- wis_mod: 0
- cha_mod: -4
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 13
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 55
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 3
- type: bludgeoning
- - amount: 7
- type: piercing
- - amount: 7
- type: slashing
- weaknesses:
- - amount: 5
- type: area damage
- - amount: 5
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Scorpion Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)'
- raw_description: '**Scorpion Venom** (__poison__) **Saving Throw** DC 18 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarming Stings
- action_cost: One Action
- traits:
- description: Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to scorpion venom.
- raw_description: "**Swarming Stings** Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to scorpion venom."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Scythe Tree
- source:
- - abbr: Bestiary 2
- page_start: 235
- page_stop:
- description: >-
- Malevolent, vicious, and cruel, scythe trees pose as normal trees near deep forest paths, where they wait to slaughter passersby. Instead of drawing sustenance from light and soil, scythe trees gorge themselves on the flesh, blood, and bone of sapient creatures. Nothing is more delectable to scythe trees than a kind-hearted gnome or an altruistic __dryad__ who believes that a scythe tree can be redeemed. The screams and whimpers of these victims are music to these cruel plants and add an extra dimension of flavor to the meal.
-
-
-
-
- Scythe trees are solitary creatures by nature, and their size and power mean that they don't need to compete for food with other carnivorous plants. Once food sources dwindle in an area, scythe trees move on to another location. When a scythe tree dwells in a location for many months or years, it leaves traces of its bark and roots in the soil. Over time, these blood-nourished fragments might grow into a new scythe tree, but the progenitor will most likely have already moved on to new hunting grounds long before the new scythe tree reaches maturity.
-
-
-
-
- Scythe trees appear as dead or dying deciduous trees with long, twisted branches that end in scythe-like blades. These carnivorous plants have dark-brown bark that is nearly black near the bottom of the trunk and rusty brown leaves that remain attached year-round. Scythe trees' disturbing mouths remain closed when not eating, appearing as a jagged gash on the trunk. When scythe trees deign to speak, their voices are rough, deep, and mocking, particularly when discussing arboreals, whom scythe trees universally find to be insufferable and worthy of little more than being hacked to pieces.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - CE
- - Huge
- - Plant
- senses:
- - Perception +14
- - lifesense 30 feet
- - low-light vision
- languages:
- - Aklo
- - Arboreal
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 12
- misc: +14 in forests
- perception: 14
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 4
- int_mod: 0
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 8
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 105
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 5
- type: piercing
- weaknesses:
- automatic_abilities:
- - name: Axe Vulnerability
- action_cost: None
- traits:
- description: A scythe tree takes 5 additional damage from __axes__.
- raw_description: '**Axe Vulnerability** A scythe tree takes 5 additional damage from __axes__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ripping Disarm
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ripping Disarm [Reaction]** **Trigger** A creature rolls a critical failure on a melee weapon Strike against the scythe tree; **Effect** The scythe tree attempts to __Disarm__ the creature.'
- generic_description:
- frequency:
- trigger: A creature rolls a critical failure on a melee weapon Strike against the scythe tree
- effect: The scythe tree attempts to __Disarm__ the creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- melee:
- - action_cost: One Action
- name: scythe branch
- to_hit: 18
- traits:
- - backswing
- - deadly d10
- - reach 15 feet
- damage:
- formula: 2d10+9
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dead Tree
- action_cost: One Action
- traits:
- - concentrate
- description: Until the scythe tree acts, it appears to be a dead tree. It has an automatic result of 35 on __Deception__ checks and DCs to pass as a dead tree.
- raw_description: '**Dead Tree** (__concentrate__) Until the scythe tree acts, it appears to be a dead tree. It has an automatic result of 35 on __Deception__ checks and DCs to pass as a dead tree.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Woodland Ambush
- action_cost: One Action
- traits:
- description:
- raw_description: "**Woodland Ambush** **Requirements** The scythe tree is using Dead Tree in forested terrain, and a creature that hasn't detected it is within 30 feet; **Effect** The scythe tree Strides up to 25 feet toward the triggering creature. Once the creature is in reach, the scythe tree makes a scythe branch Strike against it. The creature is __flat-footed__ against this Strike."
- generic_description:
- frequency:
- trigger:
- effect: The scythe tree is using Dead Tree in forested terrain, and a creature that hasn't detected it is within 30 feet
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sea Devil Baron
- source:
- - abbr: Bestiary
- page_start: 287
- page_stop:
- description: >-
- Unlike in many cultures, the highest-ranking sea devils are expected not just to wade into battle alongside their brethren, but to actively lead the campaign.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Amphibious
- - Humanoid
- - Mutant
- - Sea Devil
- senses:
- - Perception +13
- - darkvision
- - wavesense 30 feet
- languages:
- - Aquan
- - shark commune 150 feet
- skills:
- - name: 'Athletics '
- bonus: 15
- misc: +18 to Swim
- - name: 'Intimidation '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 13
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- - name: Shark Commune
- action_cost: None
- traits:
- - mental
- - telepathy
- description: >+
- The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
-
- raw_description: >+
- **Shark Commune** (__mental__, __telepathy__) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - longspear
- - spear (2)
- ac: 24
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 14
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: longspear
- to_hit: 17
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+11
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 1d6+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 1d6+8
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spear
- to_hit: 17
- traits:
- - thrown 20 feet
- damage:
- formula: 1d8+11
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Frenzy
- action_cost: Free Action
- traits:
- - rage
- description:
- raw_description: "**Blood Frenzy** [Free Action] (__rage__) **Requirements** The sea devil is not __fatigued__ or already in a frenzy. **Trigger** The sea devil deals bleed damage to a living creature. **Effect** The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea 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 __fatigued__."
- generic_description:
- frequency:
- trigger: The sea devil is not __fatigued__ or already in a frenzy.
- effect: The sea devil deals bleed damage to a living creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Bloodletting
- action_cost: None
- traits:
- description: When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit.
- raw_description: '**Bloodletting** When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hateful Tide
- action_cost: Two Actions
- traits:
- - rage
- description:
- raw_description: '**Hateful Tide** [Two Actions] (__rage__) **Requirement** The sea devil baron is in a blood frenzy. **Effect** The sea devil baron unleashes a whirlwind of attacks against its foes, making a single melee Strike with its claws or jaws against each opponent within reach.'
- generic_description:
- frequency:
- trigger:
- effect: The sea devil baron is in a blood frenzy.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sea Devil Brute
- source:
- - abbr: Bestiary
- page_start: 287
- page_stop:
- description: >-
- Physically imposing sea devils are equipped with some of the best weaponry the community can find, though most are happy to rend their foes using tooth and nail.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Amphibious
- - Humanoid
- - Sea Devil
- senses:
- - Perception +7
- - darkvision
- - wavesense 30 feet
- languages:
- - Aquan
- - shark commune 150 feet
- skills:
- - name: 'Athletics '
- bonus: 12
- misc: +15 to Swim
- - name: 'Intimidation '
- bonus: 9
- misc:
- - name: 'Survival '
- bonus: 9
- misc:
- perception: 7
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: 0
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- - name: Shark Commune
- action_cost: None
- traits:
- - mental
- - telepathy
- description: >+
- The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
-
- raw_description: >+
- **Shark Commune** (__mental__, __telepathy__) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - trident
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 11
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: trident
- to_hit: 14
- traits:
- damage:
- formula: 1d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 1d6+6
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: trident
- to_hit: 11
- traits:
- - thrown 20 feet
- damage:
- formula: 1d8+8
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Frenzy
- action_cost: Free Action
- traits:
- - rage
- description:
- raw_description: "**Blood Frenzy** [Free Action] (__rage__) **Requirements** The sea devil is not __fatigued__ or already in a frenzy. **Trigger** The sea devil deals bleed damage to a living creature. **Effect** The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea 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 __fatigued__."
- generic_description:
- frequency:
- trigger: The sea devil is not __fatigued__ or already in a frenzy.
- effect: The sea devil deals bleed damage to a living creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Bloodletting
- action_cost: None
- traits:
- description: When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit.
- raw_description: '**Bloodletting** When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Unimpeded Throw
- action_cost: None
- traits:
- description: A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment.
- raw_description: '**Unimpeded Throw** A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sea Devil Scout
- source:
- - abbr: Bestiary
- page_start: 286
- page_stop:
- description: >-
- Scouts, among the lowliest (and most disposable) of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Amphibious
- - Humanoid
- - Sea Devil
- senses:
- - Perception +9
- - darkvision
- - wavesense 30 feet
- languages:
- - Aquan
- - shark commune 150 feet
- skills:
- - name: 'Athletics '
- bonus: 9
- misc: +11 to Swim
- - name: 'Intimidation '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 7
- misc:
- perception: 9
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 1
- int_mod: 0
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- - name: Shark Commune
- action_cost: None
- traits:
- - mental
- - telepathy
- description: >+
- The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
-
- raw_description: >+
- **Shark Commune** (__mental__, __telepathy__) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like "come," "guard," or "attack."
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - longspear
- - spear
- ac: 18
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: longspear
- to_hit: 11
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d6+3
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d8+3
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spear
- to_hit: 12
- traits:
- - thrown 20 feet
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Frenzy
- action_cost: Free Action
- traits:
- - rage
- description:
- raw_description: "**Blood Frenzy** [Free Action] (__rage__) **Requirements** The sea devil is not __fatigued__ or already in a frenzy. **Trigger** The sea devil deals bleed damage to a living creature. **Effect** The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea 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 __fatigued__."
- generic_description:
- frequency:
- trigger: The sea devil is not __fatigued__ or already in a frenzy.
- effect: The sea devil deals bleed damage to a living creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Bloodletting
- action_cost: None
- traits:
- description: When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit.
- raw_description: '**Bloodletting** When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was __flat-footed__ or if the attack was a critical hit.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sea Drake
- source:
- - abbr: Bestiary 2
- page_start: 101
- page_stop:
- description: >-
- Long and slender, sea drakes have fins down the length of their backs and webbing between their talons, making them just as adapted for gliding through ocean waves as the skies above. More solitary than most drakes, they hunt and live alone. Although most sea drakes make their roosts high on ocean-facing cliffs, it isn't unheard of for them to dwell in underwater caves, living entirely aquatic lives.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Amphibious
- - Dragon
- - Water
- senses:
- - Perception +14
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: -1
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 14
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Electrified Blood
- action_cost: Reaction
- traits:
- - electricity
- description:
- raw_description: "**Electrified Blood [Reaction]** (__electricity__) **Trigger **An adjacent creature deals piercing or slashing damage to the sea drake; **Effect **An arc of electricity courses through the sea drake's blood. The triggering creature takes 1d6 electricity damage."
- generic_description:
- frequency:
- trigger: An adjacent creature deals piercing or slashing damage to the sea drake
- effect: An arc of electricity courses through the sea drake's blood. The triggering creature takes 1d6 electricity damage.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- - amount: 40
- type: fly
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - formula:
- type: briny wound
- - action_cost: One Action
- name: tail
- to_hit: 17
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Ball Lightning Breath
- action_cost: Two Actions
- traits:
- - arcane
- - electricity
- - evocation
- description: The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 7d6 electricity damage (DC 24 basic Reflex save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 22 basic Reflex save). The sea drake can't use Ball Lightning Breath again for 1d6 rounds.
- raw_description: "**Ball Lightning Breath** [Two Actions] (__arcane__, __electricity__, __evocation__) The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 7d6 electricity damage (DC 24 basic Reflex save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 22 basic Reflex save). The sea drake can't use Ball Lightning Breath again for 1d6 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Briny Wound
- action_cost: None
- traits:
- description: "A sea drake's saliva carries a large quantity of salt, making its bite wounds even more painful. When a creature takes damage from a sea drake's jaws Strike, the creature must attempt a DC 24 Fortitude save; the creature is then temporarily immune to briny wound for 1 minute. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __sickened 1__. \n\n**Failure **The creature is sickened 2. \n\n**Critical Failure **The creature is sickened 2 and slowed 1 as long as it's sickened."
- raw_description: "**Briny Wound** A sea drake's saliva carries a large quantity of salt, making its bite wounds even more painful. When a creature takes damage from a sea drake's jaws Strike, the creature must attempt a DC 24 Fortitude save; the creature is then temporarily immune to briny wound for 1 minute. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature is __sickened 1__. \n\n**Failure **The creature is sickened 2. \n\n**Critical Failure **The creature is sickened 2 and slowed 1 as long as it's sickened."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Capsize
- action_cost: One Action
- traits:
- - attack
- description: The drake tries to capsize an adjacent aquatic vessel of its size or smaller. The drake must succeed at an __Athletics__ check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the drake) or the pilot's __Sailing Lore__ DC, whichever is higher.
- raw_description: "**Capsize** (__attack__) The drake tries to capsize an adjacent aquatic vessel of its size or smaller. The drake must succeed at an __Athletics__ check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the drake) or the pilot's __Sailing Lore__ DC, whichever is higher."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The sea drake makes one jaws Strike and two tail Strikes in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The sea drake makes one jaws Strike and two tail Strikes in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Speed Surge
- action_cost: One Action
- traits:
- description:
- raw_description: '**Speed Surge** **Frequency **three times per day; **Effect **The sea drake Strides, __Flies__, or __Swims__ twice.'
- generic_description:
- frequency: three times per day
- trigger:
- effect: The sea drake Strides, __Flies__, or __Swims__ twice.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sea Hag
- source:
- - abbr: Bestiary
- page_start: 200
- page_stop:
- 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 of causing distress and discord in small towns. They generally avoid making their lairs too close to civilization, however, to avoid drawing enemies to their homes. Sea hags are known for tempting desperate victims into tragic and inescapable bargains, deals which the hag has already secretly stacked in her favor. Despite their voracious appetites, sea hags appear hideously emaciated, and unlike more powerful hags, they lack the ability to magically disguise their form.
-
-
-
-
- Sea hags can join covens, but their aquatic nature often prevents them from joining mixed covens with other kinds of hags.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Amphibious
- - Hag
- - Humanoid
- senses:
- - Perception +10
- - darkvision
- languages:
- - Aklo
- - Common
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Deception '
- bonus: 10
- misc:
- - name: 'Occultism '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 4
- int_mod: 1
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- - name: Coven
- action_cost: None
- traits:
- description: A sea hag adds __acid arrow__, __mariner's curse__, and __water walk__ to her __Coven__'s spells.
- raw_description: "**__Coven__** A sea hag adds __acid arrow__, __mariner's curse__, and __water walk__ to her __Coven__'s spells."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sea Hag's Bargain
- action_cost: None
- traits:
- - necromancy
- - occult
- description: The sea hag can make a bargain with a willing creature, who must be of sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its voice—in exchange for a boon or a promise from the sea hag. As long as the sea hag keeps her end of the bargain, the only way to restore the lost quality is to defeat the sea hag or make another bargain for its return.
- raw_description: "**Sea Hag's Bargain** (__necromancy__, __occult__) The sea hag can make a bargain with a willing creature, who must be of sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its voice—in exchange for a boon or a promise from the sea hag. As long as the sea hag keeps her end of the bargain, the only way to restore the lost quality is to defeat the sea hag or make another bargain for its return."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 8
- ref_misc:
- will: 10
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 45
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 3
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 12
- traits:
- - agile
- - magical
- damage:
- formula: 1d10+4
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dread Gaze
- action_cost: Two Actions
- traits:
- - curse
- - emotion
- - fear
- - mental
- - occult
- description: >+
- The hag gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 20). The target does not need to be able to see the sea hag.
-
- raw_description: >-
- **Dread Gaze** [Two Actions] (__curse__, __emotion__, __fear__, __mental__, __occult__) The hag gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 20). The target does not need to be able to see the sea hag.
-
-
- **Critical Success** No effect.
-
-
- **Success** __Frightened 1__.
-
-
- **Failure** __Frightened 1__ and __slowed 1__ for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.
-
-
- **Critical Failure** __Frightened 2__ and __slowed 1__ for 1 minute. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: No effect.
- success: Frightened 1.
- failure: Frightened 1 and slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.
- critical_failure: Frightened 2 and slowed 1 for 1 minute. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.
- full_description:
-- name: Sea Serpent
- source:
- - abbr: Bestiary
- page_start: 288
- page_stop:
- 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. 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 by sea serpents.
-
-
-
-
- While many fishermen's tales paint sea serpents as divinely appointed guardians of the ocean or, alternately, as evil and demonic agents, the truth is that most sea serpents are simply very large beasts with a knack for avoiding magical detection.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 32
- level: 12
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - Uncommon
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +22
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 26
- misc: +28 to Swim
- - name: 'Stealth '
- bonus: 28
- misc:
- perception: 22
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 6
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Undetectable
- action_cost: None
- traits:
- - abjuration
- - primal
- description: A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifler for its counteract modifier.
- raw_description: '**Undetectable** (__abjuration__, __primal__) A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifler for its counteract modifier.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 35
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 21
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 210
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 60
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 27
- traits:
- - reach 20 feet
- damage:
- formula: 3d10+14
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tail
- to_hit: 27
- traits:
- - agile
- - reach 30 feet
- damage:
- formula: 2d10+14
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- - action_cost: One Action
- name: water spout
- to_hit: 25
- traits:
- - brutal
- - range increment 100 feet
- - water
- damage:
- formula: 2d6+12
- type: bludgeoning
- plus_damage:
- - formula:
- type: sea serpent algae
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Capsize
- action_cost: One Action
- traits:
- - attack
- 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.
- raw_description: "**Capsize** (__attack__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d10+14 bludgeoning
- raw_description: '**__Constrict__** 1d10+14 bludgeoning'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sea Serpent Algae
- action_cost: None
- traits:
- - incapacitation
- - poison
- 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 until reaching the ground or water below (1 round).
- raw_description: "**Sea Serpent Algae** (__incapacitation__, __poison__) 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 until reaching the ground or water below (1 round)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spine Rake
- action_cost: Two Actions
- traits:
- - attack
- - move
- description: The sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 slashing damage (DC 32 basic Reflex save).
- raw_description: '**Spine Rake** [Two Actions] (__attack__, __move__) The sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 slashing damage (DC 32 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Huge, 2d10+6 bludgeoning, Rupture 20
- raw_description: '**Swallow Whole** (__attack__) Huge, 2d10+6 bludgeoning, Rupture 20'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sea Snake
- source:
- - abbr: Bestiary 2
- page_start: 245
- page_stop:
- description: >-
- These lithe snakes like to frequent the shallow waters of tropical seas. Their 4-foot-long, blue-green bodies easily blend into the water where they lurk to ambush prey. Tales speak of massive sea snakes that swim in deeper waters and follow ships, waiting for sailors to fall overboard or climbing the side to snatch them from the deck.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +5
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 2
- misc: +6 to Swim
- - name: 'Stealth '
- bonus: 5
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 5
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: The sea snake can hold its breath for about an hour.
- raw_description: '**Deep Breath** The sea snake can hold its breath for about an hour.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 9
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Lash Out
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Lash Out [Reaction]** **Trigger** A creature within the sea snake's reach uses a __move__ action; **Effect** The sea snake makes a bite Strike against the attacker."
- generic_description:
- frequency:
- trigger: A creature within the sea snake's reach uses a __move__ action
- effect: The sea snake makes a bite Strike against the attacker.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d8
- type: piercing
- plus_damage:
- - formula:
- type: sea snake venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sea Snake Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)'
- raw_description: '**Sea Snake Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sewer Ooze
- source:
- - abbr: Bestiary
- page_start: 254
- page_stop:
- description: >-
- These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Mindless
- - Ooze
- senses:
- - Perception +3
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Stealth '
- bonus: 1
- misc: +4 in sewers
- perception: 3
- ability_mods:
- str_mod: 2
- dex_mod: -5
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A sewer ooze can sense nearby motion through vibration and air movement.
- raw_description: '**Motion Sense** A sewer ooze can sense nearby motion through vibration and air movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 8
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 1
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- - acid
- - critical hits
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 9
- traits:
- damage:
- formula: 1d6+1
- type: bludgeoning
- plus_damage:
- - formula: 1d4
- type: acid
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Filth Wave
- action_cost: One Action
- traits:
- description:
- raw_description: '**Filth Wave** **Frequency** once per minute; **Effect** The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save or take 1d4 acid damage and take a -10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend and Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.'
- generic_description:
- frequency: once per minute
- trigger:
- effect: The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save or take 1d4 acid damage and take a -10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend and Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shadow Drake
- source:
- - abbr: Bestiary 2
- page_start: 100
- page_stop:
- description: >-
- Shadow drakes are typically among the smallest and least powerful of their species. Most stand as tall and long as house cats and have charcoal-colored scales and membranous wings just translucent enough to pass for shadows. Attracted to shiny materials, they employ deception, teamwork, and even rudimentary traps to create opportunities to make off with ill-gotten gains. Shadow drakes have a particular fascination and admiration for umbral dragons—a notable exception to the norm for drakes and dragons.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Tiny
- traits:
- - CE
- - Tiny
- - Dragon
- - Shadow
- senses:
- - Perception +6
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Thievery '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 1
- int_mod: -1
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- - name: Light Blindness
- action_cost: None
- traits:
- description:
- raw_description: '**__Light Blindness__**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadow Blend
- action_cost: None
- traits:
- description: The shadow drake's form shifts and blends reflexively with surrounding shadows. A shadow drake gains an additional reaction each round, but it can use this reaction only for Shadow Evade.
- raw_description: "**Shadow Blend** The shadow drake's form shifts and blends reflexively with surrounding shadows. A shadow drake gains an additional reaction each round, but it can use this reaction only for Shadow Evade."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadow Evade
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Shadow Evade [Reaction]** **Trigger **A creature attacks the shadow drake while it is in an area of dim light; **Effect **The shadow drake further obscures its position. The attacker must succeed at a DC 11 flat check in order to affect the shadow drake, as if the drake were __Hidden__ for the triggering attack.'
- generic_description:
- frequency:
- trigger: A creature attacks the shadow drake while it is in an area of dim light
- effect: The shadow drake further obscures its position. The attacker must succeed at a DC 11 flat check in order to affect the shadow drake, as if the drake were __Hidden__ for the triggering attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 28
- hp_misc:
- immunities:
- - paralyzed
- - sleep
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- - finesse
- damage:
- formula: 1d10+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 11
- traits:
- - agile
- - finesse
- damage:
- formula: 1d8+3
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The shadow drake makes one bite Strike and two tail Strikes in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The shadow drake makes one bite Strike and two tail Strikes in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadow Breath
- action_cost: Two Actions
- traits:
- - arcane
- - cold
- - evocation
- - shadow
- description: A shadow drake spits a ball of black liquid that explodes into a cloud of frigid black shadow. This attack has a range of 40 feet and explodes in a 5-foot-radius burst. Creatures within the burst take 3d6 cold damage (DC 18 basic Reflex save). The explosion of shadow also snuffs out mundane light sources the size of a torch, lantern, or smaller, and attempts to counteract magical light with a +10 counteract modifier. The shadow drake can't use Shadow Breath again for 1d6 rounds.
- raw_description: "**Shadow Breath** [Two Actions] (__arcane__, __cold__, __evocation__, __shadow__) A shadow drake spits a ball of black liquid that explodes into a cloud of frigid black shadow. This attack has a range of 40 feet and explodes in a 5-foot-radius burst. Creatures within the burst take 3d6 cold damage (DC 18 basic Reflex save). The explosion of shadow also snuffs out mundane light sources the size of a torch, lantern, or smaller, and attempts to counteract magical light with a +10 counteract modifier. The shadow drake can't use Shadow Breath again for 1d6 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Speed Surge
- action_cost: One Action
- traits:
- description:
- raw_description: '**Speed Surge** **Frequency **three times per day; **Effect **The shadow drake Strides or __Flies__ twice.'
- generic_description:
- frequency: three times per day
- trigger:
- effect: The shadow drake Strides or __Flies__ twice.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shadow Giant
- source:
- - abbr: Bestiary 2
- page_start: 127
- page_stop:
- description: >-
- Shadow giants are fierce natives of the __Shadow Plane__, where they have dwelled in perpetual twilight for millennia. Their cultures vary greatly depending on whether the giants reside in their land of origin or have relocated to the Material Plane. On the Shadow Plane, they live in familiar groups and uphold a nomadic way of life as they roam across ancestral lands between shadowy forests and misty chasms. These hunter-gatherers pass down lore through oral histories, conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood of their long-standing foes, including rival shadow giant clans and velstracs intent on enslaving their kind. On the Material Plane, conversely, they are secretive and isolationist, keeping apart from other peoples in forbidding structures of black stone in high, isolated mountain valleys.
-
-
-
-
- Standing 15 feet tall, with gray skin and hair only a shade lighter, shadow giants are fearsome foes with a well-earned reputation as zealous warmongers and ruthless combatants. They rarely interact with outsiders, though they may treat with proven warriors who show the giants the respect and deference they feel they deserve. Only a small subset of shadow giants worship __Zon-Kuthon__, and most of these Kuthites are so firmly entrenched in the culture of Nidal that their Shadow Plane-dwelling kin would hardly recognize them. Most shadow giants instead practice an ancient religion, unique to their people, with its own bloody themes of sacrifice and self-mutilation.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Giant
- - Humanoid
- - Shadow
- senses:
- - Perception +20
- - darkvision
- languages:
- - Common
- - Jotun
- - Shadowtongue
- skills:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 21
- misc: +23 to Hide in dim light
- perception: 20
- ability_mods:
- str_mod: 8
- dex_mod: 2
- con_mod: 5
- int_mod: 0
- wis_mod: 1
- cha_mod: 3
- sense_abilities:
- items:
- - +1 striking spiked chain
- - +1 resilient breastplate
- - sack with 5 rocks
- ac: 33
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 20
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 275
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Catch Rock__** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: spiked chain
- to_hit: 27
- traits:
- - disarm
- - reach 10 feet
- - trip
- damage:
- formula: 3d8+18
- type: slashing
- plus_damage:
- - formula:
- type: pall of shadow
- - action_cost: One Action
- name: fist
- to_hit: 26
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 3d8+18
- type: bludgeoning
- plus_damage:
- - formula:
- type: pall of shadow
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 26
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d8+18
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pall of Shadow
- action_cost: None
- traits:
- - divine
- - necromancy
- - shadow
- description: When a shadow giant hits with a melee Strike, 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 magic.
- raw_description: "**Pall of Shadow** (__divine__, __necromancy__, __shadow__) When a shadow giant hits with a melee Strike, 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 magic."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shadowcloak
- action_cost: One Action
- traits:
- - divine
- - illusion
- - shadow
- description: The shadow giant becomes shrouded in shadows and becomes __concealed__. As the nature of this effect leaves the giant's location obvious, it can't use this concealment to __Hide__ or __Sneak__. This effect lasts for 1 minute or until it is exposed to direct sunlight, whichever comes first.
- raw_description: "**Shadowcloak** (__divine__, __illusion__, __shadow__) The shadow giant becomes shrouded in shadows and becomes __concealed__. As the nature of this effect leaves the giant's location obvious, it can't use this concealment to __Hide__ or __Sneak__. This effect lasts for 1 minute or until it is exposed to direct sunlight, whichever comes first."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**__Throw Rock__** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shadow
- source:
- - abbr: Bestiary
- page_start: 289
- page_stop:
- description: >-
- The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Incorporeal
- - Undead
- senses:
- - Perception +10
- - darkvision
- languages:
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 10
- ability_mods:
- str_mod: -5
- dex_mod: 4
- con_mod: 0
- int_mod: -2
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 14
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 5
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance against non-magical)
- weaknesses:
- - amount:
- type: light vulnerability
- automatic_abilities:
- - name: Light Vulnerability
- action_cost: None
- traits:
- description: An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow.
- raw_description: '**Light Vulnerability** An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: shadow hand
- to_hit: 15
- traits:
- - finesse
- - magical
- damage:
- formula: 2d6+3
- type: negative
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Shadow Spawn
- action_cost: None
- traits:
- description: When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably __clumsy 2__. 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.
- raw_description: "**Shadow Spawn** When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably __clumsy 2__. 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slink in Shadows
- action_cost: None
- traits:
- description: The shadow can Hide or end its Sneak in a creature's or object's shadow.
- raw_description: "**Slink in Shadows** The shadow can Hide or end its Sneak in a creature's or object's shadow."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Steal Shadow
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description:
- raw_description: "**Steal Shadow** (__divine__, __necromancy__) **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, 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 spawn). __Enfeebled__ from Steal Shadow decreases by 1 every hour."
- generic_description:
- frequency:
- trigger:
- effect: The shadow hit a living creature with a shadow hand Strike on its previous action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shaitan
- source:
- - abbr: Bestiary
- page_start: 164
- page_stop:
- description: >-
- Hailing from the Plane of Earth, shaitans are proud and brazen genies. They value physical skill and love bargaining, games of chance, and working with metal and stone. Immense gemstones and veins of precious metal crisscross their home plane, and the industrious shaitans have built a vast mercantile empire from these abundant natural resources.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: LN
- size: Large
- traits:
- - Uncommon
- - LN
- - Large
- - Earth
- - Elemental
- - Genie
- senses:
- - Perception +15
- - darkvision
- - detect magic
- - tremorsense (imprecise) 60 feet
- languages:
- - Common
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Crafting '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 16
- misc:
- - name: 'Nature '
- bonus: 15
- misc:
- - name: 'Society '
- bonus: 14
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 4
- int_mod: 3
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- - +1 falchion
- ac: 25
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 12
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 110
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: electricity
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 45
- type: burrow
- - amount: 20
- type: climb
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: falchion
- to_hit: 20
- traits:
- - forceful +1
- - magical
- - reach 10 feet
- - sweep
- damage:
- formula: 1d10+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 19
- traits:
- - agile
- - magical
- - nonlethal
- - reach 10 feet
- damage:
- formula: 1d4+12
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 10 feet and shove into stone
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: to Astral Plane, Elemental Planes, or Material Plane only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: veil
- frequency: self only
- requirement:
- - name: wall of stone
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: shape stone
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: glitterdust
- frequency: x2
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Earth Glide
- action_cost: None
- traits:
- description: The shaitan can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** The shaitan can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shove into Stone
- action_cost: None
- traits:
- - arcane
- - earth
- - transmutation
- description: When the shaitan Pushes a creature into a stone barrier, the target must succeed at a DC 22 Reflex save or become merged with the barrier (as __meld with stone__). The victim can attempt to Escape (DC 28).
- raw_description: '**Shove into Stone** (__arcane__, __earth__, __transmutation__) When the shaitan Pushes a creature into a stone barrier, the target must succeed at a DC 22 Reflex save or become merged with the barrier (as __meld with stone__). The victim can attempt to Escape (DC 28).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shambler
- source:
- - abbr: Bestiary
- page_start: 290
- page_stop:
- description: >-
- Shamblers are cunning carnivorous plants that resemble heaps of wet, 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 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 indeed may lie in wait for days in anticipation of such a meal.
-
-
-
-
- Shamblers are usually solitary creatures. Fierce thunderstorms are among the few events that bring numerous shamblers together. During such gatherings, the plants gather around strange but seemingly sacred earthen mounds in remote jungles and swamps and cavort and caper excitedly, stretching their tendrils toward the sky to hope for—or perhaps to summon—intense lightning strikes. Not only are these strange plants unharmed by even the most powerful electrical strikes, but they seem to become supernaturally empowered by such bursts of raw energy. Shamblers consider being struck by lightning a sign of divine favor, and those shamblers frequently blasted by bolts of electricity become respected (and powerful) elders among their kind. Shambler elders are few and far between and may possess a wide array of abilities; some can cast primal spells, others can empathically call upon the aid of other shamblers in the area, and still others wield awesome powers over electricity.
-
-
-
-
- Other types of shamblers exist, including those composed not of plant matter but fungal growth. These creatures, known as "spore mounds," discharge clouds of toxic spores from their bodies when struck in combat. In semiarid deserts, shambler-like plants called tanglethorns dwell amid sagebrush and rock formations; they resemble bunches of tumbleweeds and cacti and in ict deep, bloody lacerations with their attacks.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Plant
- senses:
- - Perception +12
- - darkvision
- languages:
- - Common
- - Elven
- - Sylvan
- - (can't speak any language)
- skills:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 12
- misc: +18 in forests or swamps
- perception: 12
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 5
- int_mod: -2
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- - name: Mound
- action_cost: None
- traits:
- 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.
- raw_description: "**Mound** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 11
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- - electricity
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Electric Surge
- action_cost: None
- traits:
- description: Whenever the shambler would take electricity damage or is targeted with an electricity effect, it gains 12 temporary HP and is quickened until the end of its next turn. It can use its extra action to Stride, Strike, or Swim.
- raw_description: '**Electric Surge** Whenever the shambler would take electricity damage or is targeted with an electricity effect, it gains 12 temporary HP and is quickened until the end of its next turn. It can use its extra action to Stride, Strike, or Swim.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shamble
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shamble** [Reaction] **Requirements** The shambler is in mound form. **Trigger** A creature unaware of the shambler's true nature comes within 10 feet. **Effect** The shambler makes a vine Strike against the creature. Then roll initiative."
- generic_description:
- frequency:
- trigger: The shambler is in mound form.
- effect: A creature unaware of the shambler's true nature comes within 10 feet.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: vine
- to_hit: 17
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+8
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Vine Lash
- action_cost: Two Actions
- traits:
- description: The shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks.
- raw_description: '**Vine Lash** [Two Actions] The shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shemhazian
- source:
- - abbr: Bestiary
- page_start: 80
- page_stop:
- description: >-
- Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters.
-
-
-
-
- Shemhazians delight in visiting torment upon mortals, of course, but more than most demons, these fiends revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to its allies along with any foe.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 35
- level: 16
- rarity: Common
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - CE
- - Gargantuan
- - Demon
- - Fiend
- senses:
- - Perception +30
- - darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Athletics '
- bonus: 31
- misc:
- - name: 'Deception '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- - name: 'Medicine '
- bonus: 28
- misc:
- - name: 'Religion '
- bonus: 30
- misc:
- perception: 30
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 7
- int_mod: 0
- wis_mod: 6
- cha_mod: 3
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 26
- ref_misc:
- will: 27
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 350
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 15
- type: cold iron
- - amount: 15
- type: good
- automatic_abilities:
- - name: Paralyzing Gaze
- action_cost: None
- traits:
- - aura
- - divine
- - enchantment
- - visual
- description: 30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 Fortitude save. If it fails, it's slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round.
- raw_description: "**Paralyzing Gaze** (__aura__, __divine__, __enchantment__, __visual__) 30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 Fortitude save. If it fails, it's slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Succor Vulnerability
- action_cost: None
- traits:
- description: A shemhazian's mutilation is a part of them, and they can't bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage.
- raw_description: "**Succor Vulnerability** A shemhazian's mutilation is a part of them, and they can't bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tail Whip
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Tail Whip** [Reaction] **Trigger** A creature within reach of the shemhazian's tail leaves a square during a move action it's using. **Effect** The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet."
- generic_description:
- frequency:
- trigger: A creature within reach of the shemhazian's tail leaves a square during a move action it's using.
- effect: The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 20
- type: climb
- - amount: 35
- type: fly (from fly)
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - evil
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+17
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and enfeebling bite
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - agile
- - evil
- - magical
- - reach 20 feet
- damage:
- formula: 3d8+17
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: pincer
- to_hit: 33
- traits:
- - evil
- - magical
- - reach 20 feet
- damage:
- formula: 3d8+17
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: evil and Improved Grab
- - action_cost: One Action
- name: tail
- to_hit: 33
- traits:
- - evil
- - magical
- - reach 30 feet
- damage:
- formula: 3d6+17
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: divine decree
- frequency: evil only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: prying eye
- frequency: x3
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: clairvoyance
- frequency: x3
- requirement:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 7
- spells:
- - name: fly
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Enfeebling Bite
- action_cost: None
- traits:
- - divine
- - necromancy
- 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).
- raw_description: "**Enfeebling Bite** (__divine__, __necromancy__) 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)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focused Gaze
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - enchantment
- - incapacitation
- - visual
- 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 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 same creature more than once per round.
- raw_description: "**Focused Gaze** (__concentrate__, __divine__, __enchantment__, __incapacitation__, __visual__) 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 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 same creature more than once per round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shield Archon
- source:
- - abbr: Bestiary
- page_start: 29
- page_stop:
- description: >-
- Shield archons defend the fortresses of Heaven against fiendish incursions. They wield their spears and shields in massive formations capable of withstanding any onslaught. Beneath their armor, they are sheathed in skin of steel. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the Material Plane to ward off the attacks of great numbers of evildoers.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: LG
- size: Large
- traits:
- - LG
- - Large
- - Archon
- - Celestial
- senses:
- - Perception +19
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Diplomacy '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Religion '
- bonus: 19
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 19
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 7
- int_mod: 2
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- - name: Morphic Hands
- action_cost: One Action
- traits:
- - divine
- - transmutation
- description: >+
- 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 __regenerate__ spell or similar magic. If a shield archon is slain, its weapon and shield can be taken, but they fade into nothingness after 24 hours.
-
- raw_description: >+
- **Morphic Hands** (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 __regenerate__ spell or similar magic. If a shield archon is slain, its weapon and shield can be taken, but they fade into nothingness after 24 hours.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 full plate
- ac: 31
- ac_special:
- - descr: 33 with shield raised
- saves:
- fort: 23
- fort_misc:
- ref: 15
- ref_misc:
- will: 19
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 125
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: evil
- automatic_abilities:
- - name: Living Shield
- action_cost: Reaction
- traits:
- description: A shield archon's shield is the focal point of its courage and soul. It always has its shield raised without needing to Raise a Shield, and it can use Shield Block as a free action instead of a reaction (Hardness 10, HP 80). A shield archon can trigger its Shield Block free action when an ally within 10 feet is the target of an attack, reducing damage to that ally instead of itself but otherwise following the normal rules of Shield Block.**Menacing Guardian** (__aura__, __divine__, __enchantment__) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 27 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.**Retributive Strike** [Reaction]
- raw_description: "**Living Shield** A shield archon's shield is the focal point of its courage and soul. It always has its shield raised without needing to Raise a Shield, and it can use Shield Block as a free action instead of a reaction (Hardness 10, HP 80). A shield archon can trigger its Shield Block free action when an ally within 10 feet is the target of an attack, reducing damage to that ally instead of itself but otherwise following the normal rules of Shield Block.**Menacing Guardian** (__aura__, __divine__, __enchantment__) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 27 Will save. On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.**Retributive Strike** [Reaction]"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: holy striking spear
- to_hit: 22
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+10
- type: piercing
- plus_damage:
- - formula: 1d6
- type: good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: shield other
- frequency: x3
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: true strike
- frequency: x3
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: message
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Archon's Door
- action_cost: None
- traits:
- description: Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__ has enough distance, the archon appears the same distance and direction from the creature as before either used __dimension door__.
- raw_description: "**Archon's Door** Once per day, if an archon sees another creature cast __dimension door__, it can cast an innate __dimension door__ (heightened to 5th level) 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__ has enough distance, the archon appears the same distance and direction from the creature as before either used __dimension door__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Courageous Switch
- action_cost: None
- traits:
- description: When a shield archon uses its __dimension door__ innate spell, it can choose to move into the space of a willing ally it can see within range. If it does so, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast __dimension door__.
- raw_description: '**Courageous Switch** When a shield archon uses its __dimension door__ innate spell, it can choose to move into the space of a willing ally it can see within range. If it does so, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast __dimension door__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shining Child
- source:
- - abbr: Bestiary
- page_start: 292
- page_stop:
- description: >-
- Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, shining children are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal their heads to be voids filled with unnatural light. Shining children use this light as a weapon, weaving illusions and focusing beams of fiery brilliance.
-
-
-
-
- Because of their reputation as scholars of the alien and the eldritch, shining children are sometimes summoned by powerful wizards or occultists in search of rare knowledge. The creatures never give away their lore without some price, though, and typically demand in return the performance of contemptible deeds that further their inscrutable, far-ranging plans.
-
-
-
-
- These mysterious beings are natives of the Astral Plane. In that vast plane, accretions of metaphysical matter gradually accumulate and eventually coalesce into demiplanes. During this tumultuous process, sparks of living light sometimes shear off the newly formed planes, and these sparks of raw planar energy somehow transform into shining children. Every newly formed demiplane leaves a different mental imprint on its shining "offspring," making it easy for shining children to telepathically recognize their brothers and sisters. Forever trapped in apparently adolescent bodies, shining children dedicate themselves to scholarship and violence with equal measure in a futile effort to understand their roles in the multiverse and the burning injustice of their births.
-
-
-
-
- Shining children confuse most other creatures with their refusal to use individual names in favor of alternating between referring to each other singularly and collectively.
-
-
-
-
- **__Recall Knowledge - Astral__ (__Occultism__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Astral
- senses:
- - Perception +23
- - darkvision
- languages:
- - Aklo
- - telepathy 120 feet
- skills:
- - name: 'Arcana '
- bonus: 18
- misc:
- - name: 'Deception '
- bonus: 23
- misc:
- - name: 'Diplomacy '
- bonus: 21
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Occultism '
- bonus: 18
- misc:
- perception: 23
- ability_mods:
- str_mod: 2
- dex_mod: 5
- con_mod: 6
- int_mod: 2
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- - name: Radiance Dependence
- action_cost: None
- traits:
- description: The shining child is flat-footed while in areas of darkness.
- raw_description: '**Radiance Dependence** The shining child is flat-footed while in areas of darkness.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 19
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 215
- hp_misc:
- immunities:
- - blinded
- - dazzled
- - fire
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Blinding Aura
- action_cost: None
- traits:
- - arcane
- - aura
- - incapacitation
- - light
- description: 60 feet. The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a Fortitude DC 29 save. If it fails, it is blinded for 1 minute, and if it critically fails, it's permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.
- raw_description: "**Blinding Aura** (__arcane__, __aura__, __incapacitation__, __light__) 60 feet. The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a Fortitude DC 29 save. If it fails, it is blinded for 1 minute, and if it critically fails, it's permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Overwhelming Light
- action_cost: Reaction
- traits:
- - light
- description:
- raw_description: '**Overwhelming Light** [Reaction] (__light__) **Trigger** The shining child enters an area of magical darkness or begins its turn in an area of magical darkness. **Effect** The shining child attempts to counteract the magical darkness (as a 7th-level spell).'
- generic_description:
- frequency:
- trigger: The shining child enters an area of magical darkness or begins its turn in an area of magical darkness.
- effect: The shining child attempts to counteract the magical darkness (as a 7th-level spell).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 25
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 3d4+5
- type: bludgeoning
- plus_damage:
- - formula: 4d6
- type: fire and 2d4 persistent fire
- - action_cost: One Action
- name: fire ray
- to_hit: 25
- traits:
- - arcane
- - evocation
- - magical
- - range 100 feet
- damage:
- formula: 3d10+3
- type: fire,
- plus_damage:
- - formula: 2d10
- type: positive damage if the target is undead
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: spell turning
- frequency:
- requirement:
- - name: sunburst
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: vibrant pattern
- frequency:
- requirement:
- - name: wall of force
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: false vision
- frequency:
- requirement:
- - name: hallucinatory terrain
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will, self only
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: illusory object
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: light
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Shoal Linnorm
- source:
- - abbr: Bestiary 2
- page_start: 164
- page_stop:
- description: >-
- Shoal linnorms occupy rocky shoreline shallows and slither along lonely coastlines. While they do not intentionally seek out large settlements, these linnorms nonetheless beleaguer fishers headed out from small coastal towns, and they may even follow skiffs back to their home port to appraise the town's defenses and plan a raid. Shoal linnorms tend to hunt large prey, both underwater and on land. Their preferred quarries includes giant squid and grizzly bears—meals rich in fat, which the linnorms metabolize into the fiery steam that courses through their veins.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 36
- level: 15
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Uncommon
- - CE
- - Gargantuan
- - Amphibious
- - Dragon
- senses:
- - Perception +27
- - darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Aklo
- - Draconic
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 28
- misc:
- - name: 'Athletics '
- bonus: 31
- misc:
- - name: 'Stealth '
- bonus: 28
- misc:
- perception: 27
- ability_mods:
- str_mod: 8
- dex_mod: 5
- con_mod: 7
- int_mod: -3
- wis_mod: 6
- cha_mod: 7
- sense_abilities:
- items:
- ac: 38
- ac_special:
- saves:
- fort: 29
- fort_misc:
- ref: 25
- ref_misc:
- will: 22
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 295
- hp_misc: regeneration 10 (deactivated by cold iron
- immunities:
- - curse
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Curse of Drowning
- action_cost: None
- traits:
- - curse
- - primal
- - water
- description: When a creature slays a shoal linnorm, it must succeed at a DC 38 Will save or become cursed. As long as the curse of drowning persists, the character must spend 3 actions when drinking any liquid. Attempting to drink liquid faster causes the victim to begin __drowning__, immediately running out of air and falling unconscious.
- raw_description: '**Curse of Drowning** (__curse__, __primal__, __water__) When a creature slays a shoal linnorm, it must succeed at a DC 38 Will save or become cursed. As long as the curse of drowning persists, the character must spend 3 actions when drinking any liquid. Attempting to drink liquid faster causes the victim to begin __drowning__, immediately running out of air and falling unconscious.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 100
- type: fly
- - amount: 100
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 31
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d12+16
- type: piercing
- plus_damage:
- - formula:
- type: shoal linnorm venom
- - action_cost: One Action
- name: claw
- to_hit: 31
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 3d8+16
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 31
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 4d6+16
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 7
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- - water
- description: The shoal linnorm exhales scalding steam that deals 12d8 fire damage in a 60-foot cone (DC 36 basic Reflex save). The steam lingers until the end of the linnorm's next turn; anyone who enters the area or begins their turn in the area takes 6d8 fire damage (DC 36 Reflex save negates). During this time, the steam is so thick that it impedes movement as well as sight, turning the area into difficult terrain. All creatures in the steam become __concealed__, and all creatures outside the steam become concealed to creatures within it. The shoal linnorm can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__, __water__) The shoal linnorm exhales scalding steam that deals 12d8 fire damage in a 60-foot cone (DC 36 basic Reflex save). The steam lingers until the end of the linnorm's next turn; anyone who enters the area or begins their turn in the area takes 6d8 fire damage (DC 36 Reflex save negates). During this time, the steam is so thick that it impedes movement as well as sight, turning the area into difficult terrain. All creatures in the steam become __concealed__, and all creatures outside the steam become concealed to creatures within it. The shoal linnorm can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shoal Linnorm Venom
- action_cost: None
- traits:
- - fire
- - poison
- description: '**Saving Throw** DC 36 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 fire damage and __enfeebled 1__ (1 round); **Stage 2** 6d6 fire damage and enfeebled 2 (1 round)'
- raw_description: '**Shoal Linnorm Venom** (__fire__, __poison__) **Saving Throw** DC 36 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 4d6 fire damage and __enfeebled 1__ (1 round); **Stage 2** 6d6 fire damage and enfeebled 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shocker Lizard
- source:
- - abbr: Bestiary 2
- page_start: 240
- page_stop:
- description: >-
- These brightly colored reptiles share the rough size and pack mentality of guard dogs, roaming in small groups. Shocker lizards have specialized glands under their scales that accumulate static electricity, and they can unleash blasts of lightning strong enough to harm significantly larger foes. Though they're meek and docile when encountered alone, shocker lizards are significantly more aggressive in packs, when they can amplify each other's electrical attacks.
-
-
-
-
- Shocker lizards are notoriously difficult to domesticate because they're dangerously hostile as part of a pack, but will also swiftly wither and die if kept alone in captivity without constant attention. A shocker lizard is 3 feet long and weighs 25 pounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- senses:
- - Perception +7
- - low-light vision
- - greater electrolocation 20 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 7
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 3
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Greater Electrolocation
- action_cost: None
- traits:
- description: A shocker lizard can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an __electricity__ effect within the last minute.
- raw_description: '**Greater Electrolocation** A shocker lizard can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an __electricity__ effect within the last minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 32
- hp_misc:
- immunities:
- - electricity
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- - amount: 15
- type: climb
- - amount: 15
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - agile
- - finesse
- damage:
- formula: 1d8+3
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shock
- to_hit: 10
- traits:
- - nonlethal
- - range increment 5 feet
- damage:
- formula: 2d6
- type: electricity
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Amplify Voltage
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Amplify Voltage** [Reaction] **Trigger** A shocker lizard within 20 feet makes a shock Strike or uses Discharge; **Effect** The shocker lizard lends some of its electrical power to the nearby lizard. This either causes the other lizard's shock Strike to lose the __nonlethal__ trait or increases the DC of its Discharge to 20."
- generic_description:
- frequency:
- trigger: A shocker lizard within 20 feet makes a shock Strike or uses Discharge
- effect: The shocker lizard lends some of its electrical power to the nearby lizard. This either causes the other lizard's shock Strike to lose the __nonlethal__ trait or increases the DC of its Discharge to 20.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Discharge
- action_cost: Two Actions
- traits:
- - electricity
- description: The shocker lizard releases a blast of lightning from its body. Creatures within a 10-foot emanation take 3d6 electricity damage (DC 18 basic Reflex save). The shocker lizard can't use Discharge for 1d4 rounds.
- raw_description: "**Discharge** [Two Actions] (__electricity__) The shocker lizard releases a blast of lightning from its body. Creatures within a 10-foot emanation take 3d6 electricity damage (DC 18 basic Reflex save). The shocker lizard can't use Discharge for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shocking Burst
- action_cost: Three Actions
- traits:
- - electricity
- - evocation
- - primal
- description: >-
- The shocker lizard hunkers down and begins to spark with electricity, which it releases in a 10-foot emanation that deals 3d8 electricity damage (DC 18 basic Reflex save). The shocker lizard can't use Shocking Burst again for 1 minute.
-
-
- Up to four shocker lizards can combine their Shocking Bursts. In this case, the lizards can delay the release of their electricity until any other shocker lizard within 30 feet completes its Shocking Burst. The combined Shocking Bursts create an emanation with the combined area from all participating shocker lizards. For each additional shocker lizard that joins the burst, the damage increases by 3d8 and the save DC increases by 1 (to a maximum of four lizards dealing 12d8 damage with a DC 21 save).
- raw_description: >-
- **Shocking Burst** [Three Actions] (__electricity__, __evocation__, __primal__) The shocker lizard hunkers down and begins to spark with electricity, which it releases in a 10-foot emanation that deals 3d8 electricity damage (DC 18 basic Reflex save). The shocker lizard can't use Shocking Burst again for 1 minute.
-
-
- Up to four shocker lizards can combine their Shocking Bursts. In this case, the lizards can delay the release of their electricity until any other shocker lizard within 30 feet completes its Shocking Burst. The combined Shocking Bursts create an emanation with the combined area from all participating shocker lizards. For each additional shocker lizard that joins the burst, the damage increases by 3d8 and the save DC increases by 1 (to a maximum of four lizards dealing 12d8 damage with a DC 21 save).
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shoggoth
- source:
- - abbr: Bestiary
- page_start: 293
- page_stop:
- description: >-
- Although even raving fanatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or a thankfully unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they tend keep to the deepest of ocean trenches or the most remote of caverns and ruins, emerging to spread chaos and destruction in their slimy wakes.
-
-
-
-
- The first shoggoths were created by an alien species to serve as mindless beasts of burden. Their vast bulk, incredible strength, and amorphous nature made them useful slave labor, and their ability to spontaneously form whatever new eyes, mouths, limbs, and other organs they might need made them incredibly versatile. Eventually, the shoggoths developed enough intelligence to rebel against their masters, and now they lurk, patient but potent, in the lightless deeps.
-
-
-
-
- A shoggoth has goals and methods unknowable to humanoid beings. They remember their eons of servitude and, compared to their mysterious masters, humans, elves, dwarves and other intelligent beings are mere specks which crawl upon the surface of the world, indistinguishable from animals. When a shoggoth rolls its immense, hideous body over a band of explorers, engulfing them in a gelatinous press of flesh and gnawing teeth, it is not so much evil as uncaring.
-
-
-
-
- Shoggoths can become the object of worship for humanoid cults dedicated to chaos and entropy. The shoggoth does not respond to this worship, but it can be counted on to consume any hapless victim the cult can capture and sacrifice to it. Rumors of shoggoths that have developed even greater intellects are, one would hope, just that, for the damage a shoggoth capable of reasoning could wreak upon a world is unsettling to say the least.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 43
- level: 18
- rarity: Rare
- type: Creature
- alignment: CN
- size: Huge
- traits:
- - Rare
- - CN
- - Huge
- - Aberration
- - Amphibious
- senses:
- - Perception +34
- - darkvision
- - scent (imprecise) 60 feet
- - tremorsense (imprecise) 60 feet
- languages:
- - Aklo
- skills:
- - name: 'Athletics '
- bonus: 36
- misc:
- - name: 'Intimidation '
- bonus: 29
- misc:
- perception: 34
- ability_mods:
- str_mod: 10
- dex_mod: 6
- con_mod: 9
- int_mod: -3
- wis_mod: 6
- cha_mod: 1
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 33
- fort_misc:
- ref: 30
- ref_misc:
- will: 30
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 275
- hp_misc: fast healing 20
- immunities:
- - blinded
- - controlled
- - critical hits
- - deafened
- - precision
- - sleep
- resistances:
- - amount: 20
- type: acid
- - amount: 20
- type: cold
- - amount: 20
- type: sonic
- weaknesses:
- automatic_abilities:
- - name: Maddening Cacophony
- action_cost: None
- traits:
- - auditory
- - aura
- - incapacitation
- - mental
- description: 60 feet. A shoggoth constantly voices syllables and mutterings that mortals were not meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 38 Will save or become confused for 1 round (2d4 rounds on a critical failure). A creature that successfully saves is temporarily immune for 24 hours.
- raw_description: '**Maddening Cacophony** (__auditory__, __aura__, __incapacitation__, __mental__) 60 feet. A shoggoth constantly voices syllables and mutterings that mortals were not meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 38 Will save or become confused for 1 round (2d4 rounds on a critical failure). A creature that successfully saves is temporarily immune for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 25
- type: climb
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 35
- traits:
- - magical
- - reach 30 feet
- damage:
- formula: 4d10+18
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d10+15 bludgeoning
- raw_description: '**__Constrict__** 2d10+15 bludgeoning'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Eat Away
- action_cost: None
- traits:
- description: A creature that begins its turn inside the shoggoth takes 9d6 acid damage.
- raw_description: '**Eat Away** A creature that begins its turn inside the shoggoth takes 9d6 acid damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Engulf
- action_cost: Two Actions
- traits:
- description: DC 40, 6d6 acid, Escape DC 40, Rupture 40
- raw_description: '**Engulf** [Two Actions] DC 40, 6d6 acid, Escape DC 40, Rupture 40'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shoggti
- source:
- - abbr: Bestiary 2
- page_start: 213
- page_stop:
- description: >-
- Shoggti travel to other planes in roving bands to capture and charm victims, bringing them back to the __Abyss__ where they are enslaved for unknown—but no doubt insidiously evil—purposes. These squid-like qlippoth have slick, blue skin and four suckered tentacles that end in dexterous pincers. In addition to a lamprey-like mouth at the base of its body, each has a secondary maw in the middle of its forehead that stretches from between its two bulging eyes to the back of its head.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Amphibious
- - Fiend
- - Qlippoth
- senses:
- - Perception +13
- - darkvision
- languages:
- - Abyssal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Intimidation '
- bonus: 17
- misc:
- - name: 'Occultism '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 2
- int_mod: 4
- wis_mod: 2
- cha_mod: 6
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 12
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 105
- hp_misc:
- immunities:
- - controlled
- - fear
- resistances:
- - amount: 5
- type: mental
- - amount: 5
- type: physical (except cold iron)
- weaknesses:
- - amount: 5
- type: lawful
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 18
- traits:
- - chaotic
- - magical
- - reach 10 feet
- damage:
- formula: 2d12+8
- type: piercing
- plus_damage:
- - formula: 1d6
- type: chaotic
- - action_cost: One Action
- name: pincer
- to_hit: 18
- traits:
- - agile
- - chaotic
- - magical
- - reach 10 feet
- - versatile B
- damage:
- formula: 2d8+8
- type: slashing
- plus_damage:
- - formula: 1d6
- type: chaotic and Grab
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: dimension door
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: paranoia
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency: ×3
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Braincloud
- action_cost: One Action
- traits:
- - attack
- - enchantment
- - mental
- - occult
- - open
- description: The shoggti caresses a creature with a tentacle and supernaturally erodes the creature's capability for thought as it does so. The target must succeed at a DC 25 Will save or become __stupefied 2__, with an unlimited duration. The target can attempt the save to remove the stupefied condition again once per day when it makes its daily preparations.
- raw_description: "**Braincloud** (__attack__, __enchantment__, __mental__, __occult__, __open__) The shoggti caresses a creature with a tentacle and supernaturally erodes the creature's capability for thought as it does so. The target must succeed at a DC 25 Will save or become __stupefied 2__, with an unlimited duration. The target can attempt the save to remove the stupefied condition again once per day when it makes its daily preparations."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 1d10+8 bludgeoning, DC 25
- raw_description: '**__Constrict__** 1d10+8 bludgeoning, DC 25'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fascinating Display
- action_cost: Two Actions
- traits:
- - concentrate
- - emotion
- - enchantment
- - fear
- - mental
- - occult
- - visual
- description: "The shoggti writhes its tentacles and shifts its coloration to put on an unnaturally fascinating hypnotic display. Creatures in a 30-foot emanation must attempt a DC 25 Will save, after which they are temporarily immune to further Fascinating Displays for 1 minute. \n\nCritical Success The creature is unaffected. \n\nSuccess The creature is __sickened 1__. \n\nFailure The creature is __fascinated__ for 1 minute. Once the fascination effect ends, the creature is sickened 1. \n\nCritical Failure The creature is fascinated for 1 minute, can't use reactions while fascinated, and is sickened 2 once the fascination ends."
- raw_description: "**Fascinating Display** [Two Actions] (__concentrate__, __emotion__, __enchantment__, __fear__, __mental__, __occult__, __visual__) The shoggti writhes its tentacles and shifts its coloration to put on an unnaturally fascinating hypnotic display. Creatures in a 30-foot emanation must attempt a DC 25 Will save, after which they are temporarily immune to further Fascinating Displays for 1 minute. \n\nCritical Success The creature is unaffected. \n\nSuccess The creature is __sickened 1__. \n\nFailure The creature is __fascinated__ for 1 minute. Once the fascination effect ends, the creature is sickened 1. \n\nCritical Failure The creature is fascinated for 1 minute, can't use reactions while fascinated, and is sickened 2 once the fascination ends."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shoony Hierarch
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 83
- page_stop:
- description: >-
- For all their advancement in agriculture, horticulture, and animal husbandry, shoonies subscribe to a remarkably antiquated form of leadership; the role of hierarch is normally inherited, passed on to the oldest living child of the village's previous hierarch. In the instance that the village's hierarch does not produce an heir, the village holds a general election. Elected hierarchs hold the term for life and are just as highly regarded as hierarchs raised from birth. When the settlement comes under attack, it is up to the hierarch to decide when to fight and when to flee. In most cases, shoonies prefer to elect individuals with a preference toward the latter.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24
- level: 4
- rarity: Rare
- type: Creature
- alignment: NG
- size: Small
- traits:
- - Rare
- - NG
- - Small
- - Humanoid
- - Shoony
- senses:
- - Perception +12
- - low-light vision
- languages:
- - Common
- - Shoony
- skills:
- - name: 'Crafting '
- bonus: 11
- misc:
- - name: 'Diplomacy '
- bonus: 12
- misc:
- - name: 'Shoony Lore '
- bonus: 13
- misc:
- - name: 'Society '
- bonus: 13
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 12
- ability_mods:
- str_mod: 0
- dex_mod: 2
- con_mod: -1
- int_mod: 3
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- - longbow (20 arrows and 5 signal arrows)
- - staff
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 10
- ref_misc:
- will: 13
- will_misc: such as inhaled poisons
- misc: A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll.
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 56
- type: paddler
- melee:
- - action_cost: One Action
- name: staff
- to_hit: 9
- traits:
- - two-hand d8
- damage:
- formula: 1d4
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: longbow
- to_hit: 11
- traits:
- - deadly 1d10
- - range 100 feet
- - volley 30 feet
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Signal Arrow
- action_cost: Two Actions
- traits:
- description: The shoony hierarch sparks and launches an alchemically treated arrow that creates a bright light high in the sky. A signal arrow cannot be used to deal damage. Hierarchs carry a number of different arrows that signal different things; a red signal arrow might mean retreat, whereas a green arrow might be a call to gather in the village commons.
- raw_description: '**Signal Arrow** [Two Actions] The shoony hierarch sparks and launches an alchemically treated arrow that creates a bright light high in the sky. A signal arrow cannot be used to deal damage. Hierarchs carry a number of different arrows that signal different things; a red signal arrow might mean retreat, whereas a green arrow might be a call to gather in the village commons.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shoony Militia Member
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 82
- page_stop:
- description: >-
- If shoonies had their way, war would cease to exist altogether, but they know this isn't likely. Shoonies' relative wealth of resources and their frailty compared to other humanoids make them a common target of violence and subjugation. Because of this, basic combat training is typically mandatory for all shoony village members. Few individuals pursue lifelong careers in service to their settlement's militia, however. The passing down of a sword from one shoony soldier to another is a time-honored tradition, owing to the rarity of weapons in shoony society.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 21
- level: 2
- rarity: Rare
- type: Creature
- alignment: LG
- size: Small
- traits:
- - Rare
- - LG
- - Small
- - Humanoid
- - Shoony
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - Shoony
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc: +9 to Tumble Through spaces of Medium or larger creatures
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Crafting '
- bonus: 4
- misc:
- - name: 'Society '
- bonus: 6
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 1
- int_mod: 0
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - hide armor
- - javelin (2)
- - longsword
- ac: 17
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 6
- ref_misc:
- will: 8
- will_misc: such as inhaled poisons
- misc: A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll.
- hp: 40
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: longsword
- to_hit: 10
- traits:
- - versatile P
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: javelin
- to_hit: 10
- traits:
- - range increment 30 feet
- - thrown
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Shoony Tiller
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 82
- page_stop:
- description: >-
- Nearly all shoonies in a given settlement are farmers, fishers, or foragers. Shoonies are not expected to fight to protect their settlements; most agree it is better to live in cowardice than to die with that foolish, intangible principle taller races call "honor." Many shoonies hone their skill with tools rather than arms in the knowledge that whatever is lost to violence can be rebuilt. When cornered, a shoony may put up a fight with whatever they have on hand; the average shoony can wield a simple shovel or pick in melee as well as most humans can wield a sword.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 0
- rarity: Rare
- type: Creature
- alignment: NG
- size: Small
- traits:
- - Rare
- - NG
- - Small
- - Humanoid
- - Shoony
- senses:
- - Perception +6
- - low-light vision
- languages:
- - Common
- - Shoony
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Crafting '
- bonus: 1
- misc:
- - name: 'Deception '
- bonus: 4
- misc:
- - name: 'Farming Lore '
- bonus: 3
- misc:
- - name: 'Society '
- bonus: 1
- misc:
- - name: 'Survival '
- bonus: 4
- misc:
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: 1
- con_mod: 1
- int_mod: -1
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- - hoe
- ac: 15
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 3
- ref_misc:
- will: 6
- will_misc: such as inhaled poisons
- misc: A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll.
- hp: 16
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: hoe
- to_hit: 6
- traits:
- damage:
- formula: 1d4+3
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dirt clod
- to_hit: 4
- traits:
- - range increment 10 feet
- - thrown
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Dig Quickly
- action_cost: Two Actions
- traits:
- - manipulate
- description:
- raw_description: '**Dig Quickly** [Two Actions] (__manipulate__) **Requirements** You are standing on dirt, sand, snow, or similar particulate material. **Effect** Your hands work as effectively as shovels when you need to dig a quick hole. You dig a shallow pit in the square you currently occupy, turning the square into difficult terrain (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking __persistent fire damage__ can immediately attempt an additional flat DC 15 check to end the persistent damage.'
- generic_description:
- frequency:
- trigger:
- effect: You are standing on dirt, sand, snow, or similar particulate material.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Shuln
- source:
- - abbr: Bestiary
- page_start: 294
- page_stop:
- description: >-
- Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses.
-
-
-
-
- Shulns have a ravenous appetite and eat nearly anything they can catch, but their preferred diet consists almost entirely of large invertebrates, especially cave worms. They rely on tiny sensory whiskers that cover their snoutfland allow them to detect subtle movements in the air and ground without the use of vision. When it detects suitable prey, a shuln bites the target at the first opportunity, injecting it with a potent paralytic toxin present in its saliva. So strong is this poison that it is capable of subduing even the near-unstoppable purple worm, making the shuln a valuable (if dangerous) companion to have for anyone making excursions into worm-infested regions of the Darklands. Shulns' notoriously ill-tempered dispositions and their knack for digging into areas of an underground settlement where digging ought not occur makes them frustrating creatures to keep around, but when the alternative is an unpredictable but deadly visit from an enormous, hungry cave worm, the annoyances are well worth the trouble.
-
-
-
-
- Encounters with much larger shuln-like entities on the Plane of Earth suggest that these creatures may have originated from that place. The larger shulns still retain their elemental qualities, are quite a bit smarter, and have their own suite of earth-themed innate primal spells—but for all that, they still love the taste of cave worm.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 35
- level: 12
- rarity: Rare
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Rare
- - N
- - Huge
- - Beast
- senses:
- - Perception +20
- - scent 30 feet
- - tremorsense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Survival '
- bonus: 22
- misc:
- perception: 20
- ability_mods:
- str_mod: 7
- dex_mod: 4
- con_mod: 6
- int_mod: -3
- wis_mod: 4
- cha_mod: 1
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 19
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 195
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: physical (except adamantine or bludgeoning)
- - amount: 15
- type: poison
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: burrow
- - amount:
- type: unstoppable burrow
- melee:
- - action_cost: One Action
- name: adamantine claw
- to_hit: 25
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 3d8+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: adamantine fangs
- to_hit: 25
- traits:
- - reach 15 feet
- damage:
- formula: 3d10+10
- type: piercing
- plus_damage:
- - formula:
- type: shuln saliva
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Armor-Rending
- action_cost: None
- traits:
- description: Any time the shuln scores a critical hit with a melee Strike, it also deals the same amount of damage to the target's armor, bypassing any Hardness lower than 10, like __adamantine__.
- raw_description: "**Armor-Rending** Any time the shuln scores a critical hit with a melee Strike, it also deals the same amount of damage to the target's armor, bypassing any Hardness lower than 10, like __adamantine__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shuln Saliva
- action_cost: None
- traits:
- - incapacitation
- - poison
- description: '**Saving Throw** DC 32 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __slowed 1__ (1 round); **Stage 2** 3d6 poison damage, and __slowed 1__ (1 round); **Stage 3** 4d6 poison damage and __paralyzed__ for 2d6 hours. Shuln saliva overcomes the inexorable ability.'
- raw_description: '**Shuln Saliva** (__incapacitation__, __poison__) **Saving Throw** DC 32 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __slowed 1__ (1 round); **Stage 2** 3d6 poison damage, and __slowed 1__ (1 round); **Stage 3** 4d6 poison damage and __paralyzed__ for 2d6 hours. Shuln saliva overcomes the inexorable ability.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Unstoppable Burrow
- action_cost: None
- traits:
- description: Shulns can burrow into solid rock and any metal with a hardness less than that of __adamantine__ like it is soil or loose rubble, leaving a tunnel 10 feet in diameter.
- raw_description: '**Unstoppable Burrow** Shulns can burrow into solid rock and any metal with a hardness less than that of __adamantine__ like it is soil or loose rubble, leaving a tunnel 10 feet in diameter.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Simurgh
- source:
- - abbr: Bestiary
- page_start: 295
- page_stop:
- 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 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 world-threatening conflicts, serving as agents of good deities or vigilantes who spread their own brand of justice, typically by obliterating or banishing evil extraplanar beings.
-
-
-
-
- Simurghs can live for thousands of years, and because these ancient beings are so rare many doubt their existence. But they are very real, as those who have been aided by a simurgh can enthusiastically attest. A simurgh does not show itself often, but when it does, it is typically in response to a truly grave threat, such as the incursion of an undead army or the rampage of some truly epic monster. Simurghs are nothing if not paragons of righteousness, and goodly heroes can hardly find a better ally in their quest to vanquish evil than a simurgh.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 43
- level: 18
- rarity: Rare
- type: Creature
- alignment: NG
- size: Gargantuan
- traits:
- - Rare
- - NG
- - Gargantuan
- - Beast
- senses:
- - Perception +32
- - darkvision
- languages:
- - Celestial
- - Common
- - Draconic
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 27
- misc:
- - name: 'Arcana '
- bonus: 28
- misc:
- - name: 'Athletics '
- bonus: 32
- misc:
- - name: 'Diplomacy '
- bonus: 34
- misc:
- - name: 'Medicine '
- bonus: 35
- misc:
- - name: 'Performance '
- bonus: 28
- misc:
- - name: 'Religion '
- bonus: 35
- misc:
- - name: 'Survival '
- bonus: 32
- misc:
- perception: 32
- ability_mods:
- str_mod: 8
- dex_mod: 3
- con_mod: 6
- int_mod: 3
- wis_mod: 6
- cha_mod: 5
- sense_abilities:
- items:
- ac: 41
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 29
- ref_misc:
- will: 32
- will_misc:
- misc: +1 status bonus to all saves vs. magic
- hp: 350
- hp_misc:
- immunities:
- - disease
- - fire
- - negative energy
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Aura of Peace
- action_cost: None
- traits:
- - divine
- - emotion
- - enchantment
- - incapacitation
- - mental
- description: 50 feet. A creature that starts its turn in the aura must attempt a DC 37 Will save or be affected by calm emotions. Creatures that successfully save are unaffected, but must attempt another save each turn they start in the aura.
- raw_description: '**Aura of Peace** (__divine__, __emotion__, __enchantment__, __incapacitation__, __mental__) 50 feet. A creature that starts its turn in the aura must attempt a DC 37 Will save or be affected by calm emotions. Creatures that successfully save are unaffected, but must attempt another save each turn they start in the aura.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 90
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 34
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 4d12+12
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 34
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 34
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 4d8+10
- type: slashing
- plus_damage:
- - formula:
- type: banishing swipe
- ranged:
- - action_cost: One Action
- name: glaring ray
- to_hit: 34
- traits:
- - magical
- - range 100 feet
- damage:
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: flame strike
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: zone of truth
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: detect alignment
- frequency: evil only, at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: dazzling flash
- frequency:
- requirement:
- - level: 0
- heightened_level: 9
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Banishing Swipe
- action_cost: None
- traits:
- description: If a creature hit by the simurgh's tail Strike is not currently on its home plane, it must succeed at a DC 42 Will save or be affected by __banishment__, except that if the creature critically succeeds its save the simurgh is not stunned.
- raw_description: "**Banishing Swipe** If a creature hit by the simurgh's tail Strike is not currently on its home plane, it must succeed at a DC 42 Will save or be affected by __banishment__, except that if the creature critically succeeds its save the simurgh is not stunned."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Radiant Feathers
- action_cost: Two Actions
- traits:
- - attack
- description:
- raw_description: '**Radiant Feathers** [Two Actions] (__attack__) **Frequency** Once per day. **Effect** The simurgh fans out its glimmering tail feathers and blasts its foes with a 100-foot cone of radiant light. Aside from the size of the cone, this effect is identical to __prismatic spray__ (DC 42).'
- generic_description:
- frequency: Once per day.
- trigger:
- effect: The simurgh fans out its glimmering tail feathers and blasts its foes with a 100-foot cone of radiant light. Aside from the size of the cone, this effect is identical to __prismatic spray__ (DC 42).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sinspawn
- source:
- - abbr: Bestiary
- page_start: 297
- page_stop:
- 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 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 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 veins appear to run with gold while envyspawn appear even more wasted than the rest of their kin.\n\n## Sinspawn Sins\n\n 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 grants sinspawn associated with it additional benefits and abilities beyond those described by the sinspawn stat block, as detailed below.\n\n## Envyspawn\n\n An envyspawn has Deception +7 and typically carries a halberd. They tend to be shorter and thinner than other sinspawn.\n\n**Melee** halberd +10 (__reach 10 feet__, __versatile S__), **Damage** 1d10+4 piercing\n\n**Sinful Bite** Creatures that critically fail their saves against an envyspawn's sinful bite are enfeebled 2 for 1 minute. \n\n## Gluttonyspawn\n\n A gluttonyspawn has Survival +10 and usually carries a scythe. They are obese, but hardy and strong.\n\n**Melee** scythe +10 (__deadly d10__, __trip__), **Damage** 1d10+4 slashing\n\n**Sinful Bite** Creatures that critically fail their saves against a gluttonyspawn's sinful bite are drained 1. \n\n## Greedspawn\n\n 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.\n\n**Melee** glaive +10 (__deadly d8__, __forceful__, __reach 10 feet__), **Damage** 1d8+4 slashing\n\n**Sinful Bite** Creatures that critically fail their saves against a greedspawn's sinful bite are clumsy 2 for 1 minute. \n\n## Lustspawn\n\n A lustspawn has Diplomacy +7 and usually carries a guisarme. They have attractive bodies, but hideous faces.\n\n**Melee** guisarme +10 (__reach 10 feet__, __trip__), **Damage** 1d10+4 slashing\n\n**Sinful Bite** Creatures that critically fail their saves against a lustspawn's sinful bite are stupefied 2 for 1 minute. \n\n## Pridespawn\n\n 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.\n\n**Melee** maul +10 (__shove__), **Damage** 1d12+4 bludgeoning\n\n**Sinful Bite** Creatures that critically fail their saves against a pridespawn's sinful bite are clumsy 1 and enfeebled 1 for 1 minute. \n\n## Slothspawn\n\n A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess skin drape the slothspawn's hunched frame.\n\n**Melee** longspear +10 (__reach 10 feet__), **Damage** 1d8+4 piercing\n\n**Sinful Bite** Creatures that critically fail their saves against a slothspawn's sinful bite take a -10-foot status penalty to their Speeds for 1 minute. \n\n## Wrathspawn\n\n 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.\n\n**Melee** ranseur + 10 (__disarm__, __reach 10 feet__), **Damage** 1d10+4 piercing\n\n**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.\n\n\n\n**__Recall Knowledge - Aberration__ (__Occultism__)**: DC 16"
- level: 2
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Aberration
- senses:
- - Perception +10
- - darkvision
- - sin scent (imprecise) 30 feet
- languages:
- - Aklo
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 4
- int_mod: 0
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- - name: Sin Scent
- action_cost: None
- traits:
- description: >+
- A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful.
-
- raw_description: >+
- **Sin Scent** A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - one weapon determined by its sin
- ac: 18
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc: +1 status to saves vs. magic, +4 status to saves vs. mental
- hp: 30
- hp_misc:
- immunities:
- - controlled
- resistances:
- - amount: 5
- type: mental
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - formula:
- type: sinful bite
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- damage:
- formula: 1d6+4
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sinful Bite
- action_cost: None
- traits:
- - arcane
- - emotion
- - mental
- description: >+
- A creature hit by the jaws of a sinspawn must attempt a DC 18 Will save as it is assailed by sinful thoughts.
-
- raw_description: >-
- **Sinful Bite** (__arcane__, __emotion__, __mental__) 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 sickened.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- 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 sickened.
- full_description:
- - name: Sin
- action_cost: None
- traits:
- 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 sins and the benefits they confer upon a sinspawn are noted in the Sinspawn Sins section.
- raw_description: "**Sin** 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 sins and the benefits they confer upon a sinspawn are noted in the Sinspawn Sins section."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Skaveling
- source:
- - abbr: Bestiary 2
- page_start: 241
- page_stop:
- description: >-
- Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true __ghouls__ but instead are specifically crafted undead creatures. Their creators are the bloodsucking __urdefhans__ of the Darklands, who create skavelings from __giant bats__ specially raised on diets of toxic fungus and the flesh of ghouls—especially brains harvested from these undead. Upon reaching maturity, these giant bats are ritually slain via the use of __cytillesh oil__. While this poison simply rots away the flesh of most creatures, one of these specially prepared bats will immediately rise from death as a skaveling after succumbing to its effects.
-
-
-
-
- Despite its tattered wings and sagging skin, a skaveling is more than capable of flight, even when carrying a creature mounted on its back—urdefhans often use skavelings as mounts in this way. Their intelligence is more advanced than that of the typical giant bat, and in combat they function more as allies than as mere mounts, capable of making their own tactical decisions. Yet even though they can reason and think, skavelings remain loyal to the urdefhans who created them, and they never take actions in a fight that would knowingly put their masters in harm's way.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Undead
- senses:
- - Perception +15
- - darkvision
- - echolocation 40 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 2
- int_mod: 1
- wis_mod: 6
- cha_mod: 2
- sense_abilities:
- - name: Echolocation
- action_cost: None
- traits:
- description: A skaveling can use its hearing as a precise sense at the listed range
- raw_description: '**Echolocation** A skaveling can use its hearing as a precise sense at the listed range'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 13
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 30
- type: fly
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 15
- traits:
- damage:
- formula: 2d8+8
- type:
- plus_damage:
- - formula:
- type: ghoul fever and paralysis
- - action_cost: One Action
- name: wing
- to_hit: 15
- traits:
- - agile
- damage:
- formula: 2d4+8
- type:
- plus_damage:
- - formula:
- type: paralysis
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bone-Chilling Screech
- action_cost: Two Actions
- traits:
- - auditory
- - emotion
- - fear
- - mental
- - necromancy
- - occult
- description: "The skaveling unleashes a horrifying screech that chills the very bones of those close enough to feel it. The screech can be heard for miles, but each creature in a 20-foot emanation must also attempt a DC 22 Will save. The skaveling can't use Bone-Chilling Screech again for 1d4 rounds. \n\n"
- raw_description: "**Bone-Chilling Screech** [Two Actions] (__auditory__, __emotion__, __fear__, __mental__, __necromancy__, __occult__) The skaveling unleashes a horrifying screech that chills the very bones of those close enough to feel it. The screech can be heard for miles, but each creature in a 20-foot emanation must also attempt a DC 22 Will save. The skaveling can't use Bone-Chilling Screech again for 1d4 rounds. \n\n**Critical Success** The creature is unaffected and is temporarily immune to Bone- Chilling Screech for 24 hours. \n\n**Success** The creature is __frightened 1__. \n\n**Failure** The creature is frightened 2. \n\n**Critical Failure** The creature is frightened 2 and __stunned 1__ by fear."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is temporarily immune to Bone- Chilling Screech for 24 hours.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 2 and stunned 1 by fear.
- full_description:
- - name: Ghoul Fever
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** DC 22 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 2d6 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 2d6 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a __ghoul__ the next midnight'
- raw_description: '**Ghoul Fever** (__disease__) **Saving Throw** DC 22 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** 2d6 negative damage and regains half as many Hit Points from all healing (1 day); **Stage 3** as stage 2 (1 day); **Stage 4** 2d6 negative damage and gains no benefit from healing (1 day); **Stage 5** as stage 4 (1 day); **Stage 6** dead, and rises as a __ghoul__ the next midnight'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralysis
- action_cost: None
- traits:
- - incapacitation
- - occult
- - necromancy
- description: "Any creature hit by the skaveling's Strikes must attempt a DC 22 Fortitude save. \n\n"
- raw_description: "**Paralysis** (__incapacitation__, __occult__, __necromancy__) Any creature hit by the skaveling's Strikes must attempt a DC 22 Fortitude save. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is __slowed 1__. \n\n**Failure** The creature is __paralyzed__. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is slowed 1.
- failure: The creature is paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save.
- critical_failure:
- full_description:
-- name: Skeletal Champion
- source:
- - abbr: Bestiary
- page_start: 298
- page_stop:
- description: >-
- These skeletons retain the cunning they possessed in life.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Skeleton
- - Undead
- senses:
- - Perception +8
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 1
- int_mod: -1
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - chain mail
- - lance
- - longsword
- - steel shield (Hardness 5, HP 20, BT 10)
- ac: 19
- ac_special:
- - descr: 21 with shield raised
- saves:
- fort: 7
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 25
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: cold
- - amount: 5
- type: electricity
- - amount: 5
- type: fire
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: longsword
- to_hit: 10
- traits:
- - versatile P
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d6+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: lance
- to_hit: 10
- traits:
- - deadly d8
- - jousting d6
- - reach 10 feet
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Skeletal Giant
- source:
- - abbr: Bestiary
- page_start: 299
- page_stop:
- description: >-
- The reanimated bones of giants make excellent necromantic thralls.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Mindless
- - Skeleton
- - Undead
- senses:
- - Perception +7
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 9
- misc:
- perception: 7
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- items:
- - glaive
- - half plate
- ac: 17
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 8
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 50
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - mental
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: cold
- - amount: 5
- type: electricity
- - amount: 5
- type: fire
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: glaive
- to_hit: 12
- traits:
- - deadly d8
- - forceful
- - reach 15 feet
- damage:
- formula: 1d8+7
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 12
- traits:
- - agile
- damage:
- formula: 1d10+5
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Broad Swipe
- action_cost: Two Actions
- traits:
- description: The giant makes two Strikes with its glaive against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.
- raw_description: '**Broad Swipe** [Two Actions] The giant makes two Strikes with its glaive against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Terrifying Charge
- action_cost: Two Actions
- traits:
- description: The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage. If the strike hits, the giant attempts to Demoralize the target.
- raw_description: '**Terrifying Charge** [Two Actions] The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage. If the strike hits, the giant attempts to Demoralize the target.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Skeletal Horse
- source:
- - abbr: Bestiary
- page_start: 299
- page_stop:
- description: >-
- Skeletal horses are sometimes used as mounts by other undead or monsters.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Mindless
- - Skeleton
- - Undead
- senses:
- - Perception +8
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- perception: 8
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 2
- int_mod: -5
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 33
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - mental
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: cold
- - amount: 5
- type: electricity
- - amount: 5
- type: fire
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: hoof
- to_hit: 9
- traits:
- damage:
- formula: 1d8+5
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Gallop
- action_cost: Two Actions
- traits:
- description: The horse Strides twice, with its Speed increased by 10 feet.
- raw_description: '**Gallop** [Two Actions] The horse Strides twice, with its Speed increased by 10 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Undead Steed
- action_cost: None
- traits:
- description: Undead and creatures allied with them can Command a skeletal steed without needing to attempt a skill check.
- raw_description: '**Undead Steed** Undead and creatures allied with them can Command a skeletal steed without needing to attempt a skill check.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Skeletal Hulk
- source:
- - abbr: Bestiary
- page_start: 299
- page_stop:
- description: >-
- Huge giants and other enormous creatures make powerful skeletons.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: NE
- size: Huge
- traits:
- - NE
- - Huge
- - Mindless
- - Skeleton
- - Undead
- senses:
- - Perception +16
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- perception: 16
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 4
- int_mod: -5
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 15
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 105
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - mental
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: cold
- - amount: 5
- type: electricity
- - amount: 5
- type: fire
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 18
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+11
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Broad Swipe
- action_cost: Two Actions
- traits:
- description: The hulk makes two Strikes with its claw against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.
- raw_description: '**Broad Swipe** [Two Actions] The hulk makes two Strikes with its claw against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Massive Rush
- action_cost: Two Actions
- traits:
- description: The hulk Strides and makes a claw Strike with a +4 circumstance bonus to damage. If the strike hits, the hulk automatically Shoves the target 10 feet.
- raw_description: '**Massive Rush** [Two Actions] The hulk Strides and makes a claw Strike with a +4 circumstance bonus to damage. If the strike hits, the hulk automatically Shoves the target 10 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Skeleton Guard
- source:
- - abbr: Bestiary
- page_start: 298
- page_stop:
- description: >-
- The most common skeletal minions are mere guardians.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Mindless
- - Skeleton
- - Undead
- senses:
- - Perception +2
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 3
- misc:
- perception: 2
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 0
- int_mod: -5
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- items:
- - scimitar
- - shortbow (20 arrows)
- ac: 16
- ac_special:
- saves:
- fort: 2
- fort_misc:
- ref: 8
- ref_misc:
- will: 2
- will_misc:
- misc:
- hp: 4
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - mental
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: cold
- - amount: 5
- type: electricity
- - amount: 5
- type: fire
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 6
- traits:
- - forceful
- - sweep
- damage:
- formula: 1d6+2
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 6
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+2
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 6
- traits:
- - deadly 1d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Skrik Nettle
- source:
- - abbr: Bestiary 2
- page_start: 242
- page_stop:
- description: >-
- The expansive skies of the __First World__ are home to skrik nettles—delicate, bizarre-looking creatures that resemble large jellyfishes. A fringe of brightly colored feathers circles their bodies, and long tendrils trail from their center, each ending in a snapping beak. Known for their eerie, chirping melodies, skrik nettles soar above the First World in flocks of a dozen or more, diligently scavenging for food in the fey realm's cutthroat ecosystem. When hunting or provoked, skrik nettles attack their foes by injecting them with a magical poison that causes the victim to float helplessly up into the sky. Skrik nettles continuously inject this poison into their helpless prey until it dies or is so high up that the skrik nettle needs only wait for the poison to end, its meal crashing helplessly to the ground below.
-
-
-
-
- Skrik nettles that find their way to the Material Plane (or any plane other than the First World, for that matter) tend to be much more aggressive, for the planar energies that they find comforting and soothing on the First World are conspicuously absent. The first few minutes after a skrik nettle arrives on any plane but the First World tend to be filled with violence and fear, as the panicking creature lashes out at any nearby creatures (including other skrik nettles) in the mistaken notion that these others are somehow responsible for the discomforting change. After 10 minutes or so, assuming the skrik nettle survives its bout of violence, the creature calms down somewhat and does its best to acclimate to its new home. Yet even skrik nettles who find themselves marooned beyond the First World for years never lose their longing for home, and they instinctively seek out portals to this plane for the rest of their lives.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Aberration
- senses:
- - Perception +16
- - motionsense 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- perception: 16
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 2
- int_mod: -4
- wis_mod: 4
- cha_mod: 0
- sense_abilities:
- - name: Motionsense
- action_cost: None
- traits:
- description: A flying skrik nettle can detect the movement of nearby creatures and objects from the tiny gusts of wind created by their movements. This is a precise sense at the listed range, but it works only against creatures and objects that moved through air in the previous round.
- raw_description: '**Motionsense** A flying skrik nettle can detect the movement of nearby creatures and objects from the tiny gusts of wind created by their movements. This is a precise sense at the listed range, but it works only against creatures and objects that moved through air in the previous round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 17
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 130
- hp_misc: fast healing 5
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- automatic_abilities:
- - name: Spill Venom
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Spill Venom [Reaction]** **Trigger** The skrik nettle takes piercing or slashing damage; **Effect** The skrik nettle ejects its venom onto an adjacent creature. That creature is exposed to skrik nettle venom.'
- generic_description:
- frequency:
- trigger: The skrik nettle takes piercing or slashing damage
- effect: The skrik nettle ejects its venom onto an adjacent creature. That creature is exposed to skrik nettle venom.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 10
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 17
- traits:
- - agile
- - finesse
- - reach 10 feet
- damage:
- formula: 2d8+6
- type: piercing
- plus_damage:
- - formula:
- type: skrik nettle venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Negate Levitation
- action_cost: One Action
- traits:
- - evocation
- - primal
- description: The skrik nettle attempts to __counteract__ (with a modifier of +17) a single effect currently levitating a creature it can detect with its motionsense.
- raw_description: '**Negate Levitation** (__evocation__, __primal__) The skrik nettle attempts to __counteract__ (with a modifier of +17) a single effect currently levitating a creature it can detect with its motionsense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Skrik Nettle Venom
- action_cost: None
- traits:
- - evocation
- - poison
- - primal
- description: >-
- **Saving Throw** DC 27 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ and levitate upward 5 feet (1 round); **Stage 2** clumsy 2 and levitate upward 10 feet (1 round)
-
-
- A levitating creature takes a -2 circumstance penalty to attack rolls. It can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If it's adjacent to a fixed object or stable terrain, it can move across the surface by climbing (if the surface is vertical) or crawling (if the surface is horizontal, such as a ceiling). A flying creature can move normally but still increases its altitude as appropriate from the venom. A creature that can't fly falls as soon as it recovers from skrik nettle venom.
- raw_description: >-
- **Skrik Nettle Venom** (__evocation__, __poison__, __primal__) **Saving Throw** DC 27 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 1__ and levitate upward 5 feet (1 round); **Stage 2** clumsy 2 and levitate upward 10 feet (1 round)
-
-
- A levitating creature takes a -2 circumstance penalty to attack rolls. It can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If it's adjacent to a fixed object or stable terrain, it can move across the surface by climbing (if the surface is vertical) or crawling (if the surface is horizontal, such as a ceiling). A flying creature can move normally but still increases its altitude as appropriate from the venom. A creature that can't fly falls as soon as it recovers from skrik nettle venom.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Skulk
- source:
- - abbr: Bestiary 2
- page_start: 243
- page_stop:
- description: >-
- The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, and they think nothing of creeping into a house, dispatching the residents, and taking what they want.
-
-
-
-
- Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently. They typically travel in small groups of no more than 16 individuals, since groups larger than that tend to break into violence directed at one other. While skulks see themselves as sharing a common history of being cast out and hated, this is not a strong enough bond to hold large groups of the creatures together with a shared purpose for very long.
-
-
-
-
- Entrances and exits from cities, especially less-guarded access ways around sewers and the like, are skulks' favorite stomping grounds. These sites allow them to closely observe who comes and goes from the city while also affording them swift escape options, should the authorities uncover their presence. On rare occasions, a well-disciplined skulk can rise to prominence within the local thieves' guild and become sought after for difficult jobs. Their repugnant personalities and overwhelming selfishness, however, usually means they are unable to secure long-lasting leadership roles.
-
-
-
-
- A typical skulk is 6 feet tall with similar body structure to a gangly human. Skulks mature quickly and can live up to 50 years, although most meet a violent end long before then. The rare skulk who manages to escape their society of violence and craven bitterness can be of any alignment, but those skulks who remain bound by their traditions always see these self-imposed exiles as the worst kind of traitors, and the exiles are often targeted for eradication to the exclusion of all other victims. More than one band of skulks has accidentally engineered its own doom after throwing caution to the wind and exposing its existence to the authorities in an ill-planned but violently passionate attempt to track down such an exile.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- - Skulk
- senses:
- - Perception +5
- - low-light vision
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Deception '
- bonus: 6
- misc:
- - name: 'Society '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Thievery '
- bonus: 6
- misc:
- perception: 5
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 2
- int_mod: 1
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- - name: Camouflaged Step
- action_cost: None
- traits:
- description: The skulk gains the benefit of the __Cover Tracks__ action in forests and subterranean settings without moving at half Speed.
- raw_description: '**Camouflaged Step** The skulk gains the benefit of the __Cover Tracks__ action in forests and subterranean settings without moving at half Speed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Chameleon Skin
- action_cost: None
- traits:
- description: >+
- The skulk's skin shifts and changes to match the surroundings. As long as most of their body is not covered by clothing or armor, the skulk gains a +2 circumstance bonus to __Stealth__ checks to __Hide__.
-
- raw_description: >+
- **Chameleon Skin** The skulk's skin shifts and changes to match the surroundings. As long as most of their body is not covered by clothing or armor, the skulk gains a +2 circumstance bonus to __Stealth__ checks to __Hide__.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - dagger (2)
- - shortsword
- ac: 16
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 8
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 21
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 8
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 8
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+2
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: A skulk's Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** A skulk's Strikes deal an extra 1d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Skulltaker
- source:
- - abbr: Bestiary
- page_start: 300
- page_stop:
- description: >-
- Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 40
- level: 18
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Huge
- traits:
- - Uncommon
- - NE
- - Huge
- - Undead
- senses:
- - Perception +33
- - darkvision
- - true seeing
- languages:
- - Necril
- - Skeletal Lore languages
- skills:
- - name: 'Acrobatics '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 35
- misc:
- - name: 'Religion '
- bonus: 30
- misc:
- - name: 'Skeletal Lore '
- bonus: 30
- misc:
- - name: 'Stealth '
- bonus: 32
- misc:
- perception: 33
- ability_mods:
- str_mod: 8
- dex_mod: 6
- con_mod: 6
- int_mod: 2
- wis_mod: 8
- cha_mod: 7
- sense_abilities:
- - name: Skeletal Lore
- action_cost: None
- traits:
- - divination
- - divine
- description: A skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind. In addition, it can speak and understand all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker's home region). The skulltaker can use Skeletal Lore as the primary skill check for the legend lore ritual, and it can cast legend lore without secondary casters.
- raw_description: "**Skeletal Lore** (__divination__, __divine__) A skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind. In addition, it can speak and understand all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker's home region). The skulltaker can use Skeletal Lore as the primary skill check for the legend lore ritual, and it can cast legend lore without secondary casters."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 33
- ref_misc:
- will: 35
- will_misc:
- misc: +1 status to all saves vs. positive
- hp: 300
- hp_misc:
- immunities:
- - cold
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 15
- type: piercing
- - amount: 15
- type: slashing
- weaknesses:
- automatic_abilities:
- - name: Shard Storm
- action_cost: None
- traits:
- - air
- - aura
- - divine
- - necromancy
- description: 10 feet. A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm attempts to counteract any death ward effect on the creature (+30 counteract modifier) and then deals 4d6 slashing damage and 4d6 negative damage to the creature, with a DC 40 basic Reflex save.
- raw_description: '**Shard Storm** (__air__, __aura__, __divine__, __necromancy__) 10 feet. A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm attempts to counteract any death ward effect on the creature (+30 counteract modifier) and then deals 4d6 slashing damage and 4d6 negative damage to the creature, with a DC 40 basic Reflex save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 35
- traits:
- - deadly 2d12
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+14
- type: piercing
- plus_damage:
- - formula: 3d6
- type: negative and energy drain
- - action_cost: One Action
- name: claw
- to_hit: 35
- traits:
- - agile
- - deadly 2d12
- - magical
- - reach 15 feet
- damage:
- formula: 3d6+14
- type: slashing
- plus_damage:
- - formula: 3d6
- type: negative and energy drain
- ranged:
- - action_cost: One Action
- name: bone javelin
- to_hit: 33
- traits:
- - magical
- - thrown 100 feet
- damage:
- formula: 3d8+6
- type: piercing
- plus_damage:
- - formula: 3d6
- type: negative
- spell_lists:
- - name: Divine Innate Spells
- dc: 40
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: finger of death
- frequency: x2
- requirement:
- - name: horrid wilting
- frequency: x2
- requirement:
- - name: punishing winds
- frequency: x2
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 40
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: legend lore
- frequency:
- requirement:
- proactive_abilities:
- - name: Bonetaker
- action_cost: None
- traits:
- - divine
- - necromancy
- 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 succeed at a DC 40 Will save or rise as a __skeletal champion__ in 1d4 rounds. These skeletal champions are controlled by the skulltaker.
- raw_description: "**Bonetaker** (__divine__, __necromancy__) 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 succeed at a DC 40 Will save or rise as a __skeletal champion__ in 1d4 rounds. These skeletal champions are controlled by the skulltaker."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Energy Drain
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When a skulltaker hits with a melee Strike, the target must succeed at a DC 40 Fortitude save or become drained 2 and doomed 1.
- raw_description: '**Energy Drain** (__divine__, __necromancy__) When a skulltaker hits with a melee Strike, the target must succeed at a DC 40 Fortitude save or become drained 2 and doomed 1.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Splintered Ground
- action_cost: One Action
- traits:
- description: The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10 piercing damage and 10 negative damage for every 5 feet of movement. The first time each round a creature takes piercing damage from these splintered bones, it must succeed at a Reflex save or take a -10-foot circumstance penalty to all Speeds for 10 minutes, or a -15-foot circumstance penalty for 24 hours on a critical failure. The bones remain in place until the skulltaker uses this action again or the bones are manually removed, which takes 10 minutes for each 5-foot square.
- raw_description: '**Splintered Ground** The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10 piercing damage and 10 negative damage for every 5 feet of movement. The first time each round a creature takes piercing damage from these splintered bones, it must succeed at a Reflex save or take a -10-foot circumstance penalty to all Speeds for 10 minutes, or a -15-foot circumstance penalty for 24 hours on a critical failure. The bones remain in place until the skulltaker uses this action again or the bones are manually removed, which takes 10 minutes for each 5-foot square.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Skum
- source:
- - abbr: Bestiary
- page_start: 12
- page_stop:
- description: >-
- The most numerous of the alghollthus are the ulat-kinis, a servitor race created from human stock to serve as rank-and-file soldiers in alghollthu armies. At the zenith of alghollthu power, ulat-kinis formed massive legions and enjoyed significant power over other species. When the alghollthus retreated from the world, they abandoned teeming hordes of ulatkinis. Although these erstwhile 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."
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Amphibious
- - Humanoid
- senses:
- - Perception +6
- - darkvision
- languages:
- - Alghollthu
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: 0
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- items:
- - trident
- ac: 16
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: trident
- to_hit: 10
- traits:
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d6+4
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: fangs
- to_hit: 10
- traits:
- damage:
- formula: 2d4+4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: trident
- to_hit: 7
- traits:
- - thrown 20 feet
- damage:
- formula: 1d8+3
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Slime Mold
- source:
- - abbr: Bestiary 2
- page_start: 193
- page_stop:
- description: >-
- A slime mold appears as a mound of earth and detritus covered in a thick layer of fungus that exudes a faint stink of decay. The fungus actually shares a symbiotic relationship with the slime mold, serving as an external digestive system while gaining access to the nutrients it needs. The ooze remains perfectly still until living prey passes within reach, then it lashes out with disgusting pseudopods. With a touch, a slime mold can infect its prey with a foul contagion known as slime rot, a horrific disease that painfully breaks down a victim's flesh. At first, the disease manifests as painful rashes and agonized joints. In the later stages, though, the flesh of the affected creature actually begins to liquefy and run in rivulets as the creature's spores continue to work. Death, when it occurs, swiftly causes the resulting body to split open and release a brand new slime mold.
-
-
-
-
- **__Recall Knowledge - Fungus__ (__Nature__)**: DC 16
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Fungus
- - Mindless
- - Ooze
- senses:
- - Perception +6
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 6
- misc: +8 amid decaying plant matter or fungus
- perception: 6
- ability_mods:
- str_mod: 3
- dex_mod: 0
- con_mod: 5
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A slime mold can sense nearby creatures through vibration and air or water movement.
- raw_description: '**Motion Sense** A slime mold can sense nearby creatures through vibration and air or water movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 12
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 3
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- - critical hits
- - mental
- - precision
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 8
- traits:
- damage:
- formula: 1d8+3
- type: bludgeoning
- plus_damage:
- - formula:
- type: slime rot
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Slime Rot
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** DC 18 Fortitude; **Onset** 1d4 days; **Stage 1** __enfeebled 1__ and __sickened 1__ (1 day); **Stage 2** as stage 1 (1 day); **Stage 3** __drained 1__, enfeebled 2, and sickened 2 (1 day); **Stage 4** as stage 3 (1 day); **Stage 5** drained 2 plus __unconscious__ (no Perception check to wake up) (1 day); **Stage 6** dead, and the body erupts to release a new slime mold'
- raw_description: '**Slime Rot** (__disease__) **Saving Throw** DC 18 Fortitude; **Onset** 1d4 days; **Stage 1** __enfeebled 1__ and __sickened 1__ (1 day); **Stage 2** as stage 1 (1 day); **Stage 3** __drained 1__, enfeebled 2, and sickened 2 (1 day); **Stage 4** as stage 3 (1 day); **Stage 5** drained 2 plus __unconscious__ (no Perception check to wake up) (1 day); **Stage 6** dead, and the body erupts to release a new slime mold'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Slug
- source:
- - abbr: Bestiary 2
- page_start: 244
- page_stop:
- description: >-
- These massive, primeval relatives of ordinary slugs squirm slowly through swamps and grasslands. Giant slugs are always voracious and prefer to eat flesh or plants high in water content. They frequently consume livestock or strip bare entire orchards or melon crops. For cattle, pigs, or other sizable meals, they first shred the creatures using their radula—tongue-like appendages covered in teeth— to make them easier to consume. The mucus secreted by a giant slug is powerfully acidic and viscous. Wherever it travels, the creature leaves a trailing brown strip that kills most vegetation. Farmers and ranchers, especially those living near swamps known to contain giant slugs, keep close tabs on these journeys. Many almanacs go into great detail on slug migration and mating seasons. Since each giant slug needs its own wide hunting ground, the creatures typically come into proximity to mate only once a year. Either or both slugs can become impregnated, and any that do typically lay a clutch of around 100 eggs. They usually lay these eggs in a shallow bog or a cool, humid cave.
-
-
-
-
- Giant slugs tend to travel at night, as the creatures dislike sunlight and dry weather. They have been known to seek out locations like barns, the undersides of bridges, or even fortifications like castles for shelter as dawn starts to break. Woe to the unprepared farmer who ambles out at sunrise to milk the cows but instead finds that a giant slug has made the barn its home! Subterranean giant slugs don't have to worry about sunlight, and crawl about on no schedule in particular. Narrow tunnels pose little obstacle for them, as the creatures can easily compress their bodies. These factors make their movements very unpredictable, so they pose quite a menace for underground peoples like __kobolds__ or __xulgaths__.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- senses:
- - Perception +14
- - no hearing
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- perception: 14
- ability_mods:
- str_mod: 7
- dex_mod: -1
- con_mod: 7
- int_mod: -5
- wis_mod: 2
- cha_mod: -4
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 11
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 165
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: acid
- weaknesses:
- - amount: 5
- type: salt
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 15
- type: climb
- melee:
- - action_cost: One Action
- name: radula
- to_hit: 21
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+10
- type: slashing
- plus_damage:
- - formula:
- type: mucus
- - action_cost: One Action
- name: foot
- to_hit: 21
- traits:
- - reach 10 feet
- damage:
- formula: 2d8+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: mucus
- ranged:
- - action_cost: One Action
- name: disgorged mucus
- to_hit: 17
- traits:
- - brutal
- - range increment 50 feet
- - splash
- damage:
- formula: 3d6
- type: acid damage
- plus_damage:
- - formula:
- type: mucus and 1d6 acid splash damage
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Malleable
- action_cost: None
- traits:
- description: The giant slug can fit through tight spaces as if it were a Large creature. While __Squeezing__, it can move at its full Speed. It can Squeeze through spaces that typically fit only a Medium creature, but it does so at the usual Speed for Squeezing.
- raw_description: '**Malleable** The giant slug can fit through tight spaces as if it were a Large creature. While __Squeezing__, it can move at its full Speed. It can Squeeze through spaces that typically fit only a Medium creature, but it does so at the usual Speed for Squeezing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mucus
- action_cost: None
- traits:
- description: Any creature hit by the giant slug or that moves into its mucus trail is coated in sticky, caustic mucus. It takes 1d4 __persistent acid damage__ and takes a -5-foot status penalty to its Speeds while the damage persists.
- raw_description: '**Mucus** Any creature hit by the giant slug or that moves into its mucus trail is coated in sticky, caustic mucus. It takes 1d4 __persistent acid damage__ and takes a -5-foot status penalty to its Speeds while the damage persists.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mucus Trail
- action_cost: None
- traits:
- description: Any square the giant slug moves into is coated in mucus. These spaces are difficult terrain, and any creature that moves into one or ends its turn in one is subjected to the slug's mucus. After an hour, the mucus dries and the area is no longer difficult terrain.
- raw_description: "**Mucus Trail** Any square the giant slug moves into is coated in mucus. These spaces are difficult terrain, and any creature that moves into one or ends its turn in one is subjected to the slug's mucus. After an hour, the mucus dries and the area is no longer difficult terrain."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 27
- raw_description: '**__Trample__** [Three Actions] Large or smaller, foot, DC 27'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Slurk
- source:
- - abbr: Bestiary
- page_start: 301
- page_stop:
- 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 to ceilings, it can be easy for unwary cave explorers to end up on the wrong end of the beast's formidable ivory tusks.
-
-
-
-
- Slurks exude two very different types of foul-smelling secretions from their pale white skin. Large pustules on the slurk's back drip a sticky resin-like slime that quickly hardens upon exposure to air. By flexing its skin, the slurk can burst these pustules in the direction of intruders, covering its foes in sticky goo and severely limiting their ability to withstand the monster's other attacks, including the effects of its other secretion. Glands along the slurk's ventral side excrete an incredibly slippery and fetid grease, which protects the slurk from the immobilizing effects of its own back slime but also has the added benefit of making it extremely difficult to grapple and capture. The best way to discover if a slurk is in the vicinity is to look for hard clumps of such grease, which accumulate and dry in cave corners and amid rock piles where the slurk rests between meals.
-
-
-
-
- Slurks are thought to be descendants of a failed dwarven attempt to domesticate and breed large subterranean frogs as food and labor animals. Despite this apparent failure, slurks are often befriended by others who live underground. The sticky frog-beasts have proven extremely desirable to kobolds, who now domesticate and train slurks as powerful mounts and guardians. While other creatures, particularly boggards, sometimes train slurks to serve as guardians, kobolds remain those who use these creatures the most. A kobold mounted on a slurk will often hide in the upper ledges of a cave, using the advantages of height and surprise to harry foes with ranged attacks. Kobold riders also take advantage of the slurk's ability to climb, and charge at their enemies from the walls of a cavern.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +6
- - darkvision
- languages:
- - Draconic
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc: +8 to Escape
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 4
- int_mod: -4
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 10
- fort_misc: +12 vs. Grapple or Shove
- ref: 6
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: tusks
- to_hit: 11
- traits:
- - deadly 1d10
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: slime squirt
- to_hit: 9
- traits:
- - range increment 30 feet
- damage:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Belly Grease
- action_cost: Three Actions
- traits:
- description: The slurk extrudes a slippery grease from its ventral glands to coat the floor under it and in a 5-foot emanation, turning the affected area into uneven ground for 10 minutes, after which it dries to a putrid crust. The DC to Balance across the slime is 18.
- raw_description: '**Belly Grease** [Three Actions] The slurk extrudes a slippery grease from its ventral glands to coat the floor under it and in a 5-foot emanation, turning the affected area into uneven ground for 10 minutes, after which it dries to a putrid crust. The DC to Balance across the slime is 18.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Entangling Slime
- action_cost: None
- traits:
- 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 be consecutive or made by the same creature.
- raw_description: "**Entangling Slime** 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 be consecutive or made by the same creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Smilodon
- source:
- - abbr: Bestiary
- page_start: 53
- page_stop:
- 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 oversized fangs are particularly sought after as trophies.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +14
- - low-light vision
- - scent (imprecise) 60 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 12
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 110
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 16
- traits:
- damage:
- formula: 2d10+6
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 16
- traits:
- - agile
- damage:
- formula: 2d8+6
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pierce Armor
- action_cost: One Action
- traits:
- description: The smilodon makes a fangs Strike against a creature it is grabbing. If the attack hits, the creature is knocked prone; if the creature is wearing armor with hardness 10 or lower, the armor is broken. If this Strike breaks a creature's armor or damages a creature who is unarmored or wearing broken armor, the creature also takes 2d6 persistent bleed damage. This Strike doesn't further damage armor that's already broken.
- raw_description: "**Pierce Armor** The smilodon makes a fangs Strike against a creature it is grabbing. If the attack hits, the creature is knocked prone; if the creature is wearing armor with hardness 10 or lower, the armor is broken. If this Strike breaks a creature's armor or damages a creature who is unarmored or wearing broken armor, the creature also takes 2d6 persistent bleed damage. This Strike doesn't further damage armor that's already broken."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The smilodon Strides and makes a Strike at the end of that movement. If the smilodon began this action hidden, it remains hidden until after this ability's Strike.
- raw_description: "**Pounce** The smilodon Strides and makes a Strike at the end of that movement. If the smilodon began this action hidden, it remains hidden until after this ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The smilodon deals 1d6 extra precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The smilodon deals 1d6 extra precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Snapping Flytrap
- source:
- - abbr: Bestiary
- page_start: 160
- page_stop:
- description: >-
- The snapping flytrap is a ravenous, carnivorous plant that is quick to bite at any creature that passes by. Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Mindless
- - Plant
- senses:
- - Perception +7
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 10
- misc: +13 in undergrowth
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 5
- int_mod: -5
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 8
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- - mental
- resistances:
- - amount: 5
- type: acid
- weaknesses:
- - amount: 5
- type: fire
- automatic_abilities:
- - name: Quick Capture
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Quick Capture** [Reaction] **Trigger** A creature hits or touches the flytrap. **Effect** The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf.'
- generic_description:
- frequency:
- trigger: A creature hits or touches the flytrap.
- effect: The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- melee:
- - action_cost: One Action
- name: leaf
- to_hit: 11
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- - formula: 1d6
- type: acid and Improved Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Focused Assault
- action_cost: Two Actions
- traits:
- 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 multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has.
- raw_description: "**Focused Assault** [Two Actions] 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 multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hungry Flurry
- action_cost: Two Actions
- traits:
- 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 all its attacks.
- raw_description: "**Hungry Flurry** [Two Actions] 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 all its attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5
- raw_description: '**Swallow Whole** (__attack__) Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Snapping Turtle
- source:
- - abbr: Bestiary 2
- page_start: 269
- page_stop:
- description: >-
- Snapping turtles are freshwater reptiles with a long flexible neck, a sharp piercing beak, and a confrontational temperament that doesn't prevent some spellcasters from choosing these creatures as familiars. They weigh about 20 pounds and have shells around 18 inches in length.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Animal
- senses:
- - Perception +3
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 3
- misc: +5 in water
- perception: 3
- ability_mods:
- str_mod: 1
- dex_mod: -1
- con_mod: 4
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: The snapping turtle can hold its breath for 30 minutes.
- raw_description: '**Deep Breath** The snapping turtle can hold its breath for 30 minutes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 1
- ref_misc:
- will: 3
- will_misc:
- misc:
- hp: 9
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 6
- traits:
- damage:
- formula: 1d4+2
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Clench Jaws
- action_cost: One Action
- traits:
- description:
- raw_description: '**Clench Jaws** **Requirements** The snapping turtle damaged a creature with a jaws Strike in its previous action; **Effect** The snapping turtle clenches its jaws down and automatically deals an additional 1d4 bludgeoning damage to the creature it just bit.'
- generic_description:
- frequency:
- trigger:
- effect: The snapping turtle damaged a creature with a jaws Strike in its previous action
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shell Defense
- action_cost: One Action
- traits:
- description: The snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 18, but it can't act except to reemerge, which it can do as a single action.
- raw_description: "**Shell Defense** The snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 18, but it can't act except to reemerge, which it can do as a single action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sod Hound
- source:
- - abbr: Bestiary
- page_start: 146
- page_stop:
- description: >-
- Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Earth
- - Elemental
- senses:
- - Perception +9
- - crystal sense (imprecise) 60 feet
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 9
- misc: +11 to Track
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: -1
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- - name: Crystal Sense
- action_cost: None
- traits:
- description: A sod hound can sense crystals or gems within 60 feet as if using the scent ability
- raw_description: '**Crystal Sense** A sod hound can sense crystals or gems within 60 feet as if using the scent ability'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 6
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 44
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 20
- type: burrow
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d10+6
- type: piercing
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Earth Glide
- action_cost: None
- traits:
- description: The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Solar
- source:
- - abbr: Bestiary 2
- page_start: 16
- page_stop:
- description: >-
- Solars are among the greatest of all angels, ranking just below empyreal lords. Many solars serve at the right hand of a deity or champion a cause that benefits an entire world. Most archangels resemble humanoids, but not all—they can adopt more unusual forms as needed. A typical solar is about 9 feet tall and weighs about 500 pounds, with a commanding voice that is impossible to ignore. Most have silvery or golden skin.
-
-
-
-
- Solars are legendary trackers; the most masterful of them are said to be able to follow the centuries-old passage of a pit fiend flying through the Astral Plane.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 51
- level: 23
- rarity: Rare
- type: Creature
- alignment: NG
- size: Large
- traits:
- - Rare
- - NG
- - Large
- - Angel
- - Celestial
- senses:
- - Perception +40
- - darkvision
- - true seeing
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Arcana '
- bonus: 38
- misc:
- - name: 'Athletics '
- bonus: 43
- misc:
- - name: 'Diplomacy '
- bonus: 43
- misc:
- - name: 'Religion '
- bonus: 43
- misc:
- - name: 'Stealth '
- bonus: 36
- misc:
- - name: 'Survival '
- bonus: 46
- misc:
- perception: 40
- ability_mods:
- str_mod: 10
- dex_mod: 6
- con_mod: 8
- int_mod: 5
- wis_mod: 9
- cha_mod: 10
- sense_abilities:
- items:
- - +3 major striking greatsword
- - +3 major striking longbow
- ac: 49
- ac_special:
- saves:
- fort: 40
- fort_misc:
- ref: 34
- ref_misc:
- will: 37
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 500
- hp_misc: regeneration 20 (deactivated by evil
- immunities:
- resistances:
- weaknesses:
- - amount: 25
- type: evil
- automatic_abilities:
- - name: Aura of Protection
- action_cost: None
- traits:
- - abjuration
- - aura
- - divine
- description: 20 feet. Allies in the solar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to saves against effects from evil creatures. The bonus increases to +4 against control by evil creatures and attacks by evil summoned creatures. When the solar or an ally is hit by an attack from a creature in the aura, that foe must succeed at a DC 43 Will save or be blinded for 1 minute (this is an __incapacitation__ effect). It's then temporarily immune for 1 minute.
- raw_description: "**Aura of Protection** (__abjuration__, __aura__, __divine__) 20 feet. Allies in the solar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to saves against effects from evil creatures. The bonus increases to +4 against control by evil creatures and attacks by evil summoned creatures. When the solar or an ally is hit by an attack from a creature in the aura, that foe must succeed at a DC 43 Will save or be blinded for 1 minute (this is an __incapacitation__ effect). It's then temporarily immune for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 100
- type: fly
- melee:
- - action_cost: One Action
- name: holy greatsword
- to_hit: 44
- traits:
- - good
- - magical
- - versatile P
- damage:
- formula: 4d12+22
- type: slashing
- plus_damage:
- - formula: 2d6
- type: good
- ranged:
- - action_cost: One Action
- name: holy longbow
- to_hit: 40
- traits:
- - deadly d10
- - good
- - magical
- - propulsive
- - range increment 100 feet
- - volley 30 feet
- damage:
- formula: 4d8+17
- type: piercing
- plus_damage:
- - formula: 2d6
- type: good and arrow of mortality
- spell_lists:
- - name: Divine Innate Spells
- dc: 46
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: power word stun
- frequency:
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - name: remove disease
- frequency:
- requirement:
- - name: revival
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: dispel magic
- frequency: at will
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: overwhelming presence
- frequency:
- requirement:
- - name: power word blind
- frequency:
- requirement:
- - name: power word kill
- frequency:
- requirement:
- - name: sunburst
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency:
- requirement:
- - name: remove fear
- frequency: at will
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: restoration
- frequency: at will
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: breath of life
- frequency:
- requirement:
- - name: death ward
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimensional anchor
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: -1
- heightened_level: 10
- spells:
- - name: detect alignment
- frequency: evil only
- requirement:
- - name: tongues
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 46
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: freedom
- frequency:
- requirement:
- - name: imprisonment
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: call spirit
- frequency:
- requirement:
- - name: resurrect
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: animate object
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: angelic messenger
- frequency:
- requirement:
- proactive_abilities:
- - name: Animate Weapon
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Animate Weapon** [Reaction] **Trigger** The solar hits with a melee weapon Strike while Animate Weapon is not already in effect; **Effect **The solar's weapon leaps into the air and moves with the solar as if held with both hands. The weapon gains the effects of the __dancing__ weapon rune for 1 minute."
- generic_description:
- frequency:
- trigger: The solar hits with a melee weapon Strike while Animate Weapon is not already in effect
- effect: The solar's weapon leaps into the air and moves with the solar as if held with both hands. The weapon gains the effects of the __dancing__ weapon rune for 1 minute.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Arrow of Mortality
- action_cost: None
- traits:
- description: The solar doesn't need to provide ammunition for their bow. When they draw their bow, they create a magical arrow of light that sheds bright light in a 20-foot radius until the end of the solar's next turn. On a critical hit with the arrow, if the target has 75 or fewer Hit Points after taking the damage, it drops to 0 Hit Points and becomes __dying 1__ (or, if it was already dying, increases its dying value by 3).
- raw_description: "**Arrow of Mortality** The solar doesn't need to provide ammunition for their bow. When they draw their bow, they create a magical arrow of light that sheds bright light in a 20-foot radius until the end of the solar's next turn. On a critical hit with the arrow, if the target has 75 or fewer Hit Points after taking the damage, it drops to 0 Hit Points and becomes __dying 1__ (or, if it was already dying, increases its dying value by 3)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: The solar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) The solar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Holy Armaments
- action_cost: None
- traits:
- - divine
- - evocation
- description: Any weapon gains the effect of a __holy__ property rune while a solar wields it.
- raw_description: '**Holy Armaments** (__divine__, __evocation__) Any weapon gains the effect of a __holy__ property rune while a solar wields it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Soul Eater
- source:
- - abbr: Bestiary 2
- page_start: 247
- page_stop:
- description: >-
- Only the most desperate or foolhardy conjurers call upon the aid of these strange fiends from the inky swamps of __Abaddon__.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Uncommon
- - N
- - Medium
- - Fiend
- senses:
- - Perception +15
- - greater darkvision
- languages:
- - Daemonic
- skills:
- - name: 'Abaddon Lore '
- bonus: 12
- misc:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 17
- misc: +19 in darkness or smoke
- perception: 15
- ability_mods:
- str_mod: 0
- dex_mod: 6
- con_mod: 4
- int_mod: -1
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- - name: Caster Link
- action_cost: None
- traits:
- - detection
- - divine
- - divination
- description: A conjured soul eater forms a mental link with its conjurer. While both are on the same plane, the soul eater knows the location of its conjurer per its find target ability. If the soul eater's target dies before the soul eater can drain its soul, or if the soul eater is defeated (but not destroyed) by the target, the soul eater returns to its conjurer and tries to kill them.
- raw_description: "**Caster Link** (__detection__, __divine__, __divination__) A conjured soul eater forms a mental link with its conjurer. While both are on the same plane, the soul eater knows the location of its conjurer per its find target ability. If the soul eater's target dies before the soul eater can drain its soul, or if the soul eater is defeated (but not destroyed) by the target, the soul eater returns to its conjurer and tries to kill them."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Find Target
- action_cost: None
- traits:
- - detection
- - divine
- - divination
- description: When a soul eater is conjured to the Material Plane to find a specific creature, it gains the benefits of a 5th-level __locate__ spell that isn't blocked by lead or running water. The conjurer must have seen the target and must speak the target's name while conjuring the soul eater in order to grant this ability.
- raw_description: "**Find Target** (__detection__, __divine__, __divination__) When a soul eater is conjured to the Material Plane to find a specific creature, it gains the benefits of a 5th-level __locate__ spell that isn't blocked by lead or running water. The conjurer must have seen the target and must speak the target's name while conjuring the soul eater in order to grant this ability."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 19
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 80
- hp_misc:
- immunities:
- - critical hits
- - disease
- - paralyzed
- - poison
- - precision
- - sleep
- resistances:
- - amount: 10
- type: physical
- weaknesses:
- - amount: 10
- type: good
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 19
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6+3
- type: slashing
- plus_damage:
- - formula: 2d6
- type: negative and mind-numbing touch
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drain Soul
- action_cost: Three Actions
- traits:
- - death
- - divine
- - manipulate
- - necromancy
- description:
- raw_description: "**Drain Soul** [Three Actions] (__death__, __divine__, __manipulate__, __necromancy__) **Requirements** The soul eater is adjacent to a __dying__ creature; **Effect** The soul eater attempts to devour the dying creature's soul. The creature must attempt a DC 25 Will save. A creature that dies as a result of Drain Soul can't be restored to life except by a spell or ritual of 8th level or higher. If the soul eater that used Drain Soul on a creature is slain within 100 feet of that creature's corpse and the creature has been dead no longer than 1 minute, the creature's soul returns to its body and is restored to life, leaving the creature __unconscious__ and dying 1 but no longer __doomed__. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature becomes doomed 1, or increases its doomed value by 1 if it was already doomed. \n\n**Failure** As success, but doomed 2. \n\n**Critical Failure** As success, but doomed 3."
- generic_description:
- frequency:
- trigger:
- effect: The soul eater is adjacent to a __dying__ creature
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature becomes doomed 1, or increases its doomed value by 1 if it was already doomed.
- failure: As success, but doomed 2.
- critical_failure: As success, but doomed 3.
- full_description:
- - name: Mind-Numbing Touch
- action_cost: None
- traits:
- - curse
- - divine
- - necromancy
- description: When a soul eater hits a creature with its claw Strike, the creature must succeed at a DC 23 Fortitude save or become __stupefied 1__ (stupefied 2 on a critical failure). Further damage dealt by the soul eater increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. This condition value decreases by 1 each time the creature gets a full night's rest. As long as the creature is stupefied by a soul eater, rest does not decrease any __doomed__ value that creature might have.
- raw_description: "**Mind-Numbing Touch** (__curse__, __divine__, __necromancy__) When a soul eater hits a creature with its claw Strike, the creature must succeed at a DC 23 Fortitude save or become __stupefied 1__ (stupefied 2 on a critical failure). Further damage dealt by the soul eater increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. This condition value decreases by 1 each time the creature gets a full night's rest. As long as the creature is stupefied by a soul eater, rest does not decrease any __doomed__ value that creature might have."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Soulbound Doll
- source:
- - abbr: Bestiary
- page_start: 304
- page_stop:
- 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 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 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 has given consent to such use before their death occurred
-
-
-
-
- Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
-
-
-
-
- The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther a eld on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: Any
- size: Tiny
- traits:
- - Any
- - Tiny
- - Construct
- - Soulbound
- senses:
- - Perception +8
- - darkvision
- languages:
- - one spoken by its creator (typically Common)
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Occultism '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: -2
- dex_mod: 4
- con_mod: 3
- int_mod: 0
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Personality Fragments
- action_cost: None
- 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.
- raw_description: "**Personality Fragments** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 10
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 23
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 10
- traits:
- - agile
- - finesse
- - magical
- damage:
- formula: 1d6+2
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 18
- to_hit: 8
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: chilling darkness
- frequency: if alignment is Lawful Evil
- requirement:
- - name: grease
- frequency: if alignment is Chaotic Neutral
- requirement:
- - name: harm
- frequency: if alignment is Neutral Evil
- requirement:
- - name: heal
- frequency: if alignment is Chaotic Good
- requirement:
- - name: heroism
- frequency: if alignment is Neutral Good
- requirement:
- - name: levitate
- frequency:
- requirement:
- - name: nondetection
- frequency: if alignment is Lawful Neutral
- requirement:
- - name: vampiric touch
- frequency: if alignment is Chaotic Evil
- requirement:
- - name: wall of thorns
- frequency: if alignment is Neutral
- requirement:
- - name: zone of truth
- frequency: if alignment is Lawful Good
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: light
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Soulbound Ruin
- source:
- - abbr: 'Pathfinder #148: Fires of the Haunted City'
- page_start: 85
- page_stop:
- description: >-
- Those who tread in ruined places sometimes speak of a sense that a supernatural presence is there alongside them, as if the spirits of the dead were watching intently. Such presences can be very real, often taking the form of ghosts or other shades of undead that cannot let go of their attachment to the Material Plane. But sometimes, instead of manifesting as distinct spirits, the souls of the dead infuse the very stone and mortar around them. When enough souls attach themselves to a single place—be it a home, crypt, or castle—it can take on a life of its own, becoming a soulbound ruin.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 34
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: NE
- size: Gargantuan
- traits:
- - NE
- - Gargantuan
- - Construct
- - Undead
- senses:
- - Perception +25
- - darkvision
- languages:
- - Common
- - and other languages typical to the region
- skills:
- - name: 'Athletics '
- bonus: 30
- misc:
- - name: 'Deception '
- bonus: 26
- misc:
- perception: 25
- ability_mods:
- str_mod: 10
- dex_mod: 0
- con_mod: 6
- int_mod: 4
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 29
- fort_misc:
- ref: 21
- ref_misc:
- will: 27
- will_misc:
- misc:
- hp: 310
- hp_misc: negative healing
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - necromancy
- - nonlethal
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 10
- type: physical (except adamantine)
- weaknesses:
- - amount: 15
- type: positive
- automatic_abilities:
- - name: Vulnerability to Exorcism
- action_cost: None
- traits:
- description: When a soulbound ruin fails a saving throw against a spell that would banish tormented spirits or manipulate souls, such as __banishment__ or __bind soul__, instead of experiencing the listed effects, it takes 10 damage per spell level.
- raw_description: '**Vulnerability to Exorcism** When a soulbound ruin fails a saving throw against a spell that would banish tormented spirits or manipulate souls, such as __banishment__ or __bind soul__, instead of experiencing the listed effects, it takes 10 damage per spell level.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Impede
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Impede** [Reaction] **Frequency** once per turn; **Trigger** A creature within the soulbound ruin uses an action with the move trait. **Effect** The soulbound ruin reacts violently to stop the creature's movement, shooting spikes, throwing bricks, or otherwise impeding the target. The target must succeed at a DC 35 Reflex save or fall __prone__."
- generic_description:
- frequency: once per turn
- trigger: A creature within the soulbound ruin uses an action with the move trait.
- effect: The soulbound ruin reacts violently to stop the creature's movement, shooting spikes, throwing bricks, or otherwise impeding the target. The target must succeed at a DC 35 Reflex save or fall __prone__.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount:
- type: can't move
- melee:
- - action_cost: One Action
- name: edifice
- to_hit: 30
- traits:
- damage:
- formula: 4d10+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Collapse Ceiling
- action_cost: Three Actions
- traits:
- description: The ruin collapses up to three 10-footby- 10-foot sections of its ceiling. The ruin takes 10 damage per section it collapses, and it can't collapse the same section until it has been repaired. Each creature in one of these areas takes 8d10 bludgeoning damage with a DC 35 basic Reflex save. On a failed save, the creature is also restrained under the rubble until it Escapes (DC 33).
- raw_description: "**Collapse Ceiling** [Three Actions] The ruin collapses up to three 10-footby- 10-foot sections of its ceiling. The ruin takes 10 damage per section it collapses, and it can't collapse the same section until it has been repaired. Each creature in one of these areas takes 8d10 bludgeoning damage with a DC 35 basic Reflex save. On a failed save, the creature is also restrained under the rubble until it Escapes (DC 33)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pervasive Attacks
- action_cost: None
- traits:
- description: A soulbound ruin's edifice Strikes can target any creature inside the ruin.
- raw_description: "**Pervasive Attacks** A soulbound ruin's edifice Strikes can target any creature inside the ruin."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Self-Repair
- action_cost: None
- traits:
- description: The ruin can spend 10 minutes repairing itself to regain up to 30 Hit Points. If the ruin is interrupted during this time, it loses its focus and the repair fails. This ability functions even if the ruin is reduced to 0 HP, unless a __consecrate__ ritual has been performed to purify the building, in which case the soulbound ruin is destroyed. This ritual must be dedicated to a good deity or a deity with a strong opposition to undead, such as __Pharasma__.
- raw_description: '**Self-Repair** The ruin can spend 10 minutes repairing itself to regain up to 30 Hit Points. If the ruin is interrupted during this time, it loses its focus and the repair fails. This ability functions even if the ruin is reduced to 0 HP, unless a __consecrate__ ritual has been performed to purify the building, in which case the soulbound ruin is destroyed. This ritual must be dedicated to a good deity or a deity with a strong opposition to undead, such as __Pharasma__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Spark Bat
- source:
- - abbr: Bestiary 2
- page_start: 106
- page_stop:
- description: >-
- Spark bats congregate around volatile weather in the Plane of Air.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Air
- - Elemental
- senses:
- - Perception +7
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 7
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 11
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 18
- hp_misc:
- immunities:
- - bleed
- - electricity
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+5
- type: electricity
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Arc Lightning
- action_cost: None
- traits:
- - move
- - electricity
- - primal
- - transmutation
- description: The spark bat transforms into lightning that arcs to a large piece of metal within 100 feet, such as a suit of metal armor or a metal weapon. The bat then returns to its normal form in a space adjacent to the metal. This movement doesn't trigger reactions.
- raw_description: "**Arc Lightning** (__move__, __electricity__, __primal__, __transmutation__) The spark bat transforms into lightning that arcs to a large piece of metal within 100 feet, such as a suit of metal armor or a metal weapon. The bat then returns to its normal form in a space adjacent to the metal. This movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Spear Frog
- source:
- - abbr: Bestiary 2
- page_start: 121
- page_stop:
- description: >-
- The spear frog is named for its toxin, which is traditionally used to envenom thrown projectiles like spears and daggers.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Animal
- senses:
- - Perception +6
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 0
- misc: +6 to Climb, High Jump, Long Jump, and Swim
- perception: 6
- ability_mods:
- str_mod: -2
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 14
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 7
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 12
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Toxic Skin
- action_cost: None
- traits:
- description: Anytime a creature touches the spear frog or an adjacent creature Strikes the spear frog with a melee attack, that creature is exposed to spear frog venom.
- raw_description: '**Toxic Skin** Anytime a creature touches the spear frog or an adjacent creature Strikes the spear frog with a melee attack, that creature is exposed to spear frog venom.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- - formula:
- type: spear frog venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Spear Frog Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)'
- raw_description: '**Spear Frog Venom** (__poison__) **Saving Throw** DC 15 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __enfeebled 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sticky Feet
- action_cost: None
- traits:
- description: Spear frogs are not flat-footed when __Balancing__ on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling.
- raw_description: '**Sticky Feet** Spear frogs are not flat-footed when __Balancing__ on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Specter
- source:
- - abbr: Bestiary 2
- page_start: 248
- page_stop:
- description: >-
- When an evil mortal creature dies, it sometimes returns to haunt the area of its death as a specter, a hateful remnant, always seeking to slay others—particularly __humanoids__—in an attempt to distribute its pain among as many souls as it can. A specter maintains a strange semblance of its prior identity, but with a corrupted sense of purpose. It cannot be reasoned with.
-
-
-
-
- A specter denied the opportunity to harm living humanoids grows increasingly agonized and irrational, akin to the mindset of a starving person forever denied a release from agony through death.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Incorporeal
- - Undead
- senses:
- - Perception +15
- - darkvision
- languages:
- - Common
- - Necril
- - telepathy 100 feet (with spectral thralls only)
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 15
- ability_mods:
- str_mod: -5
- dex_mod: 6
- con_mod: 4
- int_mod: 0
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 17
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 95
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 5
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 30 feet, DC 22
- raw_description: >-
- **Frightful Presence** 30 feet, DC 22 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Pain Starvation
- action_cost: None
- traits:
- description: A specter that goes for more than a month without dealing negative damage to a living humanoid becomes desperate and almost feral. It changes alignment from lawful evil to chaotic evil, loses control of any corrupted thralls it might have, and becomes __quickened__. It can use its additional action only to make vile touch Strikes against __humanoid__ targets. At the end of any turn in which it deals any amount of negative damage to a living humanoid, it reverts to lawful evil and is no longer quickened, but any thralls it lost control of remain free.
- raw_description: '**Pain Starvation** A specter that goes for more than a month without dealing negative damage to a living humanoid becomes desperate and almost feral. It changes alignment from lawful evil to chaotic evil, loses control of any corrupted thralls it might have, and becomes __quickened__. It can use its additional action only to make vile touch Strikes against __humanoid__ targets. At the end of any turn in which it deals any amount of negative damage to a living humanoid, it reverts to lawful evil and is no longer quickened, but any thralls it lost control of remain free.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sunlight Powerlessness
- action_cost: None
- traits:
- description: A specter caught in sunlight is __clumsy 2__ and __slowed 2__ for as long as it remains in the sunlight.
- raw_description: '**Sunlight Powerlessness** A specter caught in sunlight is __clumsy 2__ and __slowed 2__ for as long as it remains in the sunlight.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: vile touch
- to_hit: 18
- traits:
- - finesse
- damage:
- formula: 6d6
- type: negative
- plus_damage:
- - formula:
- type: spectral corruption
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Spectral Corruption
- action_cost: None
- traits:
- - curse
- - divine
- - enchantment
- - incapacitation
- - mental
- description: "When the specter damages a living creature with its vile touch Strike, the specter gains 5 temporary Hit Points and the target creature must attempt a DC 25 Will save to avoid becoming corrupted. \n\n"
- raw_description: "**Spectral Corruption** (__curse__, __divine__, __enchantment__, __incapacitation__, __mental__) When the specter damages a living creature with its vile touch Strike, the specter gains 5 temporary Hit Points and the target creature must attempt a DC 25 Will save to avoid becoming corrupted. \n\n**Critical Success** The creature is unaffected and is temporarily immune to spectral corruption for 1 minute. \n\n**Success** The creature is __stupefied 2__ for 1 hour. \n\n**Failure** The creature succumbs to the corruption and becomes a spectral thrall. The creature is controlled by the specter, obeying the specter's telepathic or spoken orders, though a spectral thrall does not obey obviously self-destructive orders. It can attempt a new Will save at the end of each of its turns; on a success, it is no longer controlled by the specter but becomes stupefied 2 for 1 hour. \n\n**Critical Failure** As failure, but the creature remains a thrall to the specter until the curse is removed or until the specter succumbs to pain starvation; it can't attempt new Will saves to recover on its own."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is temporarily immune to spectral corruption for 1 minute.
- success: The creature is stupefied 2 for 1 hour.
- failure: The creature succumbs to the corruption and becomes a spectral thrall. The creature is controlled by the specter, obeying the specter's telepathic or spoken orders, though a spectral thrall does not obey obviously self-destructive orders. It can attempt a new Will save at the end of each of its turns; on a success, it is no longer controlled by the specter but becomes stupefied 2 for 1 hour.
- critical_failure: As failure, but the creature remains a thrall to the specter until the curse is removed or until the specter succumbs to pain starvation; it can't attempt new Will saves to recover on its own.
- full_description:
-- name: Sphinx
- source:
- - abbr: Bestiary
- page_start: 305
- page_stop:
- description: >-
- Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in legends as nothing more than monsters, and though they are quick to anger and are capable of exacting deadly retribution for perceived slights, they are also very intelligent.
-
-
-
-
- Sphinxes are often associated with desert regions, but they can dwell in more moderate climates as well. They form small groups consisting of a single, extended family that hunts and works together to protect and teach their young. As they mature, sphinxes develop a wanderlust, a drive to gather hidden lore and solve the world's greatest riddles—the trait that is perhaps most often identified with their kind.
-
-
-
-
- While sometimes bound into service as guardians for powerful spellcasters, lone sphinxes may also be encountered on journeys of discovery and as purveyors of esoteric lore. If treated with the proper respect—and fed well—a sphinx can demonstrate a willingness to exchange information. Their favorite currency is, of course, riddles and secrets. One who can trade knowledge for knowledge has a much better chance of succeeding while bargaining with a sphinx. However, a sphinx's insatiable thirst for new riddles as well their extensive collection of secrets accumulated over hundreds of years of life—makes it difficult to offer them something they don't already know. Those who attempt to trade petty insight and stale riddles may invoke a sphinx's ire and will not live long enough to regret it.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Beast
- senses:
- - Perception +18
- - darkvision
- - detect magic
- - see invisibility
- languages:
- - Common
- - Draconic
- - Sphinx
- - comprehend language
- skills:
- - name: 'Arcana '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Bardic Lore '
- bonus: 19
- misc:
- - name: 'Deception '
- bonus: 16
- misc:
- - name: 'Diplomacy '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Occultism '
- bonus: 17
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 3
- int_mod: 5
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- - name: Bardic Lore
- action_cost: None
- traits:
- description: Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic.
- raw_description: '**Bardic Lore** Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 14
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d6+9
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: clairaudience
- frequency: at will
- requirement:
- - name: clairvoyance
- frequency: at will
- requirement:
- - name: read omens
- frequency:
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: locate
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Claw Rake
- action_cost: Three Actions
- traits:
- description: The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.
- raw_description: '**Claw Rake** [Three Actions] The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, they remain hidden until after the attack.
- raw_description: '**Pounce** The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, they remain hidden until after the attack.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Warding Glyph
- action_cost: None
- traits:
- description: 'Once per week, a Sphinx can create a magical symbol as though casting a heightened glyph of warding spell. The sphinx usually shapes the glyph to take the form of a written riddle, and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or suffer one of the following spell effects, chosen by the sphinx when creating the symbol: synaptic pulse (5th), charm (4th), fear (3rd), phantom pain (3rd), sleep (3rd). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them.'
- raw_description: '**Warding Glyph** Once per week, a Sphinx can create a magical symbol as though casting a heightened glyph of warding spell. The sphinx usually shapes the glyph to take the form of a written riddle, and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or suffer one of the following spell effects, chosen by the sphinx when creating the symbol: synaptic pulse (5th), charm (4th), fear (3rd), phantom pain (3rd), sleep (3rd). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Spider Swarm
- source:
- - abbr: Bestiary
- page_start: 306
- page_stop:
- description: >-
- An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +4
- - darkvision
- - web sense
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 2
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 4
- ability_mods:
- str_mod: -2
- dex_mod: 3
- con_mod: 0
- int_mod: -5
- wis_mod: 0
- cha_mod: -4
- sense_abilities:
- - name: Web Sense
- action_cost: None
- traits:
- description: The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web.
- raw_description: '**Web Sense** The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 7
- ref_misc:
- will: 2
- will_misc:
- misc:
- hp: 12
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 2
- type: bludgeoning
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- - amount: 5
- type: area damage
- - amount: 5
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swarming Bites
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Swarming Bites** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spider Swarm Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 14; **Maximum Duration** 4 rounds; **Stage 1** 1 poison and enfeebled 1 (1 round); **Stage 2** 1d4 poison and enfeebled 1 (1 round).'
- raw_description: '**Spider Swarm Venom** (__poison__) **Saving Throw** Fortitude DC 14; **Maximum Duration** 4 rounds; **Stage 1** 1 poison and enfeebled 1 (1 round); **Stage 2** 1d4 poison and enfeebled 1 (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Spinosaurus
- source:
- - abbr: Bestiary 2
- page_start: 82
- page_stop:
- description: >-
- The spinosaurus is more than just one of the largest carnivorous dinosaurs—it's also one of the most unusual in appearance, with a large, sail-like fin running along its spine. Often quite colorful, this sail allows the spinosaurus to attract mates, aids in swimming, and makes it appear to be even larger than it actually is. A swimming spinosaurus can also use the sail as part of a unique means of staggering prey by slapping the water with it to make a crushing wave.
-
-
-
-
- The spinosaurus is equally at home in water as it is on land, and its long, toothy maw is well-adapted to catching swimming prey. Attempts by giants to capture spinosauruses to serve as guardians typically go poorly, for these headstrong dinosaurs do not domesticate well. Their surly attitudes and striking appearances make them better suited for bloodsports, and they are popular prizes for those who run arenas specializing in battles that pit gladiators against hungry animals or beasts. Of course, an angry dinosaur forced to fight for the amusement of others won't discriminate between potential meals on the battleground and ones seated in the surrounding stands.
-
-
-
-
- The spinosaurus's appearance and strength make it attractive to more than just giants and bloodsport organizers. Spellcasters who mutate and transform animals into magical guardians have long been intrigued by the spinosaurus's potential. More so than any other dinosaurs, spinosauruses have been subjected to fleshwarping procedures, crossbreeding with monsters, and other magical techniques to enhance the creatures' viability as effective guardians.
-
-
-
-
- A spinosaurus can measure up to 60 feet in length and weighs 25,000 pounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- - Dinosaur
- senses:
- - Perception +21
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 19
- misc:
- - name: 'Athletics '
- bonus: 23
- misc: +25 to Swim
- perception: 21
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 6
- int_mod: -4
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- - name: Deep Breath
- action_cost: None
- traits:
- description: A spinosaurus can hold its breath for 2 hours.
- raw_description: '**Deep Breath** A spinosaurus can hold its breath for 2 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 21
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 200
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 23
- traits:
- - deadly d12
- - reach 20 feet
- damage:
- formula: 2d12+14
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+14
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Rip and Tear
- action_cost: One Action
- traits:
- description:
- raw_description: '**Rip and Tear** **Requirements **The spinosaurus has a creature __grabbed__ in its jaws; **Effect **The spinosaurus reaches up and slashes with its claws at the creature it has grabbed, dealing 4d8 slashing damage (DC 30 basic Reflex save) and 1d6 __persistent bleed damage__.'
- generic_description:
- frequency:
- trigger:
- effect: The spinosaurus has a creature __grabbed__ in its jaws
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Staggering Sail
- action_cost: Two Actions
- traits:
- - incapacitation
- description:
- raw_description: "**Staggering Sail** [Two Actions] (__incapacitation__) **Requirements **The spinosaurus is swimming on the surface of water; **Effect **With a powerful lunge to the side, the spinosaurus uses its sail to slap the surface of the water, creating a crushing wave of water that deals 6d6 bludgeoning damage in a 30.foot cone. Each creature in the water in the area must attempt a DC 30 Reflex save. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature takes half damage. \n\n**Failure **The creature takes full damage and is __slowed 1__ until the end of its next turn. \n\n**Critical Failure **The creature takes double damage and is __stunned 3__."
- generic_description:
- frequency:
- trigger:
- effect: The spinosaurus is swimming on the surface of water
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Medium, 2d12+12 bludgeoning, Rupture 19
- raw_description: '**__Swallow Whole__** (__attack__) Medium, 2d12+12 bludgeoning, Rupture 19'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Spiral Centurion
- source:
- - abbr: Bestiary 2
- page_start: 250
- page_stop:
- description: >-
- These mechanical constructs were created to serve as guardians in an ancient and bygone era, although exactly who made them and the secrets of their construction have long since been lost to history. From the waist up, they resemble humanoids made of metal, but from the waist down their bodies take the form of spinning metal tops ringed with blades, which excel at cutting down nearby foes. Most spiral centurions can be directed to stand down with a password, although often these command phrases have been lost to the mists of time. In rare cases, a spiral centurion may also wield manufactured weapons or a shield in addition to its built-in weapons, giving it access to additional actions besides those listed below.
-
-
-
-
- Most spiral centurions are hundreds or even thousands of years old, only staying functional because of the powerful magic used in their creation. Still, millennia of neglect have caused many spiral centurions to develop small glitches or malfunctions.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Construct
- - Mindless
- senses:
- - Perception +20
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 23
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 6
- con_mod: 5
- int_mod: -5
- wis_mod: 2
- cha_mod: -5
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 25
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 170
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount:
- type: Top-Heavy A spiral centurion's top-like design makes it susceptible to effects that would cause it to fall prone. The DC of any attempt to knock the spiral centurion prone is reduced by 5. If the spiral centurion attempts a check or saving throw to resist being knocked prone
- - amount: -5
- type: it takes a status penalty. A spiral centurion that has been knocked prone can-t use any actions other than to attempt to Stand
- - amount: 30
- type: but it must succeed at a DC Acrobatics check to do so.
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: blade
- to_hit: 23
- traits:
- - agile
- - sweep
- damage:
- formula: 2d12+12
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Hurl Blade
- action_cost: Two Actions
- traits:
- description: The spiral centurion hurls one of its blades with an angled spin to ensure a swooping flight path. The blade deals 6d6 slashing damage to each creature in a 40-foot line (DC 30 basic Reflex save). At the start of the spiral centurion-s next turn, the blade swoops around and returns along the same flight path, again dealing 6d6 slashing damage (DC 30 basic Reflex save) to each creature along the same line.
- raw_description: '**Hurl Blade** [Two Actions] The spiral centurion hurls one of its blades with an angled spin to ensure a swooping flight path. The blade deals 6d6 slashing damage to each creature in a 40-foot line (DC 30 basic Reflex save). At the start of the spiral centurion-s next turn, the blade swoops around and returns along the same flight path, again dealing 6d6 slashing damage (DC 30 basic Reflex save) to each creature along the same line.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rev Up
- action_cost: One Action
- traits:
- description:
- raw_description: '**Rev Up** **Requirements** The spiral centurion has not acted yet this turn; **Effect** The spiral centurion Strides up to its Speed. It then gains a +2 circumstance bonus to attack and damage rolls until the end of its turn.'
- generic_description:
- frequency:
- trigger:
- effect: The spiral centurion has not acted yet this turn
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, blade, DC 30
- raw_description: '**__Trample__** [Three Actions] Medium or smaller, blade, DC 30'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whirling Death
- action_cost: Three Actions
- traits:
- description: The spiral centurion spins furiously in place, its blades extended to slice through nearby creatures. It makes up to five melee blade Strikes. No single creature can be targeted by more than one blade Strike during one use of this ability. These attacks count toward the spiral centurion's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made.
- raw_description: "**Whirling Death** [Three Actions] The spiral centurion spins furiously in place, its blades extended to slice through nearby creatures. It makes up to five melee blade Strikes. No single creature can be targeted by more than one blade Strike during one use of this ability. These attacks count toward the spiral centurion's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Spirit Naga
- source:
- - abbr: Bestiary 2
- page_start: 179
- page_stop:
- description: >-
- In naga culture, the foul-tempered, unkempt spirit naga holds a contemptible place similar to that of hags in humanoid cultures. These decrepit creatures live out lives of solitude, sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers without paying a heavy price—for most who dare to show such hubris, the price is their own lives.
-
-
-
-
- Spirit nagas seek out desolate ruins and places long associated with death and corruption. These sinister, serpentine beings can be found in abandoned graveyards, crumbled fortresses, rotting swamps, and blighted woodlands. Though they may know little of the actual history of such places, the nagas are nonetheless attracted to the psychic remnants of evil deeds and tormented spirits that remain within the earth and stones there.
-
-
-
-
- Despite their hideous appearance and treatment as pariahs by other nagas, spirit nagas feel a profound pride in their abilities and even in their hermetic existences. They see themselves as connected to a greater force whose mysteries are revealed only to those who can cast off the trappings and morals of "civilized" society. Even so, spirit nagas gleefully accept the worship of other creatures willing to bow to their capricious whims. They often form cults around themselves, using their charm spells and rituals to ensnare the minds of a few key individuals who spread the nagas' foul influence throughout a community.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Aberration
- senses:
- - Perception +18
- - darkvision
- languages:
- - Aklo
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Deception '
- bonus: 17
- misc:
- - name: 'Intimidation '
- bonus: 19
- misc:
- - name: 'Occultism '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- perception: 18
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 3
- int_mod: 1
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- - name: Coven
- action_cost: None
- traits:
- description: A spirit naga adds __hallucination__, __mind probe__, and __suggestion__ to their coven's spells.
- raw_description: "**Coven** A spirit naga adds __hallucination__, __mind probe__, and __suggestion__ to their coven's spells."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 20
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 160
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 15
- type: swim
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 19
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - formula:
- type: spirit naga venom
- ranged:
- spell_lists:
- - name: Occult Spontaneous Spells
- dc: 28
- to_hit: 20
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: black tentacles
- frequency:
- requirement:
- - name: sending
- frequency:
- requirement:
- - name: subconscious suggestion
- frequency: 3 slots
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: clairvoyance
- frequency:
- requirement:
- - name: confusion
- frequency:
- requirement:
- - name: fly
- frequency:
- requirement:
- - name: modify memory
- frequency: 4 slots
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dream message
- frequency:
- requirement:
- - name: mind reading
- frequency:
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - name: vampiric touch
- frequency: 4 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: blur
- frequency:
- requirement:
- - name: humanoid form
- frequency:
- requirement:
- - name: mirror image
- frequency:
- requirement:
- - name: telekinetic maneuver
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: command
- frequency:
- requirement:
- - name: grim tendrils
- frequency:
- requirement:
- - name: unseen servant
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- - name: sigil
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: inveigle
- frequency:
- requirement:
- proactive_abilities:
- - name: Spirit Naga Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 28; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __stupefied 1__ (1 round); **Stage 2** 2d6 poison damage and __stupefied 2__ (1 round)'
- raw_description: '**Spirit Naga Venom** (__poison__) **Saving Throw** DC 28; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and __stupefied 1__ (1 round); **Stage 2** 2d6 poison damage and __stupefied 2__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Spiritbound Aluum
- source:
- - abbr: 'Pathfinder #149: Against the Scarlet Triad'
- page_start: 83
- page_stop:
- description: >-
- Whereas most aluums are animated by the souls of volunteers loyal to Katapesh, the Pactmasters created a handful of more capable (and deadly) aluums powered by the souls of a dozen or more dangerous criminals. These spiritbound aluums are rarely used as peacekeepers, instead serving as assassins, elite bodyguards, or riot control during times of martial law.
-
-
-
-
- A spiritbound aluum has a dull blue crystalline focus that stores constituent souls, surrounded by a host of smaller gems used for trapping souls the Pactmasters wish to deny from entering the Great Beyond. Spiritbound aluums rarely use this soul-binding ability except when instructed by their masters. However, the murderous or embittered souls within the aluum sometimes exert control and willfully consume a departing soul either out of malice or to incorporate it into the construct's core. If not relieved of its trapped souls in a timely manner, a spiritbound aluum can develop enough will to overcome its masters' orders and even awaken to full sentience. These rogue aluums typically lose the __mindless__ trait, are evil, have an Intelligence modifier of -2 or higher, and gain several skills with bonuses ranging from +25 to +32.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 40
- level: 16
- rarity: Rare
- type: Creature
- alignment: N
- size: Large
- traits:
- - Rare
- - N
- - Large
- - Construct
- - Mindless
- - Soulbound
- senses:
- - Perception +28
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 33
- misc:
- perception: 28
- ability_mods:
- str_mod: 9
- dex_mod: 3
- con_mod: 6
- int_mod: -5
- wis_mod: 4
- cha_mod: -2
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 25
- ref_misc:
- will: 28
- will_misc:
- misc:
- hp: 255
- hp_misc:
- immunities:
- - bleed
- - disease
- - death effects
- - doomed
- - drained
- - fatigued
- - magic (see below)
- - mental
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 15
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 33
- traits:
- - magical
- damage:
- formula: 3d10+17
- type: bludgeoning
- plus_damage:
- - formula:
- type: paralyzing force
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: bind soul
- frequency: x3
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: locate
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Aluum Antimagic
- action_cost: None
- traits:
- description: Spiritbound aluum are immune to spells and magical abilities, with two exceptions. A __negative__ spell or magical ability grants a spiritbound aluum the __quickened__ condition until the end of its next turn instead of its normal effects. A __positive__ spell or ability makes a spiritbound aluum __slowed 1__ until the end of its next turn instead of its normal effects.
- raw_description: '**Aluum Antimagic** Spiritbound aluum are immune to spells and magical abilities, with two exceptions. A __negative__ spell or magical ability grants a spiritbound aluum the __quickened__ condition until the end of its next turn instead of its normal effects. A __positive__ spell or ability makes a spiritbound aluum __slowed 1__ until the end of its next turn instead of its normal effects.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Obliteration Beam
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - force
- description:
- raw_description: "**Obliteration Beam** [Two Actions] (__arcane__, __evocation__, __force__) **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 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."
- generic_description:
- frequency:
- trigger:
- effect: The spiritbound aluum has bound a soul using its __bind soul__ innate spell
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralyzing Force
- action_cost: None
- traits:
- - arcane
- - incapacitation
- - necromancy
- description: A creature damaged by the spiritbound aluum's fist Strike must succeed at a DC 35 Fortitude save or become __paralyzed__ for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls __prone__.
- raw_description: "**Paralyzing Force** (__arcane__, __incapacitation__, __necromancy__) A creature damaged by the spiritbound aluum's fist Strike must succeed at a DC 35 Fortitude save or become __paralyzed__ for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls __prone__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Binder
- action_cost: None
- traits:
- description: When a spiritbound aluum uses its __bind soul__ 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.
- raw_description: "**Soul Binder** When a spiritbound aluum uses its __bind soul__ 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Shriek
- action_cost: Two Actions
- traits:
- - arcane
- - auditory
- - evocation
- - mental
- - sonic
- 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 Soul Shriek again for 1d4 rounds.
- raw_description: "**Soul Shriek** [Two Actions] (__arcane__, __auditory__, __evocation__, __mental__, __sonic__) 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 Soul Shriek again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sportlebore Swarm
- source:
- - abbr: Bestiary 2
- page_start: 251
- page_stop:
- description: >-
- A swarm of sportlebores is a much more dangerous foe than a single insect.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +13
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 13
- ability_mods:
- str_mod: 2
- dex_mod: 6
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 17
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 85
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 3
- type: bludgeoning
- - amount: 7
- type: piercing
- - amount: 7
- type: slashing
- weaknesses:
- - amount: 7
- type: area damage
- - amount: 7
- type: splash damage
- automatic_abilities:
- - name: Pour Down Throat
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Pour Down Throat [Reaction]** **Trigger** A creature in the sportlebore swarm's area speaks, uses a verbal component, or opens its mouth; **Effect** A portion of the sportlebore swarm attempts to surge down the throat of the triggering creature, which must attempt a DC 25 Fortitude save."
- generic_description:
- frequency:
- trigger: A creature in the sportlebore swarm's area speaks, uses a verbal component, or opens its mouth
- effect: A portion of the sportlebore swarm attempts to surge down the throat of the triggering creature, which must attempt a DC 25 Fortitude save.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The creature is unaffected.
- raw_description: '**Critical Success** The creature is unaffected.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The creature gets a mouthful of sportlebores. It spits the insects out and avoids further damage, but it can't speak for 1 round, and if it was performing a verbal spellcasting action, the spell fails and the caster wastes the action.
- raw_description: "**Success** The creature gets a mouthful of sportlebores. It spits the insects out and avoids further damage, but it can't speak for 1 round, and if it was performing a verbal spellcasting action, the spell fails and the caster wastes the action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The creature takes 4d6 piercing damage from sportlebore bites, can't speak for 1 round, and loses a spell as noted under Success.
- raw_description: "**Failure** The creature takes 4d6 piercing damage from sportlebore bites, can't speak for 1 round, and loses a spell as noted under Success."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: As failure, but the creature is also exposed to __sportlebore infestation__.
- raw_description: '**Critical Failure** As failure, but the creature is also exposed to __sportlebore infestation__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: fly
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swarming Bites
- action_cost: One Action
- traits:
- description: Each creature in the sportlebore swarm's area takes 4d6 piercing damage (DC 25 basic Reflex save).
- raw_description: "**Swarming Bites** Each creature in the sportlebore swarm's area takes 4d6 piercing damage (DC 25 basic Reflex save)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Spriggan Bully
- source:
- - abbr: Bestiary 2
- page_start: 252
- page_stop:
- description: >-
- The typical spriggan is a bully who prefers to take live prisoners in fights, but only to ensure that they have a large stock of living victims to torment, tease, and abuse. They train to use weapons in nonlethal ways that inflict the maximum amount of pain even as they guard against accidental death. When not bullying prisoners or hunting for new victims, spriggan bullies enjoy drinking, watching others fight, and fighting among themselves.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Gnome
- - Humanoid
- - Spriggan
- senses:
- - Perception +10
- - low-light vision
- languages:
- - Aklo
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 10
- misc:
- - name: 'Society '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- - name: 'Thievery '
- bonus: 9
- misc:
- perception: 10
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: 1
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- - crossbow (10 bolts)
- - morningstar
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 11
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 48
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Enraged Growth
- action_cost: Reaction
- traits:
- - polymorph
- - primal
- - transmutation
- description:
- raw_description: "**Enraged Growth [Reaction]** (__polymorph__, __primal__, __transmutation__) **Trigger** The spriggan bully takes damage; **Effect** The spriggan bully grows to Large size, along with their equipment (which returns to natural size if removed). The spriggan bully's reach increases by 5 feet. They regain 5 Hit Points and gain a +2 status bonus to melee attacks and damage rolls. This effect continues until the end of the spriggan bully's next turn, but on any turn in which the spriggan bully deals damage to another creature and is not __fatigued__, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan bully is fatigued for 1 hour."
- generic_description:
- frequency:
- trigger: The spriggan bully takes damage
- effect: The spriggan bully grows to Large size, along with their equipment (which returns to natural size if removed). The spriggan bully's reach increases by 5 feet. They regain 5 Hit Points and gain a +2 status bonus to melee attacks and damage rolls. This effect continues until the end of the spriggan bully's next turn, but on any turn in which the spriggan bully deals damage to another creature and is not __fatigued__, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan bully is fatigued for 1 hour.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: morningstar
- to_hit: 10
- traits:
- - versatile P
- damage:
- formula: 1d6+6
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: crossbow
- to_hit: 11
- traits:
- - range increment 120 feet
- - reload 1
- damage:
- formula: 1d8
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 20
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: shatter
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Bully's Bludgeon
- action_cost: One Action
- traits:
- description: The spriggan bully makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is __nonlethal__.
- raw_description: "**Bully's Bludgeon** The spriggan bully makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is __nonlethal__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The spriggan bully's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** The spriggan bully's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Spriggan Warlord
- source:
- - abbr: Bestiary 2
- page_start: 253
- page_stop:
- description: >-
- While the leaders of larger spriggan enclaves tend to be uniquely trained warriors with highly specialized skills, spriggan warlords are fond of the traditional spriggan weaponry of morningstar and crossbow, valuing this traditional fighting style for its simplicity and for using both weapons to their full potential. Spriggan warlords often serve as sub-commanders in large groups, filling roles in spriggan society akin to captains of the guard or bodyguards to spriggan royalty. In smaller groups or remote outposts, a single spriggan warlord is typically in charge of a band of spriggan bullies.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Gnome
- - Humanoid
- - Spriggan
- senses:
- - Perception +14
- - low-light vision
- languages:
- - Aklo
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Intimidation '
- bonus: 17
- misc:
- - name: 'Society '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- - name: 'Survival '
- bonus: 14
- misc:
- - name: 'Thievery '
- bonus: 15
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 4
- int_mod: 1
- wis_mod: 3
- cha_mod: 4
- sense_abilities:
- items:
- - +1 crossbow (10 bolts)
- - +1 morningstar
- ac: 25
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 17
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Enraged Growth
- action_cost: Reaction
- traits:
- - polymorph
- - primal
- - transmutation
- description:
- raw_description: "**Enraged Growth [Reaction]** (__polymorph__, __primal__, __transmutation__) **Trigger** The spriggan warlord takes damage; **Effect** The spriggan warlord grows to size Large, along with their equipment (which returns to natural size if removed). The spriggan warlord's reach increases by 5 feet. They regain 15 Hit Points and gain a +2 status bonus to melee attack and damage rolls. This effect continues until the end of the spriggan warlord's next turn, but on any turn in which the spriggan warlord deals damage to another creature and is not __fatigued__, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan warlord is fatigued for 1 hour."
- generic_description:
- frequency:
- trigger: The spriggan warlord takes damage
- effect: The spriggan warlord grows to size Large, along with their equipment (which returns to natural size if removed). The spriggan warlord's reach increases by 5 feet. They regain 15 Hit Points and gain a +2 status bonus to melee attack and damage rolls. This effect continues until the end of the spriggan warlord's next turn, but on any turn in which the spriggan warlord deals damage to another creature and is not __fatigued__, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan warlord is fatigued for 1 hour.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: morningstar
- to_hit: 18
- traits:
- - magical
- - versatile P
- damage:
- formula: 2d6+9
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: crossbow
- to_hit: 18
- traits:
- - magical
- - range increment 120 feet
- - reload 0
- damage:
- formula: 2d8
- type: piercing
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: fly
- frequency:
- requirement:
- - name: shatter
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: fear
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: blur
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Bully's Bludgeon
- action_cost: One Action
- traits:
- description: The spriggan warlord makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is __nonlethal__.
- raw_description: "**Bully's Bludgeon** The spriggan warlord makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is __nonlethal__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The spriggan warlord's Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** The spriggan warlord's Strikes deal an additional 2d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Warlord's Training
- action_cost: None
- traits:
- description: A spriggan warlord has access to the critical specialization effects for __crossbows__ and __morningstars__, and the reload of any crossbow they wield is reduced by 1 (to a minimum of 0).
- raw_description: "**Warlord's Training** A spriggan warlord has access to the critical specialization effects for __crossbows__ and __morningstars__, and the reload of any crossbow they wield is reduced by 1 (to a minimum of 0)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sprite
- source:
- - abbr: Bestiary
- page_start: 308
- page_stop:
- description: >-
- Common sprites are primeval guardians that latch onto a person, place, or object and defend it for their own inscrutable reasons. Their dispositions vary from kind to spiteful, but all sprites have a capricious streak. Being only about 9 inches tall, they are wary of animals that might hunt them, particularly house cats, and prefer flight to a fight. On the other hand, sprites are incredibly curious about all forms of magic and heedlessly gather around ley line nexuses or other places of power.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: CN
- size: Tiny
- traits:
- - CN
- - Tiny
- - Fey
- - Sprite
- senses:
- - Perception +4
- - low-light vision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 4
- ability_mods:
- str_mod: -3
- dex_mod: 4
- con_mod: 0
- int_mod: -2
- wis_mod: 0
- cha_mod: 2
- sense_abilities:
- - name: Luminous Fire
- action_cost: None
- traits:
- - evocation
- - light
- - primal
- description: >+
- A 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.
-
- raw_description: >+
- **Luminous Fire** (__evocation__, __light__, __primal__) A 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.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - rapier
- ac: 15
- ac_special:
- saves:
- fort: 2
- fort_misc:
- ref: 8
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 11
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 3
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: rapier
- to_hit: 8
- traits:
- - deadly 1d8
- - disarm
- - finesse
- - fire
- - magical
- damage:
- formula: 1d6-3
- type: piercing
- plus_damage:
- - formula: 1
- type: fire
- ranged:
- - action_cost: One Action
- name: luminous spark
- to_hit: 8
- traits:
- - fire
- - light
- - range 20 feet
- damage:
- formula: 1d4
- type: fire
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 16
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: color spray
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
-- name: Star Archon
- source:
- - abbr: Bestiary 2
- page_start: 23
- page_stop:
- description: >-
- Embodiments of the virtue of prudence, star archons serve as philosophers and administrators, and in times of war as the tacticians, strategists, and generals of archon armies. Star archons burn with the glory and intensity of a sun, and their sense of duty and desire to defeat evil are as indefatigable as the light of the stars. While their dazzling intellects and unmatched strategic cunning make them most useful in war rooms rather than on battlefields, star archons are fierce opponents when motivated to enter the fray. Those who witness the self-sacrifice of a star archon and live to tell the tale describe the experience in terms that might befit the sight of a supernova at the instant the star collapses in on itself.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 39
- level: 19
- rarity: Common
- type: Creature
- alignment: LG
- size: Medium
- traits:
- - LG
- - Medium
- - Archon
- - Celestial
- senses:
- - Perception +35
- - darkvision
- - true seeing
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 31
- misc:
- - name: 'Arcana '
- bonus: 33
- misc:
- - name: 'Athletics '
- bonus: 37
- misc:
- - name: 'Diplomacy '
- bonus: 33
- misc:
- - name: 'Intimidation '
- bonus: 33
- misc:
- - name: 'Occultism '
- bonus: 33
- misc:
- - name: 'Religion '
- bonus: 37
- misc:
- - name: 'Society '
- bonus: 33
- misc:
- - name: 'Warfare Lore '
- bonus: 39
- misc:
- perception: 35
- ability_mods:
- str_mod: 8
- dex_mod: 9
- con_mod: 6
- int_mod: 9
- wis_mod: 9
- cha_mod: 6
- sense_abilities:
- items:
- - +2 greater striking returning starknife
- - +2 greater resilient full plate
- ac: 43
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 34
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 400
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- - amount: 15
- type: evil
- automatic_abilities:
- - name: Blinding Soul
- action_cost: None
- traits:
- - divine
- - evocation
- - light
- - visual
- description: Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a DC 38 Fortitude save. On a failure, a creature is __dazzled__ for 1 round. On a critical failure, the creature is __blinded__ for 1d4 rounds instead. The creature is then temporarily immune for 1 round.
- raw_description: '**Blinding Soul** (__divine__, __evocation__, __light__, __visual__) Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a DC 38 Fortitude save. On a failure, a creature is __dazzled__ for 1 round. On a critical failure, the creature is __blinded__ for 1d4 rounds instead. The creature is then temporarily immune for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Explosive Rebirth
- action_cost: None
- traits:
- - death
- - divine
- - evocation
- - fire
- - good
- description: When killed, the star archon explodes in a blinding flash of holy energy that deals 12d6 fire damage and 12d6 good damage to anything in a 100-foot emanation, with a DC 40 basic Reflex save. A non-archon creature that sees the explosion and critically fails its save is permanently __blinded__ as well. The slain star archon reincarnates 1d4 rounds later as a __shield archon__.
- raw_description: '**Explosive Rebirth** (__death__, __divine__, __evocation__, __fire__, __good__) When killed, the star archon explodes in a blinding flash of holy energy that deals 12d6 fire damage and 12d6 good damage to anything in a 100-foot emanation, with a DC 40 basic Reflex save. A non-archon creature that sees the explosion and critically fails its save is permanently __blinded__ as well. The slain star archon reincarnates 1d4 rounds later as a __shield archon__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Retributive Strike
- action_cost: Reaction
- traits:
- description: A star archon can also make a Retributive Strike by throwing its starknife, and the enemy and ally can be within 60 feet instead of 15 feet.
- raw_description: '**__Retributive Strike__ [Reaction]** A star archon can also make a Retributive Strike by throwing its starknife, and the enemy and ally can be within 60 feet instead of 15 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 75
- type: fly
- melee:
- - action_cost: One Action
- name: returning starknife
- to_hit: 38
- traits:
- - agile
- - deadly 1d8
- - finesse
- - good
- - magical
- - reach 10 feet
- - versatile S
- damage:
- formula: 3d4+16
- type: piercing
- plus_damage:
- - formula: 2d6
- type: good and 3d6 fire
- ranged:
- - action_cost: One Action
- name: starknife
- to_hit: 38
- traits:
- - agile
- - deadly 1d8
- - good
- - magical
- - thrown 60 feet
- - versatile S
- damage:
- formula: 3d4+16
- type: piercing
- plus_damage:
- - formula: 2d6
- type: good and 3d6 fire
- spell_lists:
- - name: Divine Innate Spells
- dc: 43
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: blindness
- frequency:
- requirement:
- - name: implosion
- frequency:
- requirement:
- - name: sunburst
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: heal
- frequency:
- requirement:
- - name: prismatic spray
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: sending
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Archon's Door
- action_cost: None
- traits:
- description: Once per day, if an archon sees another creature cast dimension door, the archon can use __dimension door__ (heightened to 5th level) 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 has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door.
- raw_description: "**Archon's Door** Once per day, if an archon sees another creature cast dimension door, the archon can use __dimension door__ (heightened to 5th level) 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 has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Prudent Asterism
- action_cost: Two Actions
- traits:
- description: The star archon calculates a celestial constellation and sends their starknife flying along that path from one foe to the next. It makes a starknife Strike against a target within 60 feet. If the Strike hits, it can make another Strike at a different target within 60 feet of the first target, and so on, until it misses with a Strike or runs out of targets it hasn't attacked within range of the most recent target. The star archon can attack a given target only once per use of this ability. These attacks don't apply any range increment penalty, and the star archon resolves all the attacks before increasing the multiple attack penalty.
- raw_description: "**Prudent Asterism** [Two Actions] The star archon calculates a celestial constellation and sends their starknife flying along that path from one foe to the next. It makes a starknife Strike against a target within 60 feet. If the Strike hits, it can make another Strike at a different target within 60 feet of the first target, and so on, until it misses with a Strike or runs out of targets it hasn't attacked within range of the most recent target. The star archon can attack a given target only once per use of this ability. These attacks don't apply any range increment penalty, and the star archon resolves all the attacks before increasing the multiple attack penalty."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Steam Mephit
- source:
- - abbr: Bestiary 2
- page_start: 113
- page_stop:
- description: >-
- These brash and arrogant creatures are among the more energetic mephits. They are quick to nominate themselves the leaders of any group, barking out orders in shrill, high-pitched voices and insisting on having everything done their way. Even when they aren't bossing others around, the constant hiss of steam escaping from their pores ensures that there is never a quiet moment.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 17
- level: 1
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Small
- traits:
- - Uncommon
- - N
- - Small
- - Elemental
- - Fire
- - Water
- senses:
- - Perception +3
- - darkvision
- - steam vision
- languages:
- - Aquan
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Intimidation '
- bonus: 6
- misc:
- perception: 3
- ability_mods:
- str_mod: 1
- dex_mod: 2
- con_mod: 4
- int_mod: -2
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- - name: Steam Vision
- action_cost: None
- traits:
- description: The steam mephit ignores the __concealed__ condition from mist and steam.
- raw_description: '**Steam Vision** The steam mephit ignores the __concealed__ condition from mist and steam.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 19
- hp_misc: fast healing 2 (in boiling water or steam)
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 3
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 25
- type: fly
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+1
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Boiling Rain
- action_cost: Two Actions
- traits:
- - arcane
- - conjuration
- - fire
- - water
- description:
- raw_description: '**Boiling Rain** [Two Actions] (__arcane__, __conjuration__, __fire__, __water__) **Frequency** once per day; **Effect** The steam mephit calls down a rain boiling water that surrounds them in a 10-foot emanation. Creatures in the area take 2d8 fire damage (DC 17 basic Reflex save), and small unattended flames (such as torches) are extinguished.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The steam mephit calls down a rain boiling water that surrounds them in a 10-foot emanation. Creatures in the area take 2d8 fire damage (DC 17 basic Reflex save), and small unattended flames (such as torches) are extinguished.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - fire
- description: The steam mephit spits a cloud of steam in a 15-foot cone that deals 2d6 fire damage to each creature within the area (DC 17 basic Reflex save). The steam mephit can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __fire__) The steam mephit spits a cloud of steam in a 15-foot cone that deals 2d6 fire damage to each creature within the area (DC 17 basic Reflex save). The steam mephit can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Stegosaurus
- source:
- - abbr: Bestiary
- page_start: 98
- page_stop:
- description: >-
- The stegosaurus is easily recognized by its twin rows of diamond-shaped dorsal plates that run down its spine, and thick tail adorned with four large spikes. This strange configuration protects this herbivore from predators, as the stegosaurus can hunker down to interpose its dorsal plates between an attacker and its thick body. A stegosaurus defends itself by swinging its spiked tail at larger foes and trampling smaller opponents underfoot.
-
-
-
-
- The stegosaurus often inhabits grasslands, where nutritious vegetation is plentiful and only its dorsal plates rise above waving fields of tall grass. The stegosaurus is among the most curious of dinosaurs, and hunters often find it easy to bait them with shiny trinkets or strange noises. A stegosaurus is about 30 feet long, 16 feet high at the top of its highest dorsal plate, and weighs between 2 and 3 tons.
-
-
-
-
- The stegosaurus is generally more even-tempered and even gentle, despite its size, than the ankylosaurus. This combination makes it even more popular as a trained pet or guard, but even then one should take care to not annoy the dinosaur—an angry or annoyed stegosaurus can lash out with its tail with little warning. Often, it's wiser to train smaller variants, such as the kentrosaurus. Regardless, their dorsal plates make this dinosaur a poor choice as a mount.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- - Dinosaur
- senses:
- - Perception +15
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- perception: 15
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 13
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 125
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Dorsal Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Dorsal Deflection** [Reaction] **Trigger** The stegosaurus is targeted with a melee attack. **Effect** The stegosaurus leans its dorsal plates into the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the stegosaurus Steps after the attack.'
- generic_description:
- frequency:
- trigger: The stegosaurus is targeted with a melee attack.
- effect: The stegosaurus leans its dorsal plates into the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the stegosaurus Steps after the attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: tail
- to_hit: 18
- traits:
- - sweep
- - reach 15 feet
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 18
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 25
- raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 25'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Stingray
- source:
- - abbr: Bestiary 2
- page_start: 226
- page_stop:
- description: >-
- Found in salt or fresh water, stingrays are normally passive creatures, but when threatened or cornered, they lash out with their tails to lance foes with their toxic stingers. Stingrays often bury themselves in mud, sand, or sea grass, and unfortunately for those wading in shallow waters, stepping on an unseen stingray is a surefire way to receive a painful sting.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- - Aquatic
- senses:
- - Perception +6
- - electrolocation (imprecise) 30 feet
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 1
- int_mod: -4
- wis_mod: 1
- cha_mod: -4
- sense_abilities:
- - name: Electrolocation
- action_cost: None
- traits:
- description: A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.
- raw_description: '**Electrolocation** A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: sting
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- - formula:
- type: stingray venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Stingray Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __clumsy 1__ (1 round)'
- raw_description: '**Stingray Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d4 poison damage (1 round); **Stage 2** 1d6 poison damage and __clumsy 1__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Stone Giant
- source:
- - abbr: Bestiary
- page_start: 170
- page_stop:
- description: >-
- Stone giants are stoic, reclusive herders and artists who have a rich history and collection of traditions. They dwell in caves in tall mountains and craggy ranges, where their grayish skin allows them to blend in with their surroundings and go unnoticed by imperceptive adventurers. Those benign travelers who come across a tribe of stone giants need not worry much, however, for stone giants do not actively invite confrontation or strife. They are, by and large, a peaceful people who seek wisdom through exploration of nature and long meditations on the elements of the natural world. Their elders are the wisest of stone giants, and use their charisma and druidic magic to lead their tribes to prosperity and harmony with nature.
-
-
-
-
- A typical stone giant stands 12 feet in height and weighs about 1,500 pounds.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Earth
- - Giant
- - Humanoid
- senses:
- - Perception +16
- - darkvision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 14
- misc: +18 in rocky terrain
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: 0
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - +1 striking greatclub
- - sack with 5 rocks
- ac: 27
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 14
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 150
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Catch Rock** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: greatclub
- to_hit: 21
- traits:
- - backswing
- - magical
- - reach 10 feet
- - shove
- damage:
- formula: 2d10+12
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 20
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+14
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 18
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d6+12
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Big Swing
- action_cost: Two Actions
- traits:
- description: The stone giant makes a greatclub Strike. The target is Pushed up to 10 feet on a hit or up to 20 feet on a critical hit. If the target collides with a solid object or lands on the ground, it takes bludgeoning damage as though it had fallen the distance it moved.
- raw_description: '**Big Swing** [Two Actions] The stone giant makes a greatclub Strike. The target is Pushed up to 10 feet on a hit or up to 20 feet on a critical hit. If the target collides with a solid object or lands on the ground, it takes bludgeoning damage as though it had fallen the distance it moved.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Stone Golem
- source:
- - abbr: Bestiary
- page_start: 187
- page_stop:
- 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 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.
-
-
-
-
- Tales tell of particularly immense stone golems residing in certain ancient ruins. Survivors from time-lost civilizations bent on carrying out orders from long-gone masters, these immense stone golems are much more powerful than most stone golems. They are always level 15 or higher and never smaller than Huge in size—most are Gargantuan. Because their size is so great and the structures they dwell in so dilapidated, the awakening of such a stone golem can cause surrounding structures to collapse, ancient foundations to buckle, and ceilings to come crashing down on foes. In addition to the statistics here, these massive stone golems attack with wide, sweeping strikes capable of knocking down multiple targets at once.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 30
- level: 11
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +17
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 26
- misc:
- perception: 17
- ability_mods:
- str_mod: 7
- dex_mod: -1
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 18
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - acid
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - magic (see below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 10
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth
- raw_description: '**Golem Antimagic** harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Stone to Flesh
- action_cost: None
- traits:
- description: A __stone to flesh__ spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A __flesh to stone__ spell reverses this effect immediately.
- raw_description: "**Vulnerable to Stone to Flesh** A __stone to flesh__ spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A __flesh to stone__ spell reverses this effect immediately."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 24
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+13
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Impose Paralysis
- action_cost: Reaction
- traits:
- - incapacitation
- description:
- raw_description: '**Impose Paralysis** [Reaction] (__incapacitation__) **Trigger** The stone golem hits a __slowed__ creature. **Effect** The creature must succeed at a DC 30 Fortitude save or become __paralyzed__ for 1 round.'
- generic_description:
- frequency:
- trigger: The stone golem hits a __slowed__ creature.
- effect: The creature must succeed at a DC 30 Fortitude save or become __paralyzed__ for 1 round.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inexorable March
- action_cost: One Action
- traits:
- description: The stone 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 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.
- raw_description: "**Inexorable March** The stone 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slowing Pulse
- action_cost: One Action
- traits:
- - arcane
- - concentrate
- - transmutation
- 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 1d4 rounds.
- raw_description: "**Slowing Pulse** (__arcane__, __concentrate__, __transmutation__) 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 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Stone Mauler
- source:
- - abbr: Bestiary
- page_start: 147
- page_stop:
- description: >-
- These towering heaps of earth can inflict tremendous damage up close and from afar.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Earth
- - Elemental
- senses:
- - Perception +16
- - darkvision
- - tremorsense (imprecise) 80 feet
- languages:
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: -1
- con_mod: 7
- int_mod: -1
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- - name: Earthbound
- action_cost: None
- traits:
- description: When not touching solid ground, a stone mauler is slowed 1 and can't use reactions.
- raw_description: "**Earthbound** When not touching solid ground, a stone mauler is slowed 1 and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 15
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 180
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Spike Stones
- action_cost: None
- traits:
- - aura
- - earth
- - primal
- - transmutation
- description: 5 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d6 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the __earth__ trait ignore all effects within the area. The stone mauler can disable or activate spike stones as a single action, which has the __concentrate__ trait.
- raw_description: '**Spike Stones** (__aura__, __earth__, __primal__, __transmutation__) 5 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d6 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the __earth__ trait ignore all effects within the area. The stone mauler can disable or activate spike stones as a single action, which has the __concentrate__ trait.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Crumble
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Crumble** [Reaction] **Trigger** The stone mauler takes damage from a hostile source while atop rock or earth. **Effect** The stone mauler crumbles into the ground, Burrowing down 15 feet. This Burrowing does not trigger reactions. The stone mauler can't Crumble again for 1d4 rounds."
- generic_description:
- frequency:
- trigger: The stone mauler takes damage from a hostile source while atop rock or earth.
- effect: The stone mauler crumbles into the ground, Burrowing down 15 feet. This Burrowing does not trigger reactions. The stone mauler can't Crumble again for 1d4 rounds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: burrow
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 21
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 10 feet
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 21
- traits:
- - brutal
- - range increment 80 feet
- damage:
- formula: 2d12+6
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Earth Glide
- action_cost: None
- traits:
- description: The stone mauler can Burrow through any earthen matter, including rock. When it does so, the stone mauler moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** The stone mauler can Burrow through any earthen matter, including rock. When it does so, the stone mauler moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Storm Giant
- source:
- - abbr: Bestiary
- page_start: 174
- page_stop:
- description: >-
- Storm giants are looming but benevolent stewards of sea and sky, often 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 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.
-
-
-
-
- Most storm giants have complexions akin to the crystal blue of the ocean or the warm violet of a sky touched by the setting sun. Their hair tends to be dark purple, blue, or black, and their eyes often have a silvery sheen. A typical storm giant stands 21 feet tall, weighs 12,000 pounds, and lives to be about 600 years old.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: CG
- size: Huge
- traits:
- - CG
- - Huge
- - Amphibious
- - Giant
- - Humanoid
- senses:
- - Perception +24
- - low-light vision
- languages:
- - Auran
- - Common
- - Draconic
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 20
- misc:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Crafting '
- bonus: 24
- misc:
- - name: 'Intimidation '
- bonus: 24
- misc:
- - name: 'Performance '
- bonus: 22
- misc:
- perception: 24
- ability_mods:
- str_mod: 8
- dex_mod: 1
- con_mod: 6
- int_mod: 3
- wis_mod: 5
- cha_mod: 2
- sense_abilities:
- items:
- - +1 striking greatsword
- - sack with 5 rocks
- ac: 34
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 21
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 235
- hp_misc:
- immunities:
- - electricity
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Catch Rock** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: greatsword
- to_hit: 28
- traits:
- - magical
- - reach 15 feet
- - versatile P
- damage:
- formula: 2d12+16
- type: slashing
- plus_damage:
- - formula: 1d6
- type: electricity
- - action_cost: One Action
- name: fist
- to_hit: 27
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d8+16
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: electricity
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 37
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d10+16
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: chain lightning
- frequency: x3
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: control weather
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: levitate
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Lightning Blade
- action_cost: Three Actions
- traits:
- - electricity
- - evocation
- - primal
- 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 Strike deals an additional 3d12 electricity damage and counts as two attacks for the giant's multiple attack penalty.
- raw_description: "**Lightning Blade** [Three Actions] (__electricity__, __evocation__, __primal__) 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 Strike deals an additional 3d12 electricity damage and counts as two attacks for the giant's multiple attack penalty."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wide Swing
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Wide Swing** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Storm Lord
- source:
- - abbr: Bestiary
- page_start: 145
- page_stop:
- description: >-
- Storm lords wage battles to claim important territory within the Plane of Air.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Air
- - Elemental
- senses:
- - Perception +18
- - darkvision
- languages:
- - Auran
- skills:
- - name: 'Acrobatics '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- perception: 18
- ability_mods:
- str_mod: 4
- dex_mod: 7
- con_mod: 4
- int_mod: -1
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 20
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: High Winds
- action_cost: Reaction
- traits:
- - air
- - aura
- description:
- raw_description: >-
- **High Winds** (__air__, __aura__) 20 feet. Air within the emanation is difficult terrain for Flying creatures that do not have the air trait.
-
- **Disperse** [Reaction] **Trigger** The storm lord takes damage from a hostile action. **Effect** The storm lord disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the storm lord reforms in any space in which it can fit within 50 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed.
- generic_description:
- frequency:
- trigger: '[Reaction]'
- effect: The storm lord takes damage from a hostile action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 75
- type: fly
- - amount:
- type: swiftness
- melee:
- - action_cost: One Action
- name: gust
- to_hit: 20
- traits:
- - finesse
- - reach 15 feet
- damage:
- formula: 2d12+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push 5 feet
- ranged:
- - action_cost: One Action
- name: lightning lash
- to_hit: 20
- traits:
- - range increment 50 feet
- damage:
- formula: 2d12+4
- type: electricity
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swiftness
- action_cost: None
- traits:
- description: The storm lord's movement doesn't trigger reactions.
- raw_description: "**Swiftness** The storm lord's movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Striding Fire
- source:
- - abbr: Bestiary 2
- page_start: 111
- page_stop:
- description: >-
- An embodiment of the speed and chaos of a spreading blaze, a striding fire appears as a lithe and long-limbed humanoid composed of shifting-hued flames churning within a skeleton-like framework.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - CN
- - Medium
- - Elemental
- - Fire
- senses:
- - Perception +14
- - darkvision
- - smoke vision
- languages:
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- perception: 14
- ability_mods:
- str_mod: 2
- dex_mod: 5
- con_mod: 3
- int_mod: 0
- wis_mod: 4
- cha_mod: 1
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: The striding fire ignores the __concealed__ condition from smoke.
- raw_description: '**Smoke Vision** The striding fire ignores the __concealed__ condition from smoke.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 17
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 115
- hp_misc:
- immunities:
- - bleed
- - fire
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 17
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+5
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: persistent fire
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Burning Rush
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- description: The striding fire Strides up to double its Speed in a straight line. Its movement during this Stride doesn't trigger reactions. Any creature the striding fire was adjacent to at any point during this Stride must attempt a DC 24 basic Reflex save. If it critically fails, it is knocked __prone__ by a wave of heated air. The striding fire can't use Burning Rush for 1d4 rounds.
- raw_description: "**Burning Rush** [Two Actions] (__evocation__, __fire__, __primal__) The striding fire Strides up to double its Speed in a straight line. Its movement during this Stride doesn't trigger reactions. Any creature the striding fire was adjacent to at any point during this Stride must attempt a DC 24 basic Reflex save. If it critically fails, it is knocked __prone__ by a wave of heated air. The striding fire can't use Burning Rush for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Stygira
- source:
- - abbr: Bestiary 2
- page_start: 255
- page_stop:
- description: >-
- Withered hermits wrapped in tattered rags, these scarred, eyeless creatures command strange secrets of the earth and interpret the fateful energies of the subterranean depths. In some regions, stygiras are worshipped as seers or even gods, although they lack the ability to grant spells to clerics and are often not aware of their worshippers at all. In other areas, they have strange ties to the ancient empires of the __cyclopes__, often dwelling in the oversized ruins those creatures left behind long ago. To many stygiras, gemstones harvested from ancient cyclopean mosaics have even greater magical properties than other crystals.
-
-
-
-
- Although technically blind, stygiras do have vestigial eyes hidden beneath the stony, scarred flesh of their faces. Capable of sensing bright lights even through their scars, stygiras are sickened and distracted by these flashing glimpses, so they keep to their caves during the day and wander into the world above only after nightfall. Far from benevolent, they seek out unwary travelers or explorers to capture and reduce them down to the base chemicals and supernatural humors the stygiras require to infuse gemstones with the capacity to give them sight and magical power.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Earth
- - Fey
- senses:
- - Perception +17
- - gemsight
- languages:
- - Aklo
- - Cyclops
- - Jotun
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Gem Lore '
- bonus: 17
- misc:
- - name: 'Nature '
- bonus: 17
- misc:
- - name: 'Occultism '
- bonus: 17
- misc:
- perception: 17
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 5
- int_mod: 4
- wis_mod: 6
- cha_mod: 2
- sense_abilities:
- - name: Gemsight
- action_cost: None
- traits:
- description: >+
- As long as the stygira holds a gemstone, they can see through the gem with __darkvision__ and the effects of __true seeing__. The stygira is __blind__ when they are not holding a gem in a hand.
-
- raw_description: >+
- **Gemsight** As long as the stygira holds a gemstone, they can see through the gem with __darkvision__ and the effects of __true seeing__. The stygira is __blind__ when they are not holding a gem in a hand.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - gemstone
- ac: 26
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 13
- ref_misc:
- will: 19
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 80
- hp_misc:
- immunities:
- - paralyzed
- - petrified
- - visual
- resistances:
- - amount: 10
- type: physical (except adamantine)
- weaknesses:
- - amount: 5
- type: cold iron
- automatic_abilities:
- - name: Light Sickness
- action_cost: None
- traits:
- description: A stygira in an area of bright light is __sickened 1__.
- raw_description: '**Light Sickness** A stygira in an area of bright light is __sickened 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 2d6+10
- type: slashing
- plus_damage:
- - formula:
- type: stone curse
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: clairvoyance
- frequency:
- requirement:
- - name: read omens
- frequency:
- requirement:
- - name: shape stone
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: clairaudience
- frequency:
- requirement:
- - name: earthbind
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: augury
- frequency:
- requirement:
- - name: undetectable alignment
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: know direction
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Gem Gaze
- action_cost: One Action
- traits:
- - emotion
- - fear
- - mental
- - primal
- description: The stygira holds aloft a gem and gazes into the mind of a creature within 30 feet, infusing the creature's thoughts with visions of the creature's own dead body slowly petrifying. The creature must succeed at a DC 25 Will save or become __frightened 1__ (frightened 2 on a critical failure).
- raw_description: "**Gem Gaze** (__emotion__, __fear__, __mental__, __primal__) The stygira holds aloft a gem and gazes into the mind of a creature within 30 feet, infusing the creature's thoughts with visions of the creature's own dead body slowly petrifying. The creature must succeed at a DC 25 Will save or become __frightened 1__ (frightened 2 on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stone Curse
- action_cost: None
- traits:
- - curse
- - primal
- - transmutation
- description: Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 25 Fortitude save or become permanently __slowed 1__ (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it is __petrified__. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified.
- raw_description: "**Stone Curse** (__curse__, __primal__, __transmutation__) Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 25 Fortitude save or become permanently __slowed 1__ (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it is __petrified__. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Succubus
- source:
- - abbr: Bestiary
- page_start: 77
- page_stop:
- description: >-
- Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons—as befits their role in seducing mortals to fall to sin. The concept of gender is fluid to a succubus, as they can adopt countless humanoid forms of any gender to aid in their goals. Most succubi have a feminine true form (incubi, which usually have a masculine true form, are a different kind of demon), but regardless of gender, a lust demon is supernaturally beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous tail.
-
-
-
-
- When disguised as a mortal humanoid on the Material Plane, a succubus whispers into the ears of mortals, urging them to pursue their darkest and most destructive desires and pushing them into depravity, using magic only if persuasion fails. While mortals often fixate on succubi's application of sexual lust, these demons are can easily exploit lust for power, knowledge, fame, or any other desire as easily as more carnal appetites. Their ability to infiltrate societies makes them excellent spies, assassins, and political saboteurs as well. Ultimately, the succubus enjoys all means of upending mortal culture.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Demon
- - Fiend
- senses:
- - Perception +15
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Common
- - Draconic
- - three additional mortal languages
- - telepathy 100 feet
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Diplomacy '
- bonus: 20
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Religion '
- bonus: 13
- misc:
- - name: 'Society '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 15
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 4
- int_mod: 4
- wis_mod: 2
- cha_mod: 7
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 14
- ref_misc:
- will: 17
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 100
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- - amount: 5
- type: good
- automatic_abilities:
- - name: Rejection Vulnerability
- action_cost: None
- traits:
- description: As succubi are beings of pure lust, creatures that reject their lust can metaphysically harm them. When a succubus fails a Diplomacy check to Embrace or Request, or when a creature succeeds at its save against a succubus's mental spell or ability, the succubus takes 2d6 mental damage. For one hour after causing mental damage to a succubus in this way, a creature can deal 2d6 mental damage to the succubus with a successful Demoralize incorporating its rejection.
- raw_description: "**Rejection Vulnerability** As succubi are beings of pure lust, creatures that reject their lust can metaphysically harm them. When a succubus fails a Diplomacy check to Embrace or Request, or when a creature succeeds at its save against a succubus's mental spell or ability, the succubus takes 2d6 mental damage. For one hour after causing mental damage to a succubus in this way, a creature can deal 2d6 mental damage to the succubus with a successful Demoralize incorporating its rejection."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Seductive Presence
- action_cost: None
- traits:
- - aura
- - charm
- - emotion
- - mental
- description: 10 feet. Any creature in the aura that could be sexually attracted to a succubus takes a -2 circumstance penalty to checks and DCs to oppose the succubus's mental spells, Deception, and Diplomacy.
- raw_description: "**Seductive Presence** (__aura__, __charm__, __emotion__, __mental__) 10 feet. Any creature in the aura that could be sexually attracted to a succubus takes a -2 circumstance penalty to checks and DCs to oppose the succubus's mental spells, Deception, and Diplomacy."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 35
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 16
- traits:
- - agile
- - evil
- - finesse
- - magical
- damage:
- formula: 2d8+8
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: dominate
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: suggestion
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: mind reading
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- 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 Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning).
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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 Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Embrace
- action_cost: One Action
- traits:
- - attack
- description: The succubus attempts to Grapple a creature using their __Diplomacy__ bonus instead of __Athletics__. If the creature is willing, the succubus grapples it automatically.
- raw_description: '**Embrace** (__attack__) The succubus attempts to Grapple a creature using their __Diplomacy__ bonus instead of __Athletics__. If the creature is willing, the succubus grapples it automatically.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Passionate Kiss
- action_cost: One Action
- traits:
- - divine
- - emotion
- - enchantment
- - mental
- description:
- raw_description: '**Passionate Kiss** (__divine__, __emotion__, __enchantment__, __mental__) **Frequency** Once per round. **Effect** The succubus engages a creature they have grabbed in an embrace or other act of passion to drain its vital essence. The kiss makes the creature __drained 1__ or increases its __drained__ condition by 1, to a maximum of 4. The creature takes 3d6 negative damage and the succubus regains Hit Points equal to the damage dealt. The target must succeed at a DC 26 Will save or be affected by a __suggestion__ to submit to more actions of passion rather than trying to Escape.'
- generic_description:
- frequency: Once per round.
- trigger:
- effect: The succubus engages a creature they have grabbed in an embrace or other act of passion to drain its vital essence. The kiss makes the creature __drained 1__ or increases its __drained__ condition by 1, to a maximum of 4. The creature takes 3d6 negative damage and the succubus regains Hit Points equal to the damage dealt. The target must succeed at a DC 26 Will save or be affected by a __suggestion__ to submit to more actions of passion rather than trying to Escape.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Profane Gift
- action_cost: Three Actions
- traits:
- - divine
- - enchantment
- - mental
- description:
- raw_description: >-
- **Profane Gift** [Three Actions] (__divine__, __enchantment__, __mental__) **Frequency** once per day. **Effect** The succubus on can give 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__ 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 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 gift.
- generic_description:
- frequency: once per day.
- trigger:
- effect: >-
- The succubus on can give 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__ 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 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 gift.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Suli Dune Dancer
- source:
- - abbr: Bestiary 2
- page_start: 202
- page_stop:
- description: >-
- Because their genie forebears are native to the __Material Plane__, sulis (scions of mortals and __jann__) are by and large the most common geniekin on the Material Plane. They are often artisans and peace brokers, compelled to try and bring harmony and balance in a world wrought with discord.
-
-
-
-
- Sulis have a natural charm that often eludes other geniekin, but tend to layer on a level of boastful pride or even arrogance as a personal quirk or humorous facade. Few non-sulis realize that bragging is not simply the symptom of a puffed-up ego for sulis, but instead is a cultural institution easily comparable to human poetry. Sulis' boasts not only glorify themselves, but also secure their companions' and families' accomplishments in history, with the ultimate goal of spinning stories that will be retold for generations. This is especially true for sulis who have lived with other geniekin and have been seen as lesser for not having a strong connection to an Elemental Plane.
-
-
-
-
- Suli dune dancers are but one way these geniekin seek to integrate with other humanoid societies. They work to hone their skills at boasting to an extent that their claims help to bolster those they travel with. Suli from regions other than deserts adjust their names to match their terrains, but regardless of whether they prefer forests, hills, or arctic plains, their boasts remain as compelling.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Human
- - Humanoid
- - Suli
- senses:
- - Perception +5
- languages:
- - Aquan
- - Auran
- - Common
- - Ignan
- - Terran
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Deception '
- bonus: 6
- misc:
- - name: 'Diplomacy '
- bonus: 7
- misc:
- - name: 'Occultism '
- bonus: 4
- misc:
- - name: 'Performance '
- bonus: 7
- misc:
- - name: 'Society '
- bonus: 4
- misc:
- perception: 5
- ability_mods:
- str_mod: 2
- dex_mod: 2
- con_mod: 0
- int_mod: 1
- wis_mod: 0
- cha_mod: 4
- sense_abilities:
- items:
- - scimitar
- - tambourine
- ac: 15
- ac_special:
- saves:
- fort: 3
- fort_misc:
- ref: 5
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 16
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Elemental Bulwark
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Elemental Bulwark [Reaction]** **Trigger** An enemy is about to damage the dune dancer with cold, electricity, or fire, or with a spell that has the __air__, __earth__, __fire__, or __water__ trait; **Effect** The dune dancer gain resistance 2 against the triggering damage.'
- generic_description:
- frequency:
- trigger: An enemy is about to damage the dune dancer with cold, electricity, or fire, or with a spell that has the __air__, __earth__, __fire__, or __water__ trait
- effect: The dune dancer gain resistance 2 against the triggering damage.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 7
- traits:
- - forceful
- - sweep
- damage:
- formula: 1d6+2
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Spontaneous Spells
- dc: 17
- to_hit: 9
- misc: ''
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: color spray
- frequency:
- requirement:
- - name: soothe
- frequency:
- requirement:
- - name: true strike
- frequency: 2 slots
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: guidance
- frequency:
- requirement:
- - name: inspire courage
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Elemental Assault
- action_cost: Two Actions
- traits:
- description: "Elemental magic fills the dune dancer's body or weapon. The dune dancer chooses one element and makes a melee Strike. The Strike deals an additional 1d4 damage of the indicated type and has the trait corresponding to the element: **Air** electricity, **Earth** bludgeoning, **Fire** fire, or **Water** cold."
- raw_description: "**Elemental Assault** [Two Actions] Elemental magic fills the dune dancer's body or weapon. The dune dancer chooses one element and makes a melee Strike. The Strike deals an additional 1d4 damage of the indicated type and has the trait corresponding to the element: **Air** electricity, **Earth** bludgeoning, **Fire** fire, or **Water** cold."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sunflower Leshy
- source:
- - abbr: Bestiary 2
- page_start: 160
- page_stop:
- description: >-
- Sunflower leshys are the ambassadors and social leaders of their kind. Their petals radiate from their heads in various hues with a serrated, leafy, beard-like ruff. When particularly excited, their eyes and petals glow with collected sunlight, and when they become depressed or saddened, their usually vibrant coloration grows correspondingly muted. These shifts in coloration are echoed in sunflower leshy art, which can lead to unexpected color palettes for artworks. For example, a human artist might illustrate Hell as a place of glowing lava and flickering flames, drawing upon many vibrant colors, but to a sunflower leshy, the only proper way to depict a place like Hell is in morose grays, blacks, and whites.
-
-
-
-
- The more adventurous sunflower leshys leave their communities to grow bonds with nearby settlements of humanoids. When interacting with humanoids, sunflower leshys are some of the most likely to act friendly and give strangers a chance to prove their good intentions, though they remain cautious. They're often accompanied by other, more powerful leshys.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Leshy
- - Plant
- senses:
- - Perception +7
- - darkvision
- languages:
- - Common
- - Druidic
- - Sylvan
- - speak with plants (sunflowers only)
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Diplomacy '
- bonus: 8
- misc:
- - name: 'Nature '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc: +9 in plains
- perception: 7
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 1
- int_mod: 0
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Heliotrope
- action_cost: Free Action
- traits:
- - aura
- - evocation
- - light
- - primal
- description:
- raw_description: '**Heliotrope [Free Action]** (__aura__, __evocation__, __light__, __primal__) 20 feet; **Requirements** The sunflower leshy begins its turn in an area of bright light; **Effect** The sunflower leshy reflects the sun or another source of bright light from their face. Each creature that ends its turn in the emanation must attempt a DC 16 Will save.'
- generic_description:
- frequency:
- trigger:
- effect: The sunflower leshy begins its turn in an area of bright light
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The creature is unaffected and is temporarily immune to heliotrope for 24 hours.
- raw_description: '**Success** The creature is unaffected and is temporarily immune to heliotrope for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The creature is distracted by the light, becoming __flat-footed__ for 1 round.
- raw_description: '**Failure** The creature is distracted by the light, becoming __flat-footed__ for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: As failure, but the creature is also __dazzled__ for 1 round.
- raw_description: '**Critical Failure** As failure, but the creature is also __dazzled__ for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Verdant Burst
- action_cost: None
- traits:
- - healing
- description: When a sunflower leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each __plant__ creature in a 30-foot emanation. This area immediately fills with sunflowers, becoming difficult terrain. If the terrain is not a viable environment for these sunflowers, they wither after 24 hours.
- raw_description: '**Verdant Burst** (__healing__) When a sunflower leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each __plant__ creature in a 30-foot emanation. This area immediately fills with sunflowers, becoming difficult terrain. If the terrain is not a viable environment for these sunflowers, they wither after 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: tendril
- to_hit: 6
- traits:
- - agile
- - finesse
- damage:
- formula: 1d8
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: seed
- to_hit: 6
- traits:
- - range increment 20 feet
- damage:
- formula: 1d6
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: speak with plants
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The sunflower leshy transforms into a Small flower. This ability otherwise uses the effects of __tree shape__.
- raw_description: '**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The sunflower leshy transforms into a Small flower. This ability otherwise uses the effects of __tree shape__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Seed Spray
- action_cost: Two Actions
- traits:
- - conjuration
- - primal
- description: The sunflower leshy launches a deluge of seeds from their head in a 15-foot cone, dealing 2d6 bludgeoning damage to creatures within the area (DC 16 basic Reflex save). It gains a +2 status bonus to this damage against __dazzled__ creatures. The sunflower leshy can't use Seed Spray again for 1d4 rounds.
- raw_description: "**Seed Spray** [Two Actions] (__conjuration__, __primal__) The sunflower leshy launches a deluge of seeds from their head in a 15-foot cone, dealing 2d6 bludgeoning damage to creatures within the area (DC 16 basic Reflex save). It gains a +2 status bonus to this damage against __dazzled__ creatures. The sunflower leshy can't use Seed Spray again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Sylph Sneak
- source:
- - abbr: Bestiary 2
- page_start: 202
- page_stop:
- description: >-
- Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Born of unions between mortals and __djinn__, sylphs are quick-witted and creative, but they are prone to flights of fancy and tend to be easily distracted.
-
-
-
-
- Sylphs are notorious for their practice of "listening to the wind," which most others dismiss as a fancy name for eavesdropping. Yet this custom means much more to sylphs, who spend hours listening to the stories brought to them on the proverbial breeze. While some less scrupulous sylphs may use the information they learn to blackmail or abuse others, most of them see listening to the wind as their way of staying connected to the world around them while still keeping it comfortably at arm's length. Certainly the typical sylph sneak doesn't seek to use what they learn for ill, but instead tries to warn others of dangers yet unrealized or to prepare themself for a dangerous task.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - CG
- - Medium
- - Human
- - Humanoid
- - Sylph
- senses:
- - Perception +5
- languages:
- - Auran
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Deception '
- bonus: 6
- misc:
- - name: 'Diplomacy '
- bonus: 6
- misc:
- - name: 'Society '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Thievery '
- bonus: 7
- misc:
- perception: 5
- ability_mods:
- str_mod: 0
- dex_mod: 4
- con_mod: 1
- int_mod: 1
- wis_mod: 0
- cha_mod: 3
- sense_abilities:
- items:
- - leather armor
- - starknife
- ac: 18
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 9
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 17
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Deflecting Gale
- action_cost: Reaction
- traits:
- - air
- - evocation
- - primal
- description:
- raw_description: "**Deflecting Gale [Reaction]** (__air__, __evocation__, __primal__) **Trigger** The sylph sneak is the target of a physical ranged attack; **Requirements** The sylph sneak is aware of the attack; **Effect** A swift gale whips up between the sylph sneak and the source of the ranged attack, giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses, the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts)."
- generic_description:
- frequency:
- trigger: The sylph sneak is the target of a physical ranged attack
- effect: The sylph sneak is aware of the attack
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: starknife
- to_hit: 9
- traits:
- - agile
- - deadly d6
- - finesse
- - versatile S
- damage:
- formula: 1d4+4
- type:
- plus_damage:
- ranged:
- - action_cost: One Action
- name: starknife
- to_hit: 9
- traits:
- - agile
- - deadly d6
- - thrown 30 feet
- - versatile S
- damage:
- formula: 1d4+1
- type:
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The sylph sneak's Strikes deal 1d6 extra precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** The sylph sneak's Strikes deal 1d6 extra precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Surprise Attacker
- action_cost: None
- traits:
- description: On the first round of combat, creatures that haven't acted yet are __flat-footed__ to the sylph sneak.
- raw_description: "**Surprise Attacker** On the first round of combat, creatures that haven't acted yet are __flat-footed__ to the sylph sneak."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wind's Guidance
- action_cost: None
- traits:
- description: When the sylph sneak attacks with a __thrown__ weapon, the range increment increases by 10 feet.
- raw_description: "**Wind's Guidance** When the sylph sneak attacks with a __thrown__ weapon, the range increment increases by 10 feet."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Taiga Giant
- source:
- - abbr: Bestiary 2
- page_start: 126
- page_stop:
- description: >-
- Taiga giants prefer a nomadic lifestyle, both to keep from depleting any one area's resources while satiating their massive appetites and to satisfy a constant wanderlust. They are deeply spiritual and frequently commune with their ancestors' spirits for guidance and knowledge. Taiga giants are happiest when they are left alone to live out their traditional lives, and their impressive size and strength are enough to persuade all but the most dangerous foes to do so.
-
-
-
-
- Taiga giants subsist on migratory herds of aurochs, mammoths, and elk. They occasionally raid humanoid villages, but such cases are opportunistic rather than malicious, with a focus on stealing away livestock for food rather than people. Nevertheless, the arrival of a group of taiga giants is a potentially devastating event to any town or village, so many communities attempt to placate the giants by creating a yearly offering at those times when they know the giants are scheduled to come close.
-
-
-
-
- Most taiga giants venerate their ancestors and seek to honor their works in everything they do. This deep connection makes them ferociously proud of those legacies, and little can compel taiga giants to go to war more swiftly than insulting their ancestors. Merely mentioning the false rumors that ancient taiga giant spellcasters were responsible for the creation of the first rune giants is a surefire way to earn a taiga giant's unending wrath.
-
-
-
-
- A taiga giant stands 20 feet tall and weighs 10,000 pounds.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: CN
- size: Huge
- traits:
- - CN
- - Huge
- - Giant
- - Humanoid
- senses:
- - Perception +23
- - low-light vision
- - see invisibility
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Genealogy Lore '
- bonus: 16
- misc:
- - name: 'Religion '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 10
- misc: +22 in undergrowth
- - name: 'Survival '
- bonus: 25
- misc:
- perception: 23
- ability_mods:
- str_mod: 7
- dex_mod: 1
- con_mod: 5
- int_mod: 1
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- - name: See Invisibility
- action_cost: None
- traits:
- description: >+
- A taiga giant can see invisible creatures and objects as translucent shapes, and they are __concealed__ to the taiga giant.
-
- raw_description: >+
- **See Invisibility** A taiga giant can see invisible creatures and objects as translucent shapes, and they are __concealed__ to the taiga giant.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 striking longspear
- - sack with 5 rocks
- ac: 32
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 20
- ref_misc:
- will: 22
- will_misc:
- misc: +2 status to all saves vs. enchantment and illusion effects
- hp: 230
- hp_misc:
- immunities:
- - controlled
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Catch Rock__** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Guardian Spirit
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Guardian Spirit [Reaction]** **Trigger** The taiga giant has Ancestral Guardian active and would take energy or mental damage; **Effect** The taiga giant's ancestral spirits intervene and protect the giant from taking up to 20 energy damage or 30 mental damage. The giant takes any remaining damage; if it does, the spirits depart and the giant is no longer protected by the ancestors."
- generic_description:
- frequency:
- trigger: The taiga giant has Ancestral Guardian active and would take energy or mental damage
- effect: The taiga giant's ancestral spirits intervene and protect the giant from taking up to 20 energy damage or 30 mental damage. The giant takes any remaining damage; if it does, the spirits depart and the giant is no longer protected by the ancestors.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: longspear
- to_hit: 26
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 2d8+15
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 25
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 3d6+15
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock
- to_hit: 25
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d10+15
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Ancestral Guardian
- action_cost: One Action
- traits:
- - concentrate
- description:
- raw_description: "**Ancestral Guardian** (__concentrate__) **Requirements** The taiga giant must be protected by the ancestors; **Effect** The taiga giant calls upon their ancestors' spirits to rise up and protect them, causing a cloak of spectral faces to shimmer and swirl around them. The taiga giant's AC increases to 34 until the start of its next turn."
- generic_description:
- frequency:
- trigger:
- effect: The taiga giant must be protected by the ancestors
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Protected by the Ancestors
- action_cost: None
- traits:
- - divine
- description: A taiga giant's prayers to their ancestors grant them spiritual protection. If a taiga giant loses this protection (such as by taking too much damage when using Guardian Spirit, or if the ancestors are counteracted by __dispel magic__), it loses its immunity to the __controlled__ condition and its status bonus to saving throws against enchantment and illusion effects. A taiga giant can once again be Protected by the Ancestors by performing a 10-minute prayer as an activity that has the __concentrate__ trait.
- raw_description: "**Protected by the Ancestors** (__divine__) A taiga giant's prayers to their ancestors grant them spiritual protection. If a taiga giant loses this protection (such as by taking too much damage when using Guardian Spirit, or if the ancestors are counteracted by __dispel magic__), it loses its immunity to the __controlled__ condition and its status bonus to saving throws against enchantment and illusion effects. A taiga giant can once again be Protected by the Ancestors by performing a 10-minute prayer as an activity that has the __concentrate__ trait."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**__Throw Rock__** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Taiga Linnorm
- source:
- - abbr: Bestiary 2
- page_start: 167
- page_stop:
- description: >-
- Taiga linnorms are covered in hundreds of quill-like black spines as sharp as spears. Wise hunters native to linnorm-infested lands know to watch for spines stuck in the bark of conifers—a sure sign that a taiga linnorm has recently passed through. Sometimes this means of tracking isn't enough to avoid an encounter, however; taiga linnorms, like their tarn and tor brethren, are skilled stalkers. They prefer to lurk in half-frozen bogs or swampy marshlands with their heads poking just above the water's surface, ever watchful for unwary prey.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41
- level: 19
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Uncommon
- - CE
- - Gargantuan
- - Dragon
- senses:
- - Perception +33
- - darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Aklo
- - Draconic
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Athletics '
- bonus: 37
- misc:
- - name: 'Stealth '
- bonus: 35
- misc:
- perception: 33
- ability_mods:
- str_mod: 10
- dex_mod: 6
- con_mod: 8
- int_mod: -2
- wis_mod: 6
- cha_mod: 7
- sense_abilities:
- items:
- ac: 44
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 31
- ref_misc:
- will: 29
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 385
- hp_misc: regeneration 15 (deactivated by cold iron
- immunities:
- - curse
- - electricity
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Curse of Endless Storms
- action_cost: None
- traits:
- - curse
- - electricity
- - primal
- description: When a creature slays a taiga linnorm, it must succeed at a DC 46 Will save or permanently gain weakness 20 to electricity.
- raw_description: '**Curse of Endless Storms** (__curse__, __electricity__, __primal__) When a creature slays a taiga linnorm, it must succeed at a DC 46 Will save or permanently gain weakness 20 to electricity.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spines
- action_cost: None
- traits:
- description: Any creature that makes a melee attack against a taiga linnorm is stabbed by the taiga linnorm's spines and takes 1d6 piercing damage per attack. A melee weapon with __reach__ protects the user against these spines.
- raw_description: "**Spines** Any creature that makes a melee attack against a taiga linnorm is stabbed by the taiga linnorm's spines and takes 1d6 piercing damage per attack. A melee weapon with __reach__ protects the user against these spines."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 100
- type: fly
- - amount: 50
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 37
- traits:
- - magical
- - reach 25 feet
- damage:
- formula: 4d12+18
- type: piercing
- plus_damage:
- - formula:
- type: taiga linnorm venom
- - action_cost: One Action
- name: claw
- to_hit: 37
- traits:
- - agile
- - magical
- - reach 25 feet
- damage:
- formula: 4d8+18
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 37
- traits:
- - agile
- - magical
- - reach 30 feet
- damage:
- formula: 5d6+18
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 41
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 9
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - electricity
- - evocation
- - primal
- description: The taiga linnorm breathes a 60.foot cone of electrified vapor, dealing 20d6 electricity damage to creatures in the area (DC 41 basic Reflex save). The electrified mist persists for 1d4 rounds, dealing 6d6 electricity damage (DC 41 basic Reflex save) to each creature that ends its turn in the mist. The taiga linnorm can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The taiga linnorm breathes a 60.foot cone of electrified vapor, dealing 20d6 electricity damage to creatures in the area (DC 41 basic Reflex save). The electrified mist persists for 1d4 rounds, dealing 6d6 electricity damage (DC 41 basic Reflex save) to each creature that ends its turn in the mist. The taiga linnorm can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Taiga Linnorm Venom
- action_cost: None
- traits:
- - electricity
- - poison
- description: '**Saving Throw** DC 42 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 7d6 electricity damage and __drained 1__ (1 round); **Stage 2** 10d6 electricity damage and drained 2 (1 round)'
- raw_description: '**Taiga Linnorm Venom** (__electricity__, __poison__) **Saving Throw** DC 42 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 7d6 electricity damage and __drained 1__ (1 round); **Stage 2** 10d6 electricity damage and drained 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tallow Ooze
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 83
- page_stop:
- description: >-
- Pale yellow and smelling of meat, this unnatural, globular monster is composed entirely of rendered animal fat. A tallow ooze typically results from magical mishaps during the creation of enchanted candles or soaps, or while rendering the fat of a magical beast, though occasionally spellcasters create these beings intentionally.
-
-
-
-
- A tallow ooze hunts other creatures to subsume them into its own body and absorb their fat. Since tallow is solid at room temperature, tallow oozes must metabolize their own bodies to produce enough heat to remain gelatinous. A tallow ooze that cannot replenish itself with absorbed fat will either consume itself or solidify, though a tallow ooze exposed to too much heat might melt entirely.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Mindless
- - Ooze
- senses:
- - Perception +14
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 23
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: -5
- con_mod: 5
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A tallow ooze can sense nearby motion through vibration and air movement.
- raw_description: '**Motion Sense** A tallow ooze can sense nearby motion through vibration and air movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 10
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 270
- hp_misc:
- immunities:
- - acid
- - critical hits
- - mental
- - piercing
- - precision
- - slashing
- - unconscious
- - visual
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Congealed
- action_cost: None
- traits:
- description: Whenever the tallow ooze takes fire damage, it becomes __quickened__ for 1 round (it can only Stride or Strike with the extra action). Whenever the tallow ooze is dealt cold damage (even if that damage is prevented by its resistance), it becomes __slowed 1__ for 1 round and can't use its Engulf ability (but creatures already engulfed are still engulfed).
- raw_description: "**Congealed** Whenever the tallow ooze takes fire damage, it becomes __quickened__ for 1 round (it can only Stride or Strike with the extra action). Whenever the tallow ooze is dealt cold damage (even if that damage is prevented by its resistance), it becomes __slowed 1__ for 1 round and can't use its Engulf ability (but creatures already engulfed are still engulfed)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Greasy Seepage
- action_cost: None
- traits:
- - aura
- description: 10 feet. Any creature that starts its turn in or enters a square in the area must attempt a DC 30 __Acrobatics__ check to __Balance__. A creature that takes a Step doesn't need to roll this check.
- raw_description: "**Greasy Seepage** (aura) 10 feet. Any creature that starts its turn in or enters a square in the area must attempt a DC 30 __Acrobatics__ check to __Balance__. A creature that takes a Step doesn't need to roll this check."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 23
- traits:
- damage:
- formula: 2d10+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: residual grease
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Engulf
- action_cost: Two Actions
- traits:
- description: DC 30, 4d10 bludgeoning, Escape DC 26, Rupture 25
- raw_description: '**Engulf** [Two Actions] DC 30, 4d10 bludgeoning, Escape DC 26, Rupture 25'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Residual Grease
- action_cost: None
- traits:
- description: When the tallow ooze critically succeeds at an attack against a creature or a creature escapes from being engulfed by the ooze, that creature's hands and gear become slick with grease. For 1d4 rounds, the affected creature must attempt a DC 30 Reflex save whenever it uses any item (including weapons) that must be wielded or held. On a failure, the creature takes a -2 circumstance penalty to any attack roll or check to use the item; on a critical failure, the creature drops the item, which lands in a random adjacent square. The creature (or an adjacent ally) can use 1 Interact action to wipe off the grease from an item or from its hands.
- raw_description: "**Residual Grease** When the tallow ooze critically succeeds at an attack against a creature or a creature escapes from being engulfed by the ooze, that creature's hands and gear become slick with grease. For 1d4 rounds, the affected creature must attempt a DC 30 Reflex save whenever it uses any item (including weapons) that must be wielded or held. On a failure, the creature takes a -2 circumstance penalty to any attack roll or check to use the item; on a critical failure, the creature drops the item, which lands in a random adjacent square. The creature (or an adjacent ally) can use 1 Interact action to wipe off the grease from an item or from its hands."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tarn Linnorm
- source:
- - abbr: Bestiary
- page_start: 226
- page_stop:
- description: >-
- Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 42
- level: 20
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Uncommon
- - CE
- - Gargantuan
- - Acid
- - Amphibious
- - Dragon
- senses:
- - Perception +35
- - darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Aklo
- - Draconic
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 32
- misc:
- - name: 'Athletics '
- bonus: 38
- misc:
- - name: 'Stealth '
- bonus: 34
- misc:
- perception: 35
- ability_mods:
- str_mod: 10
- dex_mod: 6
- con_mod: 8
- int_mod: -1
- wis_mod: 7
- cha_mod: 8
- sense_abilities:
- items:
- ac: 46
- ac_special:
- saves:
- fort: 36
- fort_misc:
- ref: 32
- ref_misc:
- will: 31
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 400
- hp_misc: regeneration 15 (deactivated by cold iron)
- immunities:
- - acid
- - curse
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Curse of Death
- action_cost: None
- traits:
- - curse
- - death
- - primal
- description: When a creature slays a tarn linnorm, it must succeed at a DC 46 Will save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest.
- raw_description: '**Curse of Death** (__curse__, __death__, __primal__) When a creature slays a tarn linnorm, it must succeed at a DC 46 Will save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 100
- type: fly
- - amount: 80
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 38
- traits:
- - reach 30 feet
- - magical
- damage:
- formula: 4d12+18
- type: piercing
- plus_damage:
- - formula:
- type: tarn linnorm venom
- - action_cost: One Action
- name: claw
- to_hit: 38
- traits:
- - reach 30 feet
- - agile
- - magical
- damage:
- formula: 4d8+18
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 38
- traits:
- - reach 30 feet
- - agile
- - magical
- damage:
- formula: 4d6+18
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 42
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 9
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - evocation
- - poison
- - primal
- 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 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.
- raw_description: "**Breath Weapon** [Two Actions] (__acid__, __evocation__, __poison__, __primal__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 3d6+18 bludgeoning, DC 44
- raw_description: '**__Constrict__** 3d6+18 bludgeoning, DC 44'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Double Bite
- action_cost: One Action
- traits:
- 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 until after the tarn linnorm makes all of these attacks.
- raw_description: "**Double Bite** 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 until after the tarn linnorm makes all of these attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Overwhelming Breath
- action_cost: Three Actions
- traits:
- 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 Weapon or Overwhelming Breath again for 2d4 rounds.
- raw_description: "**Overwhelming Breath** [Three Actions] 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 Weapon or Overwhelming Breath again for 2d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tarn Linnorm Venom
- action_cost: None
- traits:
- - acid
- - injury
- - poison
- description: '**Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 7d6 acid damage and __drained 1__; **Stage 2** 11d6 acid damage and __drained 2__.'
- raw_description: '**Tarn Linnorm Venom** (__acid__, __injury__, __poison__) **Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 7d6 acid damage and __drained 1__; **Stage 2** 11d6 acid damage and __drained 2__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tarrasque
- source:
- - abbr: 'Pathfinder #150: Broken Promises'
- page_start: 80
- page_stop:
- description: >-
- The most powerful spawn is Tarrasque, whose legend spread across countless worlds beyond Golarion. Its destruction of the nation of Ninshabur and its march across Avistan in -632 AR culminated in the destruction of the flying Shory city of Kho before this spawn was sealed away in a remote cavern.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 60
- level: 25
- rarity: Rare
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Rare
- - CE
- - Gargantuan
- - Beast
- senses:
- - Perception +48
- - darkvision
- - scent (imprecise) 120 feet
- languages:
- - Aklo
- - can't speak any language
- skills:
- - name: 'Acrobatics '
- bonus: 47
- misc:
- - name: 'Athletics '
- bonus: 50
- misc:
- perception: 48
- ability_mods:
- str_mod: 12
- dex_mod: 9
- con_mod: 12
- int_mod: -3
- wis_mod: 9
- cha_mod: 7
- sense_abilities:
- items:
- ac: 54
- ac_special:
- saves:
- fort: 47
- fort_misc:
- ref: 37
- ref_misc:
- will: 39
- will_misc:
- misc: +2 status to all saves vs. magic
- hp: 540
- hp_misc: regeneration 50
- immunities:
- - acid
- - clumsy
- - disease
- - drained
- - enfeebled
- - mental
- - paralyzed
- - persistent damage
- - petrified
- - poison
- - polymorph
- - stupefied
- resistances:
- - amount: 25
- type: fire
- - amount: 25
- type: physical
- weaknesses:
- automatic_abilities:
- - name: Carapace
- action_cost: None
- traits:
- description: Tarrasque is immune to cones, lines, rays, and __magic missile__ spells. These effects bounce harmlessly off its scales.
- raw_description: '**Carapace** Tarrasque is immune to cones, lines, rays, and __magic missile__ spells. These effects bounce harmlessly off its scales.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 300 feet, DC 39
- raw_description: >-
- **Frightful Presence** 300 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Inexorable
- action_cost: None
- traits:
- description: Tarrasque recovers from the __slowed__ and __stunned__ conditions at the end of its turn. It's also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain.
- raw_description: "**Inexorable** Tarrasque recovers from the __slowed__ and __stunned__ conditions at the end of its turn. It's also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reactive
- action_cost: None
- traits:
- description: Tarrasque gains 3 reactions each round. It can still use only one reaction per trigger.
- raw_description: '**Reactive** Tarrasque gains 3 reactions each round. It can still use only one reaction per trigger.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reflect
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Reflect** [Reaction] **Trigger** Tarrasque's carapace deflects an effect. **Effect** The effect is redirected back at its source."
- generic_description:
- frequency:
- trigger: Tarrasque's carapace deflects an effect.
- effect: The effect is redirected back at its source.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 45
- traits:
- - chaotic
- - evil
- - magical
- - reach 20 feet
- damage:
- formula: 5d12+20
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: claw
- to_hit: 45
- traits:
- - agile
- - chaotic
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 5d10+20
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 45
- traits:
- - chaotic
- - evil
- - magical
- - reach 30 feet
- damage:
- formula: 4d12+20
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 45
- traits:
- - chaotic
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 4d10+20
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: spine
- to_hit: 45
- traits:
- - brutal
- - chaotic
- - evil
- - magical
- - range increment 120 feet
- damage:
- formula: 3d10+20
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Destructive Frenzy
- action_cost: Three Actions
- traits:
- description: Tarrasque makes a jaws Strike, two claw Strikes, two horn Strikes, and one tail Strike in any order.
- raw_description: '**Destructive Frenzy** [Three Actions] Tarrasque makes a jaws Strike, two claw Strikes, two horn Strikes, and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Fast Swallow
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Fast Swallow** [Reaction] **Trigger** Tarrasque Grabs a creature with its jaws; **Effect** Tarrasque uses Swallow Whole.'
- generic_description:
- frequency:
- trigger: Tarrasque Grabs a creature with its jaws
- effect: Tarrasque uses Swallow Whole.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spine Volley
- action_cost: Two Actions
- traits:
- description: Tarrasque flings spines in a 120-foot cone, dealing 3d10+20 piercing damage to each creature in the area (DC 53 basic Reflex save). Tarrasque can't use Spine Volley again for 1d4 rounds.
- raw_description: "**Spine Volley** [Two Actions] Tarrasque flings spines in a 120-foot cone, dealing 3d10+20 piercing damage to each creature in the area (DC 53 basic Reflex save). Tarrasque can't use Spine Volley again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Huge, 10d6+12 bludgeoning plus 10d6 acid, Rupture 50
- raw_description: '**Swallow Whole** (__attack__) Huge, 10d6+12 bludgeoning plus 10d6 acid, Rupture 50'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, claw, DC 49. When Tarrasque Tramples, it can Stride up to triple its Speed.
- raw_description: '**Trample** [Three Actions] Huge or smaller, claw, DC 49. When Tarrasque Tramples, it can Stride up to triple its Speed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tatzlwyrm
- source:
- - abbr: Bestiary 2
- page_start: 256
- page_stop:
- description: >-
- Tatzlwyrms resemble human-sized snakes with two arms and a dragon's head. Distant relatives of true dragons, tatzlwyrms possess only a meager level of intelligence. They can speak __Draconic__ (with a thick, hissing accent), but their ability to reason is limited and they can't use magic. They do possess a level of cunning, however, and some have been known to build rudimentary traps and even lairs. They are not treasure-hoarders, though, so don't expect to find a tatzlwyrm sitting atop a bed of coins.
-
-
-
-
- Some tatzlwyrms have managed to forge working relationships with dragons, though it's a rare occurrence. From time to time, dragons have used them as messengers (because they can speak their language, however crudely), scouts (due to their smaller size), guides (when they're familiar with a particular mountain), and even muscle (harassing foes not worthy of a dragon's direct attention).
-
-
-
-
- Tatzlwyrms don't work with __kobolds__, though—tatzlwyrms eat kobolds.
-
-
-
-
- Tatzlwyrms hibernate in cold weather, and when they feel winter approaching they seek out underground lairs, mountain crevices, or even hay lofts. On one notable occasion, townsfolk reported being briefly overrun by tatzlwyrms after a conflict between spellcasters in the nearby hills caused a sudden blizzard. Local scholars still debate whether the cause of the influx was the sudden change in weather or if the creatures were drawn to one of the other magic users staying in town who were part of the same pilgrimage as those doing battle.
-
-
-
-
- When confronted, tatzlwyrms are more likely to attack than retreat. Indeed, they sometimes lie in wait on purpose, taking advantage of their scales' natural camouflage and awaiting the chance to unleash their signature move: belching poisonous vapor into an opponent's face. Since this breath attack doesn't have much range, the wyrms usually need to grab their foes first and bring them close to their mouth.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Dragon
- senses:
- - Perception +8
- - darkvision
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Crafting '
- bonus: 4
- misc:
- - name: 'Intimidation '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 3
- int_mod: -3
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Natural Camouflage
- action_cost: None
- traits:
- description: A tatzlwyrm's green, gray, and brown scales provide it natural camouflage. In areas of dense undergrowth, a tatzlwyrm can move at its full Speed when __Sneaking__, and it gains a +4 circumstance bonus to __Hide__.
- raw_description: "**Natural Camouflage** A tatzlwyrm's green, gray, and brown scales provide it natural camouflage. In areas of dense undergrowth, a tatzlwyrm can move at its full Speed when __Sneaking__, and it gains a +4 circumstance bonus to __Hide__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 5
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - magical
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- - agile
- - magical
- damage:
- formula: 1d6+6
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Poison Gasp
- action_cost: One Action
- traits:
- description: "The tatzlwyrm belches a puff of poisonous vapor into the face of an adjacent creature, which must attempt a DC 15 Fortitude save; the creature takes a -2 circumstance penalty to this save if it's __grabbed__ or __flat-footed__. The tatzlwyrm can't use Poison Gasp again for 2 rounds. \n\n"
- raw_description: "**Poison Gasp** The tatzlwyrm belches a puff of poisonous vapor into the face of an adjacent creature, which must attempt a DC 15 Fortitude save; the creature takes a -2 circumstance penalty to this save if it's __grabbed__ or __flat-footed__. The tatzlwyrm can't use Poison Gasp again for 2 rounds. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is __sickened 1__. \n\n**Failure** The target takes 2d6 poison damage and is __enfeebled 1__ for 1 round. \n\n**Critical Failure** The target takes 4d6 poison damage and is enfeebled 1 for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The target is unaffected.
- success: The target is sickened 1.
- failure: The target takes 2d6 poison damage and is enfeebled 1 for 1 round.
- critical_failure: The target takes 4d6 poison damage and is enfeebled 1 for 1 minute.
- full_description:
-- name: Tendriculos
- source:
- - abbr: Bestiary 2
- page_start: 257
- page_stop:
- description: >-
- These strange amalgams of plant and fungus with animal tendencies form where the natural world is corrupted by foul magic or frayed planar boundaries. Tendriculoses are instinctive ambush predators who seek out lightly traveled forest paths and lie in wait in the undergrowth. A tendriculos swallows its prey as quickly as possible and lets its paralytic digestive juices finish the meal, while swiftly restoring itself with the nourishment provided by the trapped creature. When collected, neutralized, and refined, the digestive fluids of a tendriculos form a lacquer that retains some of the tendriculos's acid resistance.
-
-
-
-
- A tendriculos comes into being with a rudimentary understanding of the __Sylvan__ language, but in some cases it might manifest knowing a different tongue, such as __Aklo__, __Draconic__, or even __Necril__. Regardless, tendriculoses have little patience for chattering from potential meals, though some determined fey and primal spellcasters have been known to form alliances or even closer bonds with tendriculoses. Befriending a tendriculos requires great patience and plentiful food—and these the gifts of food must be alive when handed over.
-
-
-
-
- When it has finished feeding and is out of combat, a tendriculos slips into a quiescent state for a full day, one of the few times it is safe to approach. Upon rousing, it seeks the deep forest to regurgitate the less digestible portions of its meal. These remains may contain valuables that survived digestion and indicate that a tendriculos's hunting grounds lie nearby.
-
-
-
-
- Tendriculoses dwell in deep woods and jungles. Those too near populated areas soon draw unwanted attention with their ravenous appetites. Well-fed tendriculoses develop fruiting bodies that cast forth millions of spores. Spores that happen to alight on carrion grow into new tendriculoses.
-
-
-
-
- **__Recall Knowledge - Fungus__ (__Nature__)**: DC 23
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Fungus
- - Plant
- senses:
- - Perception +15
- - low-light vision
- languages:
- - Sylvan
- - (can't speak any language)
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 14
- misc: +16 in undergrowth
- perception: 15
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 5
- int_mod: -2
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 12
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- - acid
- resistances:
- - amount: 5
- type: piercing
- - amount: 5
- type: slashing
- weaknesses:
- - amount: 5
- type: fire
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tentacle only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 18
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+11
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tentacle
- to_hit: 18
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d6+11
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Rampant Growth
- action_cost: One Action
- traits:
- description:
- raw_description: "**Rampant Growth** **Requirements** A creature the tendriculos has Swallowed Whole has taken damage since the end of the tendriculos's last turn, and the tendriculos hasn't used any other actions this turn; **Effect** The tendriculos regains 3d8 HP and recovers from the __fatigued__ and __slowed__ conditions. It reduces any __enfeebled__ value it has by 2."
- generic_description:
- frequency:
- trigger:
- effect: A creature the tendriculos has Swallowed Whole has taken damage since the end of the tendriculos's last turn, and the tendriculos hasn't used any other actions this turn
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 2d10+7 acid plus tendriculos venom, Rupture 14
- raw_description: '**__Swallow Whole__** (__attack__) Large, 2d10+7 acid plus tendriculos venom, Rupture 14'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tendriculos Venom
- action_cost: None
- traits:
- - incapacitation
- - poison
- description: '**Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 2__ (1 round); **Stage 2** clumsy 2 and __slowed 2__ (1 round); **Stage 3** __paralyzed__ (1 round)'
- raw_description: '**Tendriculos Venom** (__incapacitation__, __poison__) **Saving Throw** DC 21 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy 2__ (1 round); **Stage 2** clumsy 2 and __slowed 2__ (1 round); **Stage 3** __paralyzed__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tengu Sneak
- source:
- - abbr: Bestiary
- page_start: 310
- page_stop:
- description: >-
- Crow-like humanoids, tengus are a canny and clever people who can be found across all of Golarion. Tengus are used to being minorities and facing suspicion 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 and illegitimate work.
-
-
-
-
- Although humanoid, tengus have very distinct, birdlike features, and many would say that they resemble crows more than they do humans. They have strong, thick beaks, as well as sharp talons at the ends of their arms and legs. Most of a tengu's body is covered in small feathers that range in color from dark brown and midnight blue to glossy black, with lighter colors being rare but not unheard of. Like many avian creatures, tengus have hollow bones, making them much lighter than other humanoids of their size, although few tengus possess the wings necessary to fly naturally. A tengu's speech might be punctuated by quick clucks or throaty cawing, and many tengus practice conversation diligently to rid themselves of these involuntary ticks. Ruf ing of the feathers and compulsive, jerky movements of the neck are other trademark habits. Tengus reproduce by laying eggs: the average tengu egg is about 11 inches in diameter and 16 inches tall and takes 4 months to hatch.
-
-
-
-
- Tengus are a people in diaspora and are almost always found within larger kingdoms and communities of other races. Perhaps because they are more visually distinctive than most other humanoid races, tengus tend to be distrusted and persecuted more often than, for example, elves or dwarves. As a result, tengus tend to gather in close-knit social groups composed of other outcasts and people of uncommon ancestry. Few true tengu communities exist, and those that do are often exiled to ghettos and other forgotten city quarters. From an early age, tengus learn that the world is not a friendly place and that they must look out for themselves.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - CN
- - Medium
- - Humanoid
- - Tengu
- senses:
- - Perception +6
- - low-light vision
- languages:
- - Common
- - Tengu
- - plus two others
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- - name: 'Diplomacy '
- bonus: 5
- misc:
- - name: 'Society '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Thievery '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 1
- int_mod: 1
- wis_mod: 0
- cha_mod: 1
- sense_abilities:
- items:
- - rapier
- - shortbow
- - studded leather armor
- ac: 19
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 10
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 27
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: rapier
- to_hit: 10
- traits:
- - deadly 1d8
- - disarm
- - finesse
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: beak
- to_hit: 10
- traits:
- - finesse
- damage:
- formula: 1d4+2
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 10
- traits:
- - deadly 1d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Go for the Eyes
- action_cost: Reaction
- traits:
- - incapacitation
- description:
- raw_description: "**Go for the Eyes** [Reaction] (__incapacitation__) **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 DC 17 Fortitude save.**Success** Unaffected.**Failure** Blinded for 1 round.**Critical Failure** Blinded until healed to maximum HP."
- generic_description:
- frequency:
- 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 DC 17 Fortitude save.
- requirements:
- range:
- effects:
- critical_success:
- success: Unaffected.Failure Blinded for 1 round.Critical Failure Blinded until healed to maximum HP.
- failure: Blinded for 1 round.Critical Failure Blinded until healed to maximum HP.
- critical_failure: Blinded until healed to maximum HP.
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The tengu deals 1d6 extra precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The tengu deals 1d6 extra precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Surprise Attacker
- action_cost: None
- traits:
- description: On the first round of combat, creatures that haven't acted yet are flat-footed to the tengu.
- raw_description: "**Surprise Attacker** On the first round of combat, creatures that haven't acted yet are flat-footed to the tengu."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Terotricus
- source:
- - abbr: Bestiary
- page_start: 311
- page_stop:
- 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 all living creatures, infecting them with its spores, and its presence can spell doom for any in its way.
-
-
-
-
- Terotricuses move by rapidly expanding and contracting their slimy "bodies," which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don't need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Abyss, who in turn bring this blight to the Material Plane when the fiends are summoned.
-
-
-
-
- When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim's skin until they cover the entire body, at which point the victim's mind is also subdued and bent to the terotricus's will. The terotricus's favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted slaves.
-
-
-
-
- **__Recall Knowledge - Fungus__ (__Nature__)**: DC 44
- level: 19
- rarity: Rare
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Rare
- - CE
- - Gargantuan
- - Fungus
- senses:
- - Perception +31
- - darkvision
- - tremorsense (imprecise) 120 feet
- languages:
- - Abyssal
- - Elven
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 37
- misc:
- - name: 'Deception '
- bonus: 32
- misc:
- - name: 'Intimidation '
- bonus: 35
- misc:
- - name: 'Nature '
- bonus: 31
- misc:
- - name: 'Survival '
- bonus: 31
- misc:
- perception: 31
- ability_mods:
- str_mod: 10
- dex_mod: 5
- con_mod: 9
- int_mod: -1
- wis_mod: 6
- cha_mod: 5
- sense_abilities:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 34
- fort_misc:
- ref: 28
- ref_misc:
- will: 33
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 370
- hp_misc: regeneration 25 (deactivated by cold
- immunities:
- - controlled
- - disease
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- - amount: 15
- type: cold
- - amount: 15
- type: cold iron
- - amount: 15
- type: good
- - amount: 10
- type: slashing
- automatic_abilities:
- - name: Spore Cloud
- action_cost: None
- traits:
- - aura
- - disease
- description: 30 feet. A creature entering the aura or starting its turn there is exposed to spore blight.
- raw_description: '**Spore Cloud** (__aura__, __disease__); 30 feet. A creature entering the aura or starting its turn there is exposed to spore blight.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 25
- type: burrow
- - amount: 25
- type: climb
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: tentacle
- to_hit: 37
- traits:
- - chaotic
- - evil
- - magical
- - reach 20 feet
- damage:
- formula: 4d10+16
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: chaotic
- - formula: 2d6
- type: evil
- - formula:
- type: Improved Grab or Improved Push 20 feet (40 feet on a critical hit)
- ranged:
- - action_cost: One Action
- name: spores
- to_hit: 37
- traits:
- - chaotic
- - evil
- - magical
- - range increment 80 feet
- damage:
- formula: 4d8+6
- type: poison
- plus_damage:
- - formula: 2d6
- type: chaotic
- - formula: 2d6
- type: evil
- - formula:
- type: spore blight
- - formula:
- type: sticky spores
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Infest Environs
- action_cost: Two Actions
- traits:
- - healing
- - necromancy
- - primal
- description:
- raw_description: '**Infest Environs** [Two Actions] (__healing__, __necromancy__, __primal__) **Frequency** once per day. **Requirement** The terotricus is in a swamp or forested area. **Effect** The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. The terotricus is healed 200 Hit Points.'
- generic_description:
- frequency: once per day.
- trigger:
- effect: The terotricus is in a swamp or forested area.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spore Blight
- action_cost: None
- traits:
- - disease
- description: Plants and fungi are immune. **Saving Throw** Fortitude DC 40; **Stage 1** enfeebled 2 (1 day); **Stage 2** enfeebled 4 and slowed 1 (1 day); **Stage 3** controlled by the terotricus (as dominate; 5d8 days); **Stage 4** dead.
- raw_description: '**Spore Blight** (__disease__) Plants and fungi are immune. **Saving Throw** Fortitude DC 40; **Stage 1** enfeebled 2 (1 day); **Stage 2** enfeebled 4 and slowed 1 (1 day); **Stage 3** controlled by the terotricus (as dominate; 5d8 days); **Stage 4** dead.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sticky Spores
- action_cost: None
- traits:
- description: A creature hit by a terotricus's spores must succeed at a DC 40 Reflex save or take a -10-foot status penalty to all its Speeds for 1 minute. On a critical failure, the creature is immobilized until it Escapes (DC 40).
- raw_description: "**Sticky Spores** A creature hit by a terotricus's spores must succeed at a DC 40 Reflex save or take a -10-foot status penalty to all its Speeds for 1 minute. On a critical failure, the creature is immobilized until it Escapes (DC 40)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Thanadaemon
- source:
- - abbr: Bestiary 2
- page_start: 60
- page_stop:
- description: >-
- Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a __bo staff__), a tool they use to navigate the river's muck-ridden channels and turbulent rapids.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Daemon
- - Fiend
- senses:
- - Perception +26
- - darkvision
- - true seeing
- languages:
- - Common
- - Daemonic
- - telepathy 100 feet
- skills:
- - name: 'Arcana '
- bonus: 22
- misc:
- - name: 'Deception '
- bonus: 26
- misc:
- - name: 'Intimidation '
- bonus: 26
- misc:
- - name: 'Religion '
- bonus: 22
- misc:
- - name: 'Styx Lore '
- bonus: 24
- misc:
- perception: 26
- ability_mods:
- str_mod: 6
- dex_mod: 6
- con_mod: 4
- int_mod: 3
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- items:
- - +1 striking bo staff
- - soul gem
- ac: 34
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 23
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 270
- hp_misc:
- immunities:
- - death effects
- resistances:
- - amount: 10
- type: good
- weaknesses:
- automatic_abilities:
- - name: Terrifying Gaze
- action_cost: None
- traits:
- - aura
- - divine
- - emotion
- - enchantment
- - fear
- - mental
- - visual
- description: 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will save. If the creature fails, it becomes __frightened 2__. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.
- raw_description: '**Terrifying Gaze** (__aura__, __divine__, __emotion__, __enchantment__, __fear__, __mental__, __visual__) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will save. If the creature fails, it becomes __frightened 2__. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: bo staff
- to_hit: 28
- traits:
- - evil
- - magical
- - parry
- - reach 10 feet
- - trip
- damage:
- formula: 3d8+14
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: negative
- - formula: 1d6
- type: evil
- - formula:
- type: draining strike
- - action_cost: One Action
- name: claw
- to_hit: 27
- traits:
- - agile
- - evil
- - finesse
- - magical
- damage:
- formula: 3d6+14
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil and draining strike
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 34
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: finger of death
- frequency:
- requirement:
- - name: plane shift
- frequency: at will, self plus skiff and passengers only, Astral, Ethereal, and evil planes only
- requirement:
- - name: teleport
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: slow
- frequency:
- requirement:
- - name: vampiric exsanguination
- frequency: ×2
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: good only, at will
- requirement:
- - level: -1
- heightened_level: 7
- spells:
- - name: air walk
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 34
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: create undead
- frequency:
- requirement:
- proactive_abilities:
- - name: Draining Strike
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude save or become __drained 1__. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4.
- raw_description: '**Draining Strike** (__divine__, __necromancy__) When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude save or become __drained 1__. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focus Gaze
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - fear
- - visual
- description: The thanadaemon glares at a single creature they can see within 30 feet. The target must immediately attempt a DC 33 Will save against the thanadaemon's terrifying gaze. If the target was already __frightened__, a failed save causes it to become __fleeing__ for 1d4 rounds. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn.
- raw_description: "**Focus Gaze** (__concentrate__, __divine__, __fear__, __visual__) The thanadaemon glares at a single creature they can see within 30 feet. The target must immediately attempt a DC 33 Will save against the thanadaemon's terrifying gaze. If the target was already __frightened__, a failed save causes it to become __fleeing__ for 1d4 rounds. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Soul Crush
- action_cost: Two Actions
- traits:
- - manipulate
- description:
- raw_description: '**Soul Crush** [Two Actions] (__manipulate__) **Requirements **The thanadaemon has a soul gem; **Effect **The thanadaemon crushes the soul gem in one hand and gains __fast healing 15__ for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect: The thanadaemon has a soul gem
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Theletos
- source:
- - abbr: Bestiary 2
- page_start: 8
- page_stop:
- description: >-
- Theletoses maintain the balance between fate and free will. A theletos is a roughly spherical mass of crystals from which emerge four limbs, each split at the elbow and ending in three-fingered hands. A pair of crystalline tentacles also emerges from its body. Those who have been damaged by a theletos's tentacles describe a disorienting dilemma as they simultaneously feel forced to make a single choice while also being overwhelmed by the endless options available to choose from. Theletoses are more likely than most aeons to interfere in non-aeon societies, particularly in regions with draconian laws. Their involvement is twofold; a theletos concerns itself with both the freedom of individuals and the laws that restrict these individuals, even (or especially) when the two are in opposition.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: LN
- size: Medium
- traits:
- - LN
- - Medium
- - Aeon
- - Monitor
- senses:
- - Perception +18
- - darkvision
- languages:
- - envisioning
- skills:
- - name: 'Arcana '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Religion '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 18
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 3
- int_mod: 3
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- - name: Envisioning
- action_cost: None
- traits:
- description: When a theletos conveys information, it does so wordlessly through psychic projections. This acts as __telepathy__ with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane.
- raw_description: '**Envisioning** When a theletos conveys information, it does so wordlessly through psychic projections. This acts as __telepathy__ with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 13
- ref_misc:
- will: 18
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 125
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: chaotic
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: fly
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 17
- traits:
- - lawful
- - magical
- damage:
- formula: 2d10+4
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: lawful
- - action_cost: One Action
- name: tentacle
- to_hit: 17
- traits:
- - agile
- - lawful
- - magical
- damage:
- formula: 2d8+4
- type: slashing
- plus_damage:
- - formula: 1d6
- type: lawful and fate drain
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 25
- to_hit: 17
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: augury
- frequency: at will
- requirement:
- - name: charm
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: enthrall
- frequency:
- requirement:
- - name: outcast's curse
- frequency:
- requirement:
- - name: remove curse
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - name: touch of idiocy
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: geas
- frequency:
- requirement:
- proactive_abilities:
- - name: Fate Drain
- action_cost: None
- traits:
- - curse
- - divine
- - mental
- description: A creature damaged by the theletos's tentacle must succeed at a DC 22 Will save or become __stupefied 1__. As long as the creature is stupefied, it can no longer benefit from __fortune__ effects. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours.
- raw_description: "**Fate Drain** (__curse__, __divine__, __mental__) A creature damaged by the theletos's tentacle must succeed at a DC 22 Will save or become __stupefied 1__. As long as the creature is stupefied, it can no longer benefit from __fortune__ effects. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wrath of Fate
- action_cost: Two Actions
- traits:
- - curse
- - divine
- - mental
- - misfortune
- description: The theletos releases a 60-foot cone of energy from its center. Creatures in the cone become overwhelmed with the knowledge of various fates that destiny has in store for them and lack of clear pathways to these potential futures. They must succeed at a DC 26 Will save or be __slowed 1__ indefinitely. An affected creature can choose to roll twice when it attempts an attack, saving throw, or skill check and take the lower result. Regardless of the outcome, that creature is no longer slowed after that roll. The theletos can't use Wrath of Fate again for 1d4 rounds.
- raw_description: "**Wrath of Fate** [Two Actions] (__curse__, __divine__, __mental__, __misfortune__) The theletos releases a 60-foot cone of energy from its center. Creatures in the cone become overwhelmed with the knowledge of various fates that destiny has in store for them and lack of clear pathways to these potential futures. They must succeed at a DC 26 Will save or be __slowed 1__ indefinitely. An affected creature can choose to roll twice when it attempts an attack, saving throw, or skill check and take the lower result. Regardless of the outcome, that creature is no longer slowed after that roll. The theletos can't use Wrath of Fate again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Thrasfyr
- source:
- - abbr: Bestiary 2
- page_start: 258
- page_stop:
- description: >-
- As bizarre in appearance as they are ferocious, thrasfyrs resemble six-limbed bears with bull-like horns, draconic scales, and a fire-breathing serpent for a tail. Every thrasfyr is wrapped in animated chains psychically linked to the creature's mind.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 41
- level: 17
- rarity: Rare
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Rare
- - CE
- - Huge
- - Beast
- - Fire
- - Tane
- senses:
- - Perception +31
- - darkvision
- - see invisibility
- languages:
- - Aklo
- - Sylvan
- skills:
- - name: 'Athletics '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 31
- misc:
- perception: 31
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 9
- int_mod: -3
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- - name: Planar Acclimation
- action_cost: None
- traits:
- description: The thrasfyr always treats the plane it is located on as its home plane.
- raw_description: '**Planar Acclimation** The thrasfyr always treats the plane it is located on as its home plane.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 28
- ref_misc:
- will: 27
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 350
- hp_misc: regeneration 25 (deactivated by acid or cold
- immunities:
- - fire
- resistances:
- - amount: 15
- type: physical (except cold iron)
- weaknesses:
- - amount: 15
- type: cold
- - amount: 15
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: climb
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: chain
- to_hit: 34
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 3d10+17
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Knockdown
- - action_cost: One Action
- name: jaws
- to_hit: 32
- traits:
- - magical
- - reach 10 feet
- damage:
- formula: 3d6+15
- type: piercing
- plus_damage:
- - formula: 3d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 32
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+15
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 32
- traits:
- - fatal d12
- - magical
- - reach 10 feet
- damage:
- formula: 3d12+15
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: teleport
- frequency: self and rider only
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: see invisibility
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: air walk
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The thrasfyr's serpent tail breathes a blast of flame in a 50-foot cone, dealing 10d12 fire damage (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] The thrasfyr's serpent tail breathes a blast of flame in a 50-foot cone, dealing 10d12 fire damage (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rider's Bond
- action_cost: One Action
- traits:
- - divination
- - mental
- - primal
- description: The thrasfyr designates one creature as its rider by touching the rider with its claw. The thrasfyr and rider can communicate with each other telepathically at any range on the same plane and are aware of each other's present state, direction from each other, distance from each other, and any conditions affecting either.
- raw_description: "**Rider's Bond** (__divination__, __mental__, __primal__) The thrasfyr designates one creature as its rider by touching the rider with its claw. The thrasfyr and rider can communicate with each other telepathically at any range on the same plane and are aware of each other's present state, direction from each other, distance from each other, and any conditions affecting either."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tangling Chains
- action_cost: Two Actions
- traits:
- - incapacitation
- - primal
- - transmutation
- description: The thrasfyr thrashes its chains in all directions. Each creature in a 15-foot emanation takes 18d6 bludgeoning damage (DC 38 basic Reflex save); creatures that fail are __immobilized__ until the start of the thrasfyr's next turn. The thrasfyr can't use Tangling Chains or make chain Strikes for 1d4 rounds.
- raw_description: "**Tangling Chains** [Two Actions] (__incapacitation__, __primal__, __transmutation__) The thrasfyr thrashes its chains in all directions. Each creature in a 15-foot emanation takes 18d6 bludgeoning damage (DC 38 basic Reflex save); creatures that fail are __immobilized__ until the start of the thrasfyr's next turn. The thrasfyr can't use Tangling Chains or make chain Strikes for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whirling Frenzy
- action_cost: Two Actions
- traits:
- description: The thrasfyr makes a jaws Strike, a horn Strike, and two claw Strikes, each against a different target. Each attack counts toward the thrasfyr's multiple attack penalty, but the penalty doesn't increase until after all the attacks.
- raw_description: "**Whirling Frenzy** [Two Actions] The thrasfyr makes a jaws Strike, a horn Strike, and two claw Strikes, each against a different target. Each attack counts toward the thrasfyr's multiple attack penalty, but the penalty doesn't increase until after all the attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Thulgant
- source:
- - abbr: Bestiary 2
- page_start: 217
- page_stop:
- description: >-
- Although they spend most of their time hunting and battling __demons__ for control of the __Abyss__, thulgants amuse themselves with a variety of diversions, such as maintaining galleries of petrified mortals or building massive, hive-like lairs filled with enslaved minions. Each of these qlippoth is a horrific tangle of limbs, with spiderlike legs, writhing tentacles emerging from the top of its head, and three scorpion-like stingers.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 40
- level: 18
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Fiend
- - Qlippoth
- senses:
- - Perception +30
- - greater darkvision
- - true seeing
- languages:
- - Abyssal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 32
- misc:
- - name: 'Athletics '
- bonus: 35
- misc:
- - name: 'Occultism '
- bonus: 33
- misc:
- - name: 'Stealth '
- bonus: 32
- misc:
- perception: 30
- ability_mods:
- str_mod: 9
- dex_mod: 6
- con_mod: 6
- int_mod: 5
- wis_mod: 6
- cha_mod: 9
- sense_abilities:
- items:
- ac: 42
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 28
- ref_misc:
- will: 32
- will_misc:
- misc:
- hp: 305
- hp_misc:
- immunities:
- - controlled
- - fear
- resistances:
- - amount: 15
- type: mental
- - amount: 15
- type: physical (except cold iron)
- weaknesses:
- - amount: 15
- type: lawful
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- - amount: 50
- type: fly
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: stinger
- to_hit: 35
- traits:
- - reach 10 feet
- damage:
- formula: 3d12+17
- type: piercing
- plus_damage:
- - formula: 3d6
- type: mental
- - formula: 1d6
- type: chaotic
- - formula:
- type: thulgant venom
- - action_cost: One Action
- name: tentacle
- to_hit: 35
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 3d8+17
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: acid
- - formula: 1d6
- type: chaotic
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 40
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: flesh to stone
- frequency: ×3
- requirement:
- - name: phantasmal calamity
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: divine aura
- frequency: chaotic only
- requirement:
- - name: divine decree
- frequency: chaotic only
- requirement:
- - name: phantom pain
- frequency: ×3
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency:
- requirement:
- - level: 0
- heightened_level: 9
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 40
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: imprisonment
- frequency: 9th
- requirement:
- proactive_abilities:
- - name: Demon Hunter
- action_cost: One Action
- traits:
- - divination
- - occult
- description: The thulgant causes a __demon__ within 30 feet to suffer the effect of its sinful vulnerability.
- raw_description: '**Demon Hunter** (__divination__, __occult__) The thulgant causes a __demon__ within 30 feet to suffer the effect of its sinful vulnerability.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Greater Constrict
- action_cost: One Action
- traits:
- description: 2d6+17 bludgeoning and 1d6 acid, DC 40
- raw_description: '**__Greater Constrict__** 2d6+17 bludgeoning and 1d6 acid, DC 40'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mind-Rending Sting
- action_cost: One Action
- traits:
- description:
- raw_description: '**Mind-Rending Sting** **Requirement** The thulgant hits the same enemy with two consecutive sting Strikes in the same round; **Effect** The thulgant deals 3d12+17 mental damage to the enemy. If the enemy is affected by thulgant venom, that poison gains the __virulent__ trait.'
- generic_description:
- frequency:
- trigger:
- effect: The thulgant hits the same enemy with two consecutive sting Strikes in the same round
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stunning Display
- action_cost: Two Actions
- traits:
- - concentrate
- - emotion
- - enchantment
- - fear
- - incapacitation
- - mental
- - occult
- - visual
- description: "The thulgant rises up on its twitching limbs and presents its numerous tentacles and stingers in a horrifying display of awfulness. Creatures in a 30-foot emanation must attempt a DC 40 Will save, after which they are temporarily immune to further Stunning Displays for 1 minute. \n\n"
- raw_description: "**Stunning Display** [Two Actions] (__concentrate__, __emotion__, __enchantment__, __fear__, __incapacitation__, __mental__, __occult__, __visual__) The thulgant rises up on its twitching limbs and presents its numerous tentacles and stingers in a horrifying display of awfulness. Creatures in a 30-foot emanation must attempt a DC 40 Will save, after which they are temporarily immune to further Stunning Displays for 1 minute. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is __stunned 1__. \n\n**Failure** The creature is stunned 4. \n\n**Critical Failure** The creature is stunned 8."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is stunned 1.
- failure: The creature is stunned 4.
- critical_failure: The creature is stunned 8.
- full_description:
- - name: Thulgant Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 40; **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison damage and the victim gains one of the following at random: __clumsy 1__, __enfeebled 1__, or __stupefied 1__ (1 round); **Stage 2** 6d6 poison damage and the victim gains two of the following at random: clumsy 2, enfeebled 2, or stupefied 2 (1 round); **Stage 3** 9d6 poison damage and the victim gains all three of the following: clumsy 3, enfeebled 3, and stupefied 3 (1 round)'
- raw_description: '**Thulgant Venom** (__poison__) **Saving Throw** Fortitude DC 40; **Maximum Duration** 6 rounds; **Stage 1** 3d6 poison damage and the victim gains one of the following at random: __clumsy 1__, __enfeebled 1__, or __stupefied 1__ (1 round); **Stage 2** 6d6 poison damage and the victim gains two of the following at random: clumsy 2, enfeebled 2, or stupefied 2 (1 round); **Stage 3** 9d6 poison damage and the victim gains all three of the following: clumsy 3, enfeebled 3, and stupefied 3 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Thunderbird
- source:
- - abbr: Bestiary 2
- page_start: 259
- page_stop:
- description: >-
- Thunderbirds bring storms on their wings. In times of drought, they are welcomed. Other times, they are offered gifts in hopes they might leave before flooding begins. When angered, they call down hurricanes and lay waste to entire villages, so many settlements conduct extensive rites to appease and honor local thunderbirds.
-
-
-
-
- Thunderbird parents carry their newly hatched offspring to hidden mountaintop nests, where the young are struck by their first bolts of lightning and learn the mysteries of the storm.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 30
- level: 11
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - Uncommon
- - N
- - Gargantuan
- - Air
- - Beast
- - Electricity
- senses:
- - Perception +22
- - darkvision
- - stormsight
- languages:
- - Auran
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Intimidation '
- bonus: 20
- misc:
- - name: 'Nature '
- bonus: 20
- misc:
- perception: 22
- ability_mods:
- str_mod: 8
- dex_mod: 3
- con_mod: 7
- int_mod: 3
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- - name: Stormsight
- action_cost: None
- traits:
- description: Wind, precipitation, and clouds don't impair a thunderbird's vision; it ignores the __concealed__ condition from storms, mist, precipitation, and the like.
- raw_description: "**Stormsight** Wind, precipitation, and clouds don't impair a thunderbird's vision; it ignores the __concealed__ condition from storms, mist, precipitation, and the like."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 20
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 200
- hp_misc:
- immunities:
- - electricity
- resistances:
- - amount: 10
- type: sonic
- weaknesses:
- automatic_abilities:
- - name: Storm Aura
- action_cost: None
- traits:
- - air
- - aura
- - evocation
- - primal
- - water
- description: 100 feet. The thunderbird is surrounded by a cyclone of wind and driving rain. This area is greater difficult terrain for flying creatures, who must successfully __Maneuver in Flight__ (DC 27) or be blown 30 feet away from the thunderbird. Creatures on the ground must succeed at a DC 27 Reflex save to perform any __move__ action and are knocked __prone__ on a critical failure. The driving rain in the storm aura imposes a -2 circumstance penalty on Perception checks and extinguishes smaller flames. A thunderbird can deactivate or activate the storm aura as a free action with the __concentrate__ trait.
- raw_description: '**Storm Aura** (__air__, __aura__, __evocation__, __primal__, __water__) 100 feet. The thunderbird is surrounded by a cyclone of wind and driving rain. This area is greater difficult terrain for flying creatures, who must successfully __Maneuver in Flight__ (DC 27) or be blown 30 feet away from the thunderbird. Creatures on the ground must succeed at a DC 27 Reflex save to perform any __move__ action and are knocked __prone__ on a critical failure. The driving rain in the storm aura imposes a -2 circumstance penalty on Perception checks and extinguishes smaller flames. A thunderbird can deactivate or activate the storm aura as a free action with the __concentrate__ trait.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reactive Shock
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Reactive Shock [Reaction]** **Trigger** A creature enters the thunderbird's reach or uses a __move__ action within their reach; **Effect** A lightning bolt dancing on the thunderbird's body leaps onto the creature, dealing 8d6 electricity damage (DC 30 basic Reflex save)."
- generic_description:
- frequency:
- trigger: A creature enters the thunderbird's reach or uses a __move__ action within their reach
- effect: A lightning bolt dancing on the thunderbird's body leaps onto the creature, dealing 8d6 electricity damage (DC 30 basic Reflex save).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 80
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 24
- traits:
- damage:
- formula: 2d6+12
- type: piercing
- plus_damage:
- - formula: 3d6
- type: electricity
- - action_cost: One Action
- name: talon
- to_hit: 24
- traits:
- - agile
- damage:
- formula: 2d8+12
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: thunderbolt
- to_hit: 23
- traits:
- - range 200 feet
- damage:
- formula: 3d6
- type: electricity and 3d6 sonic
- plus_damage:
- - formula:
- type: thunderstrike
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Rituals
- action_cost: None
- traits:
- description: >+
- DC 30; **8th** __control weather__ (does not require secondary casters)
-
- raw_description: >+
- **Rituals** DC 30; **8th** __control weather__ (does not require secondary casters)
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lightning Blast
- action_cost: Two Actions
- traits:
- - evocation
- - primal
- description: The thunderbird spreads their wings and blasts their foe with thunderous bolts of lightning. Each creature in a 30-foot emanation takes 6d6 electricity damage and 6d6 sonic damage (DC 30 basic Reflex save). The thunderbird can't use Lightning Blast for 1d4 rounds.
- raw_description: "**Lightning Blast** [Two Actions] (__evocation__, __primal__) The thunderbird spreads their wings and blasts their foe with thunderous bolts of lightning. Each creature in a 30-foot emanation takes 6d6 electricity damage and 6d6 sonic damage (DC 30 basic Reflex save). The thunderbird can't use Lightning Blast for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stormflight
- action_cost: None
- traits:
- description: A thunderbird can move in wind with ease. They don't treat wind as difficult terrain or need to __Maneuver in Flight__ in high winds.
- raw_description: "**Stormflight** A thunderbird can move in wind with ease. They don't treat wind as difficult terrain or need to __Maneuver in Flight__ in high winds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thunderstrike
- action_cost: None
- traits:
- description: A creature that takes damage from a thunderbird's thunderbolt Strike must succeed at a DC 28 Fortitude save or be knocked __prone__ and __deafened__ for 1 round.
- raw_description: "**Thunderstrike** A creature that takes damage from a thunderbird's thunderbolt Strike must succeed at a DC 28 Fortitude save or be knocked __prone__ and __deafened__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tick Swarm
- source:
- - abbr: Bestiary 2
- page_start: 260
- page_stop:
- description: >-
- This swarm of thousands of fist-sized ticks forms a moving carpet of bloated insects—a nauseating and intimidating sight.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +18
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 18
- ability_mods:
- str_mod: 1
- dex_mod: 6
- con_mod: 4
- int_mod: -5
- wis_mod: 3
- cha_mod: -5
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 19
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 130
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 5
- type: bludgeoning
- - amount: 10
- type: piercing
- - amount: 10
- type: slashing
- weaknesses:
- - amount: 10
- type: area damage
- - amount: 10
- type: splash damage
- automatic_abilities:
- - name: Cling
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Cling [Reaction]** **Trigger** A creature leaves the swarm's space; **Effect** The swarm takes 1d6 damage as ticks cling to the creature and continue biting, dealing 3d6 __persistent piercing damage__. Immersion in water reduces the DC of the flat check to end this persistent damage to 5, and any area damage dealt to the creature destroys these clinging ticks."
- generic_description:
- frequency:
- trigger: A creature leaves the swarm's space
- effect: The swarm takes 1d6 damage as ticks cling to the creature and continue biting, dealing 3d6 __persistent piercing damage__. Immersion in water reduces the DC of the flat check to end this persistent damage to 5, and any area damage dealt to the creature destroys these clinging ticks.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swarming Bites
- action_cost: One Action
- traits:
- description: Each enemy in the swarm's space takes 3d6 piercing damage (DC 28 basic Reflex save) plus Cling and exposure to tick fever.
- raw_description: "**Swarming Bites** Each enemy in the swarm's space takes 3d6 piercing damage (DC 28 basic Reflex save) plus Cling and exposure to tick fever."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tick Fever
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** DC 27 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled__ (1 day); **Stage 2** enfeebled 2 (1 day).'
- raw_description: '**Tick Fever** (__disease__) **Saving Throw** DC 27 Fortitude; **Onset** 1 day; **Stage 1** __enfeebled__ (1 day); **Stage 2** enfeebled 2 (1 day).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tidal Master
- source:
- - abbr: Bestiary
- page_start: 153
- page_stop:
- description: >-
- Tidal masters use their power over waves and water to drown their enemies.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Aquatic
- - Elemental
- - Water
- senses:
- - Perception +18
- - darkvision
- languages:
- - Aquan
- skills:
- - name: 'Athletics '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 5
- con_mod: 5
- int_mod: -1
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- - name: Water-Bound
- action_cost: None
- traits:
- description: When not touching water, the tidal master is slowed 1 and can't use reactions.
- raw_description: "**Water-Bound** When not touching water, the tidal master is slowed 1 and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 21
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 155
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Vortex
- action_cost: None
- traits:
- - aura
- - water
- description: 40 feet. Water in the area that is in the same body of water as the tidal master is difficult terrain for Swimming creatures that don't have the water trait.
- raw_description: "**Vortex** (__aura__, __water__) 40 feet. Water in the area that is in the same body of water as the tidal master is difficult terrain for Swimming creatures that don't have the water trait."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 80
- type: swim
- melee:
- - action_cost: One Action
- name: wave
- to_hit: 21
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+11
- type: bludgeoning
- plus_damage:
- - formula:
- type: Push or Pull 10 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drench
- action_cost: One Action
- traits:
- - abjuration
- - primal
- - water
- description: The elemental puts out all fires in a 10-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier).
- raw_description: '**Drench** (__abjuration__, __primal__, __water__) The elemental puts out all fires in a 10-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tiefling Adept
- source:
- - abbr: Bestiary
- page_start: 262
- page_stop:
- 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 as this tiefling adept, simply accept their label and delve fully into evil.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Human
- - Humanoid
- - Tiefling
- senses:
- - Perception +6
- - darkvision
- languages:
- - Abyssal
- - Common
- skills:
- - name: 'Abyss Lore '
- bonus: 9
- misc:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Arcana '
- bonus: 9
- misc:
- - name: 'Deception '
- bonus: 9
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Occultism '
- bonus: 9
- misc:
- - name: 'Religion '
- bonus: 6
- misc:
- - name: 'Society '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 2
- con_mod: 0
- int_mod: 4
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- - dagger
- - explorer's clothing
- - spellbook
- - staff
- ac: 17
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 7
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 29
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: staff
- to_hit: 6
- traits:
- - two-handed 1d8
- damage:
- formula: 1d6
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: dagger
- to_hit: 7
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 7
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+1
- type: piercing
- plus_damage:
- spell_lists:
- - name: Arcane Prepared Spells
- dc: 21
- to_hit: 11
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: flaming sphere
- frequency:
- requirement:
- - name: invisibility
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: magic missile
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency:
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- - name: tanglefoot
- frequency:
- requirement:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Drain Bonded Item
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Drain Bonded Item** [Free Action] **Frequency** Once per day; **Requirements** The adept hasn't acted yet on this turn. **Effect** The adept expends the power stored in its staff. This gives the adept the ability to cast one prepared spell it had already previously cast today (choosing a different spell level each time), without spending a spell slot. The adept must still Cast the Spell and meet the spell's other requirements."
- generic_description:
- frequency: Once per day
- trigger:
- effect: The adept hasn't acted yet on this turn.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tiger
- source:
- - abbr: Bestiary
- page_start: 53
- page_stop:
- description: >-
- Tigers are solitary and territorial hunters, using their striped hides to blend into the forests and jungles they call home and preferring to attack with surprise.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +12
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 11
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 13
- traits:
- damage:
- formula: 1d10+7
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - agile
- damage:
- formula: 1d8+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The tiger Strides and makes a Strike at the end of that movement. If the tiger began this action hidden, it remains hidden until after this ability's Strike.
- raw_description: "**Pounce** The tiger Strides and makes a Strike at the end of that movement. If the tiger began this action hidden, it remains hidden until after this ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The tiger deals 1d6 extra precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The tiger deals 1d6 extra precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wrestle
- action_cost: One Action
- traits:
- description: The tiger makes a claw Strike against a creature it is grabbing. If the attack hits, that creature is knocked __prone__.
- raw_description: '**Wrestle** The tiger makes a claw Strike against a creature it is grabbing. If the attack hits, that creature is knocked __prone__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Titan Centipede
- source:
- - abbr: Bestiary 2
- page_start: 50
- page_stop:
- description: >-
- These colossal, solitary centipedes claim vast hunting grounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- senses:
- - Perception +18
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 21
- misc:
- perception: 18
- ability_mods:
- str_mod: 8
- dex_mod: 1
- con_mod: 5
- int_mod: -5
- wis_mod: 5
- cha_mod: -4
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 16
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 155
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- - amount: 50
- type: climb
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 21
- traits:
- - reach 20 feet
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- - formula:
- type: titan centipede venom
- - action_cost: One Action
- name: foot
- to_hit: 19
- traits:
- damage:
- formula: 2d8+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Impaling Critical
- action_cost: None
- traits:
- description: When a titan centipede scores a critical hit with its mandibles, the target is painfully pierced with barbed spines and bristles, taking 1d6 __persistent bleed damage__ and becoming __flat-footed__ as long as the bleed damage continues.
- raw_description: '**Impaling Critical** When a titan centipede scores a critical hit with its mandibles, the target is painfully pierced with barbed spines and bristles, taking 1d6 __persistent bleed damage__ and becoming __flat-footed__ as long as the bleed damage continues.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Titan Centipede Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw **DC 28 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 2d6 poison damage and __clumsy 2__ (1 round); **Stage 2** 2d8 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 2d10 poison damage, clumsy 2, and slowed 2 (1 round)'
- raw_description: '**Titan Centipede Venom** (__poison__) **Saving Throw **DC 28 Fortitude; **Maximum Duration **6 rounds; **Stage 1** 2d6 poison damage and __clumsy 2__ (1 round); **Stage 2** 2d8 poison damage, clumsy 2, and __slowed 1__ (1 round); **Stage 3** 2d10 poison damage, clumsy 2, and slowed 2 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, foot, DC 28
- raw_description: '**__Trample__** [Three Actions] Huge or smaller, foot, DC 28'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Undulate
- action_cost: One Action
- traits:
- description: The titan centipede Strides up to its Speed or Steps. During this movement, it can pass through spaces as narrow as 10 feet without __Squeezing__.
- raw_description: '**Undulate** The titan centipede Strides up to its Speed or Steps. During this movement, it can pass through spaces as narrow as 10 feet without __Squeezing__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tixitog
- source:
- - abbr: 'Pathfinder #145: Hellknight Hill'
- page_start: 91
- page_stop:
- description: >-
- Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders. Immune to poison and able to traverse sticky webs thanks to the thick slime that covers their bodies, tixitogs steal food cocooned in spider lairs and prey on spiders themselves, but they are careful never to kill so many that their food supply runs out. Their favorite meal, however, is the odd adventurer or spelunker who stumbles into their nest.
-
-
-
-
- These strange creatures have oblong bodies coated in a viscous and transparent slime, three large black eyes, and eight thick, multi-jointed limbs, four of which are inverted and point upward, allowing the monster to easily crawl on either the ceiling or floor of narrow caverns and squeeze through narrow spaces. Their jaws appear small and tubular when closed but peel apart and stretch to terrifying proportions when opened, as their dozens of pointed teeth part to reveal a freakishly long tongue.
-
-
-
-
- A tixitog usually hides from the spiders in the lair it has claimed, not out of fear but to keep the spiders from abandoning the lair and moving elsewhere. When a tixitog emerges from the shadows, most spiders flee from it rather than attack, and the tixitog uses this behavior to direct entire swarms of spiders where it pleases. This is typically bad news for bands of adventurers who find themselves within a tixitog's lair; in the mass hysteria caused by a skittering swarm of spiders headed straight toward them, spelunkers typically fail to notice the more dangerous threat that follows closely behind.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 20
- level: 3
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Aberration
- senses:
- - Perception +9
- - darkvision
- - web sense (imprecise) 60 feet
- languages:
- - Aklo
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Occultism '
- bonus: 7
- misc:
- - name: 'Spider Lore '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 9
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- - name: Web Sense
- action_cost: None
- traits:
- description: The tixitog can detect the vibrations of creatures touching a web that the tixitog is also touching.
- raw_description: '**Web Sense** The tixitog can detect the vibrations of creatures touching a web that the tixitog is also touching.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 40
- hp_misc:
- immunities:
- - poison
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- damage:
- formula: 1d12+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tongue
- to_hit: 12
- traits:
- - reach 20 feet
- damage:
- plus_damage:
- - action_cost: One Action
- name: leg
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d10+5
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- description: Small, 1d12+3 bludgeoning, Rupture 10
- raw_description: '**Swallow Whole** Small, 1d12+3 bludgeoning, Rupture 10'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tongue Pull
- action_cost: None
- traits:
- 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 to Swallow it Whole.
- raw_description: "**Tongue Pull** 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 to Swallow it Whole."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Giant Toad
- source:
- - abbr: Bestiary 2
- page_start: 261
- page_stop:
- description: >-
- Most giant toads live in dry environments, particularly deserts, and eagerly eat almost any creature smaller than themselves. They're known to eat giant rats, then take over the rats' burrows as homes. Giant toads have large poison glands behind their eyes that enable them to coat their skin with poison. This leads to them having very few natural predators, and populations can quickly explode if left unchecked. While most consider giant toads dangerous pests, some groups of __ogres__ and __hill giants__ cultivate them to collect their poison for recreational use.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 9
- misc: +11 to High Jump or Long Jump
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 8
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 36
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Poisonous Warts
- action_cost: None
- traits:
- description: Any creature that hits the giant toad with an unarmed Strike or otherwise touches the toad is exposed to giant toad poison.
- raw_description: '**Poisonous Warts** Any creature that hits the giant toad with an unarmed Strike or otherwise touches the toad is exposed to giant toad poison.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 11
- traits:
- damage:
- formula: 1d8+5
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tongue
- to_hit: 11
- traits:
- - reach 10 feet
- damage:
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Giant Toad Poison
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** stupefied 1 and __confused__ (1 round)'
- raw_description: '**Giant Toad Poison** (__poison__) **Saving Throw** DC 19 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __stupefied 1__ (1 round); **Stage 2** stupefied 1 and __confused__ (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Medium, 1d8+2 bludgeoning, Rupture 8
- raw_description: '**__Swallow Whole__** (__attack__) Medium, 1d8+2 bludgeoning, Rupture 8'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tongue Grab
- action_cost: None
- traits:
- description: A creature hit by the giant toad's tongue becomes __grabbed__ by the giant toad. The creature isn't __immobilized__, but it can't move beyond the reach of the toad's tongue. A creature can sever the tongue with a successful Strike against AC 15 that deals at least 6 slashing damage. This deals no damage to the toad but prevents it from using its tongue Strike until it regrows its tongue, which takes a week.
- raw_description: "**Tongue Grab** A creature hit by the giant toad's tongue becomes __grabbed__ by the giant toad. The creature isn't __immobilized__, but it can't move beyond the reach of the toad's tongue. A creature can sever the tongue with a successful Strike against AC 15 that deals at least 6 slashing damage. This deals no damage to the toad but prevents it from using its tongue Strike until it regrows its tongue, which takes a week."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tor Linnorm
- source:
- - abbr: Bestiary
- page_start: 227
- page_stop:
- 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 as hot and destructive as the magma the creature resembles.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 44
- level: 21
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Uncommon
- - CE
- - Gargantuan
- - Dragon
- - Fire
- senses:
- - Perception +37
- - darkvision
- - scent (imprecise) 60 feet
- - true seeing
- languages:
- - Aklo
- - Draconic
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 35
- misc:
- - name: 'Athletics '
- bonus: 40
- misc:
- - name: 'Stealth '
- bonus: 37
- misc:
- perception: 37
- ability_mods:
- str_mod: 11
- dex_mod: 8
- con_mod: 9
- int_mod: -1
- wis_mod: 8
- cha_mod: 9
- sense_abilities:
- items:
- ac: 47
- ac_special:
- saves:
- fort: 38
- fort_misc:
- ref: 35
- ref_misc:
- will: 33
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 440
- hp_misc: regeneration 20 (deactivated by cold iron)
- immunities:
- - curse
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold iron
- weaknesses:
- automatic_abilities:
- - name: Curse of Boiling Blood
- action_cost: None
- traits:
- - curse
- - fire
- - primal
- description: When a creature slays a tor linnorm, it must succeed at a DC 48 Will save or permanently gain weakness to fire 20 and slowed 1 from the agonizing pain it now endures at all times. As long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1.
- raw_description: '**Curse of Boiling Blood** (__curse__, __fire__, __primal__) When a creature slays a tor linnorm, it must succeed at a DC 48 Will save or permanently gain weakness to fire 20 and slowed 1 from the agonizing pain it now endures at all times. As long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Lava Affinity
- action_cost: None
- traits:
- description: A tor linnorm can breathe and swim freely while submerged in lava and magma.
- raw_description: '**Lava Affinity** A tor linnorm can breathe and swim freely while submerged in lava and magma.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Tail only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: climb
- - amount: 100
- type: fly
- - amount: 60
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 40
- traits:
- - reach 30 feet
- - magical
- damage:
- formula: 4d12+19
- type: piercing
- plus_damage:
- - formula:
- type: tor linnorm venom
- - action_cost: One Action
- name: claw
- to_hit: 40
- traits:
- - reach 30 feet
- - agile
- - magical
- damage:
- formula: 4d8+19
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 40
- traits:
- - reach 30 feet
- - agile
- - magical
- damage:
- formula: 4d6+19
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 44
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 9
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- 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 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 for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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 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 for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 3d6+21 bludgeoning, DC 46
- raw_description: '**__Constrict__** 3d6+21 bludgeoning, DC 46'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slashing Claws
- action_cost: One Action
- traits:
- 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 makes all its attacks.
- raw_description: "**Slashing Claws** 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 makes all its attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tor Linnorm Venom
- action_cost: None
- traits:
- - fire
- - injury
- - poison
- description: '**Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 8d6 fire damage and __drained 1__; **Stage 2** 12d6 fire damage and __drained 2__.'
- raw_description: '**Tor Linnorm Venom** (__fire__, __injury__, __poison__) **Saving Throw** DC 44 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 8d6 fire damage and __drained 1__; **Stage 2** 12d6 fire damage and __drained 2__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Totenmaske
- source:
- - abbr: Bestiary 2
- page_start: 262
- page_stop:
- description: >-
- Spawned by the same unnatural and self-destructive obsessions that drove them when they were alive, totenmaskes are the undead remnants of the most self-indulgent and sinful among us. Though unable to sate their perverse desires, these foul undead can drain the very flesh from their victims so as to wrap themselves in a perverse mockery of life that allows them to pursue their base wants. Totenmaskes' specific longings vary—one might be obsessed with food or drink, while another might be vain and desirous of an attractive form to marvel at in a mirror, while yet another could simply long for the scent of blood. Whatever the sensation the totenmaske seeks, it is always a vice taken to extreme, for this sin is what helped condemn it to unlife in the first place. A totenmaske obsessed with food, for example, might find itself assaulting bakeries or breweries, while a vain totenmaske obsessed with glamor could quickly grow bored of each new look and switch its victims out daily, or even hourly.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Undead
- senses:
- - Perception +15
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 17
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- - name: 'Thievery '
- bonus: 15
- misc:
- perception: 15
- ability_mods:
- str_mod: 4
- dex_mod: 6
- con_mod: 2
- int_mod: 1
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 17
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 128
- hp_misc: negative healing negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 18
- traits:
- - finesse
- damage:
- formula: 2d6+7
- type: piercing
- plus_damage:
- - formula: 2d6
- type: negative
- - action_cost: One Action
- name: claw
- to_hit: 18
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drink Flesh
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description:
- raw_description: "**Drink Flesh** (__divine__, __necromancy__) **Requirement** The totenmaske hit the same enemy with two claw Strikes this turn and is still adjacent to it; **Effect** The totenmaske drains flesh from the creature's body. The creature becomes __sickened 2__ and __drained 1__ unless it succeeds at a DC 25 Fortitude save (sickened 2 and drained 2 on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect: The totenmaske hit the same enemy with two claw Strikes this turn and is still adjacent to it
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Living Form
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either its form from before it became undead, or the form of the last creature it successfully hit with Drink Flesh. This doesn't change the totenmaske's Speed or the attack and damage bonuses for its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning).
- raw_description: "**Living Form** (__concentrate__, __divine__, __polymorph__, __transmutation__) The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either its form from before it became undead, or the form of the last creature it successfully hit with Drink Flesh. This doesn't change the totenmaske's Speed or the attack and damage bonuses for its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shape Flesh
- action_cost: None
- traits:
- - curse
- - divine
- - necromancy
- description: "After spending 1 minute in contact with a __paralyzed__, __unconscious__, or willing creature, a totenmaske can reshape the target's face, causing flesh to cover vital features. The target can attempt a DC 25 Fortitude save to resist; a critical success grants temporary immunity to Shape Flesh for 24 hours. Each time the totenmaske Shapes Flesh, it chooses one feature: ears (target becomes __deafened__), eyes (target becomes __blinded__), mouth (target can't speak or eat), or nose (target can't smell). A creature with both its nose and mouth sealed can't breathe and begins to __suffocate__. Changes are permanent until reversed by removing this curse, or the sealed flesh can be surgically opened with a DC 25 Medicine check that takes 1d4 rounds and deals 1d6 slashing damage per round."
- raw_description: "**Shape Flesh** (__curse__, __divine__, __necromancy__) After spending 1 minute in contact with a __paralyzed__, __unconscious__, or willing creature, a totenmaske can reshape the target's face, causing flesh to cover vital features. The target can attempt a DC 25 Fortitude save to resist; a critical success grants temporary immunity to Shape Flesh for 24 hours. Each time the totenmaske Shapes Flesh, it chooses one feature: ears (target becomes __deafened__), eyes (target becomes __blinded__), mouth (target can't speak or eat), or nose (target can't smell). A creature with both its nose and mouth sealed can't breathe and begins to __suffocate__. Changes are permanent until reversed by removing this curse, or the sealed flesh can be surgically opened with a DC 25 Medicine check that takes 1d4 rounds and deals 1d6 slashing damage per round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Treerazer
- source:
- - abbr: Bestiary
- page_start: 312
- page_stop:
- description: >-
- Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Abyss itself—a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe.
-
-
-
-
- Treerazer rarely leaves his swampy realm of Tanglebriar—a large thicket of tainted foliage and rotting detritus just south of Kyonin's Fierani Forest—but can be encountered anywhere within that toxic mire, often accompanied by a small legion of demons, corrupted fey, and other deadly allies. Certain occult rituals have the power to call him forth from Tanglebriar, granting him the opportunity to directly work his evils beyond the realm to which he has been exiled. Some believe that no eldritch force contains Treerazer and that, were he willing, he could travel Golarion with impunity, spreading the twisted blessings of his touch and the corruption of his presence, yet the Lord of the Blasted Tarn is as cunning and canny as he is deadly, and prefers to work his evils on the world from the safety of his nightmare realm.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 60
- level: 25
- rarity: Rare
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - Rare
- - CE
- - Huge
- - Amphibious
- - Demon
- - Fiend
- senses:
- - Perception +46
- - darkvision
- - true seeing
- languages:
- - Abyssal
- - Common
- - Elven
- - Sylvan
- - telepathy 300 ft.
- skills:
- - name: 'Acrobatics '
- bonus: 40
- misc:
- - name: 'Arcana '
- bonus: 38
- misc:
- - name: 'Athletics '
- bonus: 45
- misc:
- - name: 'Intimidation '
- bonus: 46
- misc:
- - name: 'Nature '
- bonus: 49
- misc:
- - name: 'Occultism '
- bonus: 38
- misc:
- - name: 'Religion '
- bonus: 45
- misc:
- - name: 'Stealth '
- bonus: 40
- misc:
- perception: 46
- ability_mods:
- str_mod: 12
- dex_mod: 9
- con_mod: 11
- int_mod: 7
- wis_mod: 8
- cha_mod: 8
- sense_abilities:
- items:
- - blackaxe
- ac: 54
- ac_special:
- saves:
- fort: 42
- fort_misc:
- ref: 40
- ref_misc:
- will: 43
- will_misc:
- misc: +2 status to all saves vs. magic
- hp: 550
- hp_misc: regeneration 50 (deactivated by good
- immunities:
- - death effects
- - disease
- - mental
- - poison
- resistances:
- - amount: 20
- type: acid
- - amount: 15
- type: cold
- - amount: 15
- type: fire
- - amount: 20
- type: physical (except cold iron)
- weaknesses:
- - amount: 20
- type: good
- automatic_abilities:
- - name: Aura of Corruption
- action_cost: None
- traits:
- - aura
- - plant
- - primal
- - transmutation
- description: 120 feet. Plants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 Fortitude save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures. This effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter.
- raw_description: '**Aura of Corruption** (__aura__, __plant__, __primal__, __transmutation__) 120 feet. Plants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 Fortitude save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures. This effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 60
- type: fly
- - amount: 40
- type: swim
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: Blackaxe
- to_hit: 47
- traits:
- - acid
- - chaotic
- - evil
- - magical
- - reach 15 feet
- - sweep
- damage:
- formula: 4d12+15
- type: slashing
- plus_damage:
- - formula: 1d6
- type: acid
- - formula: 1d6
- type: chaotic
- - formula: 1d6
- type: evil
- - formula: 2d6
- type: slashing vs. plants
- - action_cost: One Action
- name: jaws
- to_hit: 45
- traits:
- - agile
- - chaotic
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 4d10+18
- type: slashing
- plus_damage:
- - formula: 2d6
- type: chaotic and 2d6 evil
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 49
- to_hit: 43
- misc: ''
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: horrid wilting
- frequency:
- requirement:
- - name: time stop
- frequency:
- requirement:
- - name: wall of thorns
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: abyssal wrath
- frequency: at will
- requirement:
- - name: dispel magic
- frequency: at will
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: tangling creepers
- frequency: at will
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: abyssal plague
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: earthbind
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: telekinetic maneuver
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 9
- spells:
- - name: telekinetic projectile
- frequency:
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: true seeing
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- - name: Primal Rituals
- dc: 49
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: planar ally
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Defoliation
- action_cost: Two Actions
- traits:
- - primal
- - necromancy
- - plant
- description: Treerazer exudes a pulse of sickly green light in a 30-foot-radius emanation. All plants in the area (including creatures under the effect of his aura of corruption) blacken and wither. Non-creature plants immediately wither and die. Plant creatures take 20d8 negative damage with a DC 49 basic Fortitude 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 for 1d4 rounds.
- raw_description: "**Defoliation** [Two Actions] (__primal__, __necromancy__, __plant__) Treerazer exudes a pulse of sickly green light in a 30-foot-radius emanation. All plants in the area (including creatures under the effect of his aura of corruption) blacken and wither. Non-creature plants immediately wither and die. Plant creatures take 20d8 negative damage with a DC 49 basic Fortitude 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 for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dispelling Strike
- action_cost: Free Action
- traits:
- - abjuration
- - primal
- description:
- raw_description: '**Dispelling Strike** [Free Action] (__abjuration__, __primal__) **Frequency** once per round; **Trigger** Treerazer hits a creature, object, or spell effect with a weapon Strike or a defoliation attack. **Effect** Treerazer casts his innate dispel magic, targeting the creature he hit with his Strike or one spell affecting that creature.'
- generic_description:
- frequency: once per round
- trigger: Treerazer hits a creature, object, or spell effect with a weapon Strike or a defoliation attack.
- effect: Treerazer casts his innate dispel magic, targeting the creature he hit with his Strike or one spell affecting that creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Staggering Strike
- action_cost: None
- traits:
- description: When Treerazer scores a critical hit with a melee attack, the target is stunned 2.
- raw_description: '**Staggering Strike** When Treerazer scores a critical hit with a melee attack, the target is stunned 2.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Triceratops
- source:
- - abbr: Bestiary
- page_start: 99
- page_stop:
- description: >-
- Triceratopses are muscular quadrupeds with powerful but short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear a large horn on their snout and one on each brow, these dinosaurs are herbivores and use these bony protrusions only to defend themselves from attackers or in dramatic clashes against other triceratopses for grazing territory or mates. Short-tempered 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 bone frills. A triceratops is 30 feet long and weighs as much as 10 tons.
-
-
-
-
- Triceratopses are surely the most well-known of the dinosaurs known as ceratopids, but many others exist. For example, the smaller styracosauruses have only one horn but several horn-like protrusions on their frills.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: N
- size: Huge
- traits:
- - N
- - Huge
- - Animal
- - Dinosaur
- senses:
- - Perception +16
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 21
- misc:
- perception: 16
- ability_mods:
- str_mod: 7
- dex_mod: 0
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 12
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 140
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Frill Defense
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Frill Defense** [Reaction] **Trigger** The rider is targeted with an attack. **Requirements** A creature must be mounted on the triceratops. **Effect** The triceratops intercepts the attack with its bony frill. The rider gains a +2 circumstance bonus to its AC against the triggering attack.'
- generic_description:
- frequency:
- trigger: The rider is targeted with an attack.
- effect: A creature must be mounted on the triceratops.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: horns
- to_hit: 19
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - formula:
- type: Knockdown
- - action_cost: One Action
- name: foot
- to_hit: 19
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Lumbering Charge
- action_cost: One Action
- traits:
- description: The triceratops Strides up to 10 feet and then makes a Strike.
- raw_description: '**Lumbering Charge** The triceratops Strides up to 10 feet and then makes a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Large or smaller, foot, DC 26
- raw_description: '**Trample** [Three Actions] Large or smaller, foot, DC 26'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vicious Gore
- action_cost: None
- traits:
- description: A triceratops deals 2d6 extra persistent bleed damage to prone targets it hits with its horns.
- raw_description: '**Vicious Gore** A triceratops deals 2d6 extra persistent bleed damage to prone targets it hits with its horns.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Triton
- source:
- - abbr: Bestiary 2
- page_start: 263
- page_stop:
- description: >-
- While sometimes understandably mistaken for __merfolk__—both species live underwater and have a blend of features from both humans and fish—tritons have two legs instead of a tail. This gives tritons the ability to operate on land, though they are neither as comfortable nor as skilled above water as below.
-
-
-
-
- The arms and legs of a triton feature fins that assist in swimming, and their entire body is covered in fine scales that range in color from silver to cerulean blue to seaweed green. Their amphibious nature shows in the webbing between the digits of their feet and hands, as well as the fact that they have both gills and a human-shaped nose and mouth. Triton hair grows in wide strands like seagrass, commonly green in shade but in some cases blue or white. Their eyes range in color from sea blue to golden.
-
-
-
-
- Many tritons see themselves as defenders of the deep, dedicating their lives to protecting the inhabitants of the seas from evil creatures and intruders—whether they come from underwater or the surface world. Primary among triton foes are __sea devils__ and __alghollthu__, both of whom have amphibious forces that tritons have had to fight underwater and on land.
-
-
-
-
- In their quest to fight underwater evil, tritons sometimes ally with __dolphins__ and sea turtles (both of which make excellent mounts), __water elemental__, and sometimes even __sharks__ and __sea serpents__. Tritons can summon such allies using a conch shell as a trumpet. When it comes to other intelligent undersea species, however, tritons take pride in their self-sufficiency, rarely trading with other underwater peoples such as merfolk, and even more rarely forming established alliances.
-
-
-
-
- Tritons live in natural-grown villages on the sea floor, forging dwellings out of colorful coral reefs, in rift valleys heated by volcanic activity, and even in underwater canyons— though they avoid settling in extreme depths due to the risk of encountering __krakens__ or worse. They like to decorate their homes with aquatic plants, bioluminescent fish, and attractive trinkets recovered from shipwrecks.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: NG
- size: Medium
- traits:
- - NG
- - Medium
- - Amphibious
- - Humanoid
- senses:
- - Perception +8
- - darkvision
- languages:
- - Aquan
- - Common
- skills:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Crafting '
- bonus: 4
- misc:
- - name: 'Diplomacy '
- bonus: 6
- misc:
- - name: 'Nature '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 1
- int_mod: 0
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - conch shell
- - shell armor
- - shell armor
- - trident
- ac: 18
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 11
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 35
- type: swim
- melee:
- - action_cost: One Action
- name: trident
- to_hit: 10
- traits:
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: trident
- to_hit: 9
- traits:
- - thrown 20 feet
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Defender of the Seas
- action_cost: One Action
- traits:
- description: The triton Interacts to raise their trident, gaining a +1 circumstance bonus to AC until the start of their next turn. During this time, any of their allies also gains the bonus while adjacent to the triton.
- raw_description: '**Defender of the Seas** The triton Interacts to raise their trident, gaining a +1 circumstance bonus to AC until the start of their next turn. During this time, any of their allies also gains the bonus while adjacent to the triton.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Summon Aquatic Ally
- action_cost: Three Actions
- traits:
- - conjuration
- - primal
- description:
- raw_description: '**Summon Aquatic Ally** [Three Actions] (__conjuration__, __primal__) **Frequency** once per day; **Effect** The triton blows into a conch shell, casting a 2nd-level __summon animal__ spell. The triton can summon only an __aquatic__ creature, such as a __dolphin__, __octopus__, __ray__, __sea snake__, or __electric eel__This creature remains until it is slain, the triton Dismisses it, or the triton summons another ally.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The triton blows into a conch shell, casting a 2nd-level __summon animal__ spell. The triton can summon only an __aquatic__ creature, such as a __dolphin__, __octopus__, __ray__, __sea snake__, or __electric eel__This creature remains until it is slain, the triton Dismisses it, or the triton summons another ally.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Troll King
- source:
- - abbr: Bestiary
- page_start: 315
- page_stop:
- description: Some trolls have learned the skills necessary to survive well beyond the typical life expectancy for their kind and rally others to follow their lead. These champions develop a number of talents that make them worthy leaders and potent hunters—namely their abilities to willingly boost the rate of their regeneration and to shake off the acid and fire that would hinder it, not to mention a bestial roar that can send would-be predators scurrying off. Troll kings possess a cunning far beyond their younger kin— they know to keep their allies close, and their enemies even closer. If a troll king so much as suspects that one of its followers is plotting to usurp it, retribution is swift and fatal.
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Giant
- - Troll
- senses:
- - Perception +19
- - darkvision
- languages:
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 7
- int_mod: -1
- wis_mod: 1
- cha_mod: 4
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 17
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 220
- hp_misc: regeneration 30 (deactivated by acid or fire
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vigorous Shake
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Vigorous Shake** [Reaction] **Trigger** The troll king takes persistent acid or fire damage. **Effect** The troll king shakes itself to remove persistent acid or fire effects. The troll king immediately attempts a DC 15 flat check to end the persistent damage that triggered this reaction. If the troll king succeeds at this check, it can immediately use Primordial Roar as part of this reaction.'
- generic_description:
- frequency:
- trigger: The troll king takes persistent acid or fire damage.
- effect: The troll king shakes itself to remove persistent acid or fire effects. The troll king immediately attempts a DC 15 flat check to end the persistent damage that triggered this reaction. If the troll king succeeds at this check, it can immediately use Primordial Roar as part of this reaction.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Forced Regeneration
- action_cost: One Action
- traits:
- - concentrate
- description:
- raw_description: "**Forced Regeneration** (__concentrate__) **Requirements** The troll king's regeneration is not currently deactivated. **Effect** The troll king regains 15 HP."
- generic_description:
- frequency:
- trigger:
- effect: The troll king's regeneration is not currently deactivated.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Primordial Roar
- action_cost: One Action
- traits:
- - auditory
- - emotion
- - fear
- - mental
- description: The troll king unleashes a bestial roar. Each non-troll creature within 100 feet must attempt a DC 29 Will save. The creature is then temporarily immune for 10 minutes.
- raw_description: '**Primordial Roar** (__auditory__, __emotion__, __fear__, __mental__) The troll king unleashes a bestial roar. Each non-troll creature within 100 feet must attempt a DC 29 Will save. The creature is then temporarily immune for 10 minutes.**Critical Success** The creature is unaffected.**Success** The creature is frightened 1.**Failure** The creature is frightened 2.**Critical Failure** The creature is frightened 3.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 3.
- success: The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 3.
- failure: The creature is frightened 2.Critical Failure The creature is frightened 3.
- critical_failure: The creature is frightened 3.
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Unstoppable Charge
- action_cost: Three Actions
- traits:
- 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.
- raw_description: "**Unstoppable Charge** [Three Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Troll
- source:
- - abbr: Bestiary
- page_start: 314
- page_stop:
- 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 variety of living creatures, and it is their ravenous eating habits that fuel 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.
- level: 5
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Giant
- - Troll
- senses:
- - Perception +11
- - darkvision
- languages:
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 12
- misc:
- perception: 11
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 6
- int_mod: -2
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 11
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 115
- hp_misc: regeneration 20 (deactivated by acid or fire
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d8+5
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Trollhound
- source:
- - abbr: Bestiary 2
- page_start: 268
- page_stop:
- description: >-
- Trollhounds are squat, slavering beasts akin to trolls in canine form. Requiring vast quantities of meat to fuel their regenerative metabolisms, packs of wild trollhounds prowl the foothills of regions where __trolls__ dwell, their voracious hunger driving them to slaughter and consume any prey they encounter. In some regions, trolls breed trollhounds as pets, utilizing the trollhounds' keen sense of smell to aid in the hunt.
-
-
-
-
- Covered in fetid, weeping sores, trollhounds are carriers of a debilitating contagion known as bloodfire fever. Creatures that contract the disease through the bite of a trollhound experience deep internal pain, as if their blood were on fire. Additional symptoms include loss of muscle coordination, pus-filled blisters, and overall lethargy and fatigue. Other than suffering from skin irritation, both trolls and trollhounds are immune to the major effects of the disease.
-
-
-
-
- Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts don't recognize the danger it represents. Nevertheless, fire is one of the most effective tools in combating trollhounds; canny hunters know to burn every last remnant of a supposedly slain trollhound, for their regenerative powers are potent indeed.
-
-
-
-
- While trolls themselves have had great success in domesticating, training, and even befriending trollhounds, the same cannot be said for other would-be masters. Whether impeded by constant exposure to trollhounds' diseased slobber, their ravenous hunger that never seems to be fully sated, or simply their foul personality and quick-to-bite temperament, most attempts to use trollhounds in place of more reliable guardians end in pain, misery, and a pack of feral trollhounds escaping into the hinterlands. Left to their own devices, a pack of escaped trollhounds can breed relatively quickly, and it can take less than a year for a small pack to multiply into a significant threat to the countryside. Best to leave the trollhounds to the trolls, as they say!
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Beast
- - Troll
- senses:
- - Perception +6
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 6
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 5
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 65
- hp_misc: regeneration 15 (deactivated by acid or fire
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: fire
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d12+4
- type: piercing
- plus_damage:
- - formula:
- type: Knockdown and bloodfire fever
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bloodfire Fever
- action_cost: None
- traits:
- - disease
- description: '**Saving Throw** DC 18 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** __enfeebled 1__ (1 day); **Stage 3** enfeebled 1 and __clumsy 1__ (1 day); **Stage 4** enfeebled 2 and clumsy 2 (1 day); **Stage 5** enfeebled 2, clumsy 2, and __fatigued__ (1 day)'
- raw_description: '**Bloodfire Fever** (__disease__) **Saving Throw** DC 18 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** __enfeebled 1__ (1 day); **Stage 3** enfeebled 1 and __clumsy 1__ (1 day); **Stage 4** enfeebled 2 and clumsy 2 (1 day); **Stage 5** enfeebled 2, clumsy 2, and __fatigued__ (1 day)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The trollhound deals an extra 1d6 damage to any creature within reach of at least two of the trollhound's allies.
- raw_description: "**Pack Attack** The trollhound deals an extra 1d6 damage to any creature within reach of at least two of the trollhound's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Trumpet Archon
- source:
- - abbr: Bestiary 2
- page_start: 23
- page_stop:
- description: >-
- Trumpet archons are messengers, emissaries, and storytellers—embodiments of the virtue of kindness. They use stories and allegories to prevent bloodshed, and among all archons they are the most likely to work together with angels, perhaps leading to the similarities in their forms. When diplomacy is impossible, trumpet archons rally the righteous to battle—one reassuring glance from a trumpet archon is often all it takes to instill a shaken ally with resounding courage once again.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: LG
- size: Medium
- traits:
- - LG
- - Medium
- - Archon
- - Celestial
- senses:
- - Perception +26
- - darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 25
- misc:
- - name: 'Diplomacy '
- bonus: 29
- misc:
- - name: 'Intimidation '
- bonus: 28
- misc:
- - name: 'Nature '
- bonus: 23
- misc:
- - name: 'Performance '
- bonus: 31
- misc:
- - name: 'Religion '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 25
- misc:
- perception: 26
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 5
- int_mod: 3
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- items:
- - +1 resilient full plate
- - +2 striking bastard sword
- - virtuoso trumpet
- ac: 36
- ac_special:
- saves:
- fort: 24
- fort_misc:
- ref: 24
- ref_misc:
- will: 27
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 285
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: sonic
- weaknesses:
- - amount: 15
- type: evil
- automatic_abilities:
- - name: Retributive Strike
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Retributive Strike__ [Reaction]**'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: bastard sword
- to_hit: 29
- traits:
- - good
- - magical
- - versatile P
- damage:
- formula: 2d12+13
- type: slashing
- plus_damage:
- - formula: 2d6
- type: sonic and 1d6 good
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 34
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: heal
- frequency: ×2
- requirement:
- - name: sound burst
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: heroism
- frequency:
- requirement:
- - name: zealous conviction
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: banishment
- frequency:
- requirement:
- - name: breath of life
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: circle of protection
- frequency: against evil only, ×2
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: message
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Archon's Door
- action_cost: None
- traits:
- description: Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door.
- raw_description: "**Archon's Door** Once per day, if an archon sees another creature cast __dimension door__, the archon can use dimension door (heightened to 5th level) 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 has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Kind Word
- action_cost: One Action
- traits:
- - auditory
- - divine
- - emotion
- - enchantment
- - linguistic
- - mental
- description: The trumpet archon offers an ally praise or encouragement. The archon attempts to counteract one __emotion__ effect on the ally (with a counteract modifier of +24), and the archon and the ally both gain a +1 status bonus to attack rolls and saving throws for 1 round.
- raw_description: '**Kind Word** (__auditory__, __divine__, __emotion__, __enchantment__, __linguistic__, __mental__) The trumpet archon offers an ally praise or encouragement. The archon attempts to counteract one __emotion__ effect on the ally (with a counteract modifier of +24), and the archon and the ally both gain a +1 status bonus to attack rolls and saving throws for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trumpet Blast
- action_cost: One Action
- traits:
- - auditory
- - divine
- - emotion
- - enchantment
- - mental
- description: "The trumpet archon blows mightily on their horn, creating a tone of such beauty and grandeur those who hear it are paralyzed in awe. Non-archons within 100 feet must attempt a DC 34 Fortitude save. They are temporarily immune for 10 minutes. \n\n"
- raw_description: "**Trumpet Blast** (__auditory__, __divine__, __emotion__, __enchantment__, __mental__) The trumpet archon blows mightily on their horn, creating a tone of such beauty and grandeur those who hear it are paralyzed in awe. Non-archons within 100 feet must attempt a DC 34 Fortitude save. They are temporarily immune for 10 minutes. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is __flat-footed__. \n\n**Failure** The creature is __stunned 1__ and flat-footed as long as it's stunned. \n\n**Critical Failure** The creature is __paralyzed__ for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is flat-footed.
- failure: The creature is stunned 1 and flat-footed as long as it's stunned.
- critical_failure: The creature is paralyzed for 1 round.
- full_description:
-- name: Twigjack
- source:
- - abbr: Bestiary 2
- page_start: 270
- page_stop:
- description: >-
- Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack's body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack's head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature's body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth.
-
-
-
-
- While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially __fey__, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited.
-
-
-
-
- Less seasoned travelers who encounter twigjacks in their canopied homes often mistake them for __leshys__, a tendency that frustrates twigjacks, as they have a low opinion of such creatures. More broadly, twigjacks resent being considered mere animated plants at all. Rather, they embrace their fey heritage—often to a foolish end. Twigjacks go out of their way to ingratiate themselves to the fey creatures they live among. Several popular comic songs weave the tale of a twigjack attempting to woo a powerful and graceful __dryad__, only to be comically disgraced after many loutish attempts. Many fey seem embarrassed by these strange cousins, but some __spriggans__, __quicklings__, and __redcaps__ harness the twigjacks' violent urges and disruptive behavior for their own purposes.
-
-
-
-
- While twigjacks are fey, and as such are often found in the __First World__, it's somewhat curious that those twigjacks who find religion only rarely turn to the Eldest of the First World. Instead, twigjacks tend to worship false deities of their own design: figures spotted in tangles of tree branches, clots of undergrowth, or other hidden nooks in the natural world. These religions are always highly localized, and while these faiths do not support clerics, they often inspire zealous crusades against non-fey.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 18
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Tiny
- traits:
- - CE
- - Tiny
- - Fey
- - Plant
- senses:
- - Perception +9
- - darkvision
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Nature '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 9
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 11
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: fire
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- - finesse
- damage:
- formula: 1d10+4
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: splinter
- to_hit: 11
- traits:
- - deadly 1d6
- - range increment 30 feet
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bramble Jump
- action_cost: Three Actions
- traits:
- - conjuration
- - plant
- - primal
- - teleportation
- description:
- raw_description: "**Bramble Jump** [Three Actions] (__conjuration__, __plant__, __primal__, __teleportation__) **Requirements** The twigjack is in undergrowth; **Effect** The twigjack scrambles into the undergrowth and instantly teleports to a square of undergrowth within 60 feet. This movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger:
- effect: The twigjack is in undergrowth
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Splinter Spray
- action_cost: Two Actions
- traits:
- description: The twigjack sprays a barrage of splinters and brambles from its body in a 15-foot cone, dealing 4d6 piercing damage (DC 20 basic Reflex save). It can't use Splinter Spray again for 1d4 rounds.
- raw_description: "**Splinter Spray** [Two Actions] The twigjack sprays a barrage of splinters and brambles from its body in a 15-foot cone, dealing 4d6 piercing damage (DC 20 basic Reflex save). It can't use Splinter Spray again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Two-Headed Troll
- source:
- - abbr: Bestiary 2
- page_start: 266
- page_stop:
- description: >-
- Two-headed trolls are savage, dual-minded monsters with an unquenchable thirst for bloodshed, and dread tales of their ravenous appetites are whispered of in homesteads throughout the lands of the Inner Sea. Indeed, it is a custom for parents to invoke the two-headed troll as a warning to misbehaving children. "Finish your chores," a parent might say to a stubborn child, "or a two-headed troll will snatch you away at night and swallow you whole!" It's unclear why such a morbid tradition gained traction with parents, but it's an undeniable fact that two-headed trolls have an appetite for "nibbles"—creatures small enough to devour with one bite.
-
-
-
-
- Mature two-headed trolls stand 13 feet in height, weighing roughly 1,700 pounds. Unlike common trolls, two-headed trolls share the upright gait of their __ettin__ ancestry and do not walk hunched over.
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Giant
- - Troll
- senses:
- - Perception +18
- - darkvision
- languages:
- - Jotun
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 17
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 6
- int_mod: -2
- wis_mod: 4
- cha_mod: 3
- sense_abilities:
- items:
- - club
- ac: 24
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 15
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 190
- hp_misc: regeneration 25 (deactivated by acid or fire
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: fire
- automatic_abilities:
- - name: Head Regrowth
- action_cost: None
- traits:
- description: A two-headed troll's regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 flat check. On a success, the missing head is fully restored. If a two-headed troll loses their last remaining head, they die immediately.
- raw_description: "**Head Regrowth** A two-headed troll's regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 flat check. On a success, the missing head is fully restored. If a two-headed troll loses their last remaining head, they die immediately."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 18
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 18
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d8+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: club
- to_hit: 18
- traits:
- - reach 10 feet
- damage:
- formula: 2d6+8
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: club
- to_hit: 13
- traits:
- - thrown 10 feet
- damage:
- formula: 2d6+8
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Reactive Chomp
- action_cost: One Action
- traits:
- description:
- raw_description: "**Reactive Chomp** **Requirements** One of the troll's heads hit the same enemy with two consecutive claw Strikes in the same round; **Effect** The other head uses their reaction to make a jaws Strike against the creature that was hit."
- generic_description:
- frequency:
- trigger:
- effect: One of the troll's heads hit the same enemy with two consecutive claw Strikes in the same round
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tyrannosaurus
- source:
- - abbr: Bestiary
- page_start: 101
- page_stop:
- description: >-
- Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Thundering beasts of fury and hunger, tyrannosauruses are bold and fearless carnivores that eagerly bite off great hunks of large prey and swallow smaller prey—such as most humanoids—in a single gulp. Although they can subsist on carrion, tyrannosaurs prefer live prey.
-
-
-
-
- Tyrannosauruses stand on two wide, powerful hind legs that allow them to run quickly, and their thick tails provide them with exceptional balance. Although a their small forelimbs are of little use other than to hold prey in place while the predators tear at their victim's flesh with their fearsome jaws, even these forelimbs bear sharp claws several inches long. As fearsome as tyrannosauruses are alone, they sometimes hunt in packs to take down massive prey. Only the most powerful creatures can successfully train tyrannosauruses, and even then, only when they can provide the ravenous beasts with a steady diet of meat.
-
-
-
-
- Some tribes of giants, particularly cyclopes or more obscure denizens of primeval lands, have even trained tyrannosauruses as mounts or beasts of war. In other places, xulgaths feed these prisoners to these mighty dinosaurs as part of executions or ritual sacrifices. Some xulgath cults even revere tyrannosaurs as incarnations of their violent demonic demigods. For their part, tyrannosaurs who have grown used to having their meals provided in this manner are remarkably well-behaved toward their feeders and keepers. Tyrannosauruses are 50 feet long and weigh 7 tons or more.
-
-
- Recall Knowledge - Animal__ (__Nature__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Animal
- - Dinosaur
- senses:
- - Perception +19
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- perception: 19
- ability_mods:
- str_mod: 8
- dex_mod: 1
- con_mod: 5
- int_mod: -4
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 15
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 180
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 22
- traits:
- - deadly 1d12
- - reach 20 feet
- damage:
- formula: 2d12+12
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: foot
- to_hit: 22
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+12
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Fling
- action_cost: One Action
- traits:
- description:
- raw_description: "**Fling** **Requirements** A creature is Grabbed in the tyrannosaurus's jaws. **Effect** The tyrannosaurus flings the creature into the air up to 10 feet up from its mouth and 20ft away. The creature falls 25 feet (assuming the tyrannosaurus flings it as high as it can) and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed upon can attempt a DC 23 basic Reflex save."
- generic_description:
- frequency:
- trigger:
- effect: A creature is Grabbed in the tyrannosaurus's jaws.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pin Prey
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Pin Prey** [Reaction] **Trigger** The tyrannosaurus critically hits a Large or smaller foe with its foot. **Effect** The creature struck by the foot is knocked prone and the tyrannosaurus uses its foot to hold the creature in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is Grabbed. A tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner, but it cannot use swallow whole on the target unless it uses its jaws to Grab the victim first."
- generic_description:
- frequency:
- trigger: The tyrannosaurus critically hits a Large or smaller foe with its foot.
- effect: The creature struck by the foot is knocked prone and the tyrannosaurus uses its foot to hold the creature in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is Grabbed. A tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner, but it cannot use swallow whole on the target unless it uses its jaws to Grab the victim first.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Medium, 3d6+8 bludgeoning, Rupture 26
- raw_description: '**Swallow Whole** (__attack__) Medium, 3d6+8 bludgeoning, Rupture 26'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, foot, DC 29
- raw_description: '**Trample** [Three Actions] Huge or smaller, foot, DC 29'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Tzitzimitl
- source:
- - abbr: 'Pathfinder #150: Broken Promises'
- page_start: 82
- page_stop:
- description: >-
- Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. Some sages consider them to be instruments of the gods, called down to destroy worlds whose times have come, while others believe that tzitzimitls are exiles from a far-off civilization of spacefaring giants. The truth of their nature is likely even more disturbing.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 41
- level: 19
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Gargantuan
- traits:
- - Uncommon
- - NE
- - Gargantuan
- - Electricity
- - Undead
- senses:
- - Perception +32
- - darkvision
- - true seeing
- languages:
- - Abyssal
- - Aklo
- - Celestial
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Arcana '
- bonus: 37
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Nature '
- bonus: 37
- misc:
- - name: 'Occultism '
- bonus: 37
- misc:
- - name: 'Religion '
- bonus: 40
- misc:
- perception: 32
- ability_mods:
- str_mod: 10
- dex_mod: 8
- con_mod: 6
- int_mod: 5
- wis_mod: 7
- cha_mod: 8
- sense_abilities:
- items:
- ac: 43
- ac_special:
- saves:
- fort: 29
- fort_misc:
- ref: 32
- ref_misc:
- will: 35
- will_misc:
- misc:
- hp: 390
- hp_misc: fast healing 15, negative healing
- immunities:
- - cold
- - death effects
- - disease
- - electricity
- - negative
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 15
- type: cold
- - amount: 15
- type: fire
- - amount: 15
- type: physical (except bludgeoning)
- weaknesses:
- - amount: 15
- type: good
- automatic_abilities:
- - name: Light to Dark
- action_cost: Reaction
- traits:
- - divine
- - negative
- description:
- raw_description: "**Light to Dark** [Reaction] (__divine__, __negative__) **Trigger** A creature uses an ability or spell with the positive trait within 120 feet of the tzitzimitl; **Effect** The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability's description to negative energy."
- generic_description:
- frequency:
- trigger: A creature uses an ability or spell with the positive trait within 120 feet of the tzitzimitl
- effect: The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability's description to negative energy.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 34
- traits:
- - agile
- - magical
- - reach 20 feet
- damage:
- formula: 6d8+10
- type: slashing
- plus_damage:
- - formula: 3d8
- type: electricity and drain life
- ranged:
- - action_cost: One Action
- name: eye beam
- to_hit: 34
- traits:
- - range 100 feet
- damage:
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: teleport
- frequency:
- requirement:
- - name: wail of the banshee
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: eclipse burst
- frequency:
- requirement:
- - name: teleport
- frequency: x3
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: abyssal plague
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: darkness
- frequency: x3
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: haste
- frequency: x3
- requirement:
- - level: 0
- heightened_level: 9
- spells:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Occult Rituals
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: create undead
- frequency:
- requirement:
- - name: imprisonment
- frequency:
- requirement:
- proactive_abilities:
- - name: Drain Life
- action_cost: None
- traits:
- description: When a tzitzimitl's claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude save or become __drained 2__. Further damage dealt by a tzitzimitl's claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 10__.
- raw_description: "**Drain Life** When a tzitzimitl's claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude save or become __drained 2__. Further damage dealt by a tzitzimitl's claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 10__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Eclipse
- action_cost: One Action
- traits:
- - cold
- - occult
- description:
- raw_description: >-
- **Eclipse** (__cold__, __occult__) **Requirements** The tzitzimitl is within 120 feet of an active __darkness__ spell; **Effect** The tzitzimitl drains the heat and warmth from the __darkness__ spell, and each creature within the spell's area must attempt a DC 41 Fortitude save.
-
-
- **Critical Success** The creature takes 4d8 cold damage.
-
-
- **Success** The creature takes 8d8 cold damage and is __slowed 1__ for 1 round.
-
-
- **Failure** The creature takes 16d8 cold damage and is __slowed 1__ for 1 minute.
-
-
- **Critical Failure** The creature takes 16d8 cold damage, is __slowed 2__ for 1 minute, and is __doomed 1__.
- generic_description:
- frequency:
- trigger:
- effect: The tzitzimitl is within 120 feet of an active __darkness__ spell
- requirements:
- range:
- effects:
- critical_success: The creature takes 4d8 cold damage.
- success: The creature takes 8d8 cold damage and is slowed 1 for 1 round.
- failure: The creature takes 16d8 cold damage and is slowed 1 for 1 minute.
- critical_failure: The creature takes 16d8 cold damage, is slowed 2 for 1 minute, and is doomed 1.
- full_description:
-- name: Umonlee
- source:
- - abbr: Bestiary 2
- page_start: 271
- page_stop:
- description: >-
- Those who dwell in the coldest climates of Golarion tell of a brutal beast that swims through the ice and snow and can devastate entire villages in minutes. Ancient Erutaki who made their homes in the frozen polar expanse called the Crown of the World named this monster the umonlee.
-
-
-
-
- Umonlees are bestial predators who constantly hunt, rarely resting in service of a hunger that is never fully sated. Despite this animalistic drive, umonlees are semi-intelligent creatures who often select and stalk their prey. However, they are not terribly bright and often keep their hunting grounds in sparsely-trafficked areas. It is rare for an umonlee to attack a village, but one might attack a sparse group, such as a hunting or scouting party. Many caravans traversing the Path of Aganhei—the trade route between the continents of Avistan and Tian Xia that crosses the Crown of the World—have had their expeditions abruptly ended by an encounter with one of these monstrosities.
-
-
-
-
- Those who study monsters posit that umonlees are related to __chuuls__, as the creatures exhibit some similarities. Both are semi-intelligent, crustacean predators that use ambush tactics to kill and eat their prey. Even though they can talk, umonlees typically only speak __Aklo__, which also gives credence to this theory. This would also lend to the theory that chuuls are products of __alghollthu__ manipulation, meaning that umonlees are also the results of these alien designs. However, the fact that these creatures aren't evil argues well against such a theory.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 36
- level: 15
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Amphibious
- - Beast
- - Cold
- senses:
- - Perception +25
- - darkvision
- - tremorsense (imprecise) 80 feet
- languages:
- - Aklo
- skills:
- - name: 'Athletics '
- bonus: 31
- misc:
- - name: 'Stealth '
- bonus: 24
- misc:
- perception: 25
- ability_mods:
- str_mod: 8
- dex_mod: 3
- con_mod: 7
- int_mod: -3
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 26
- ref_misc:
- will: 23
- will_misc:
- misc: +1 status vs. mental
- hp: 320
- hp_misc:
- immunities:
- - cold
- resistances:
- - amount: 10
- type: mental
- weaknesses:
- - amount: 15
- type: fire
- automatic_abilities:
- speed:
- - amount: 50
- type: Land
- - amount: 25
- type: burrow
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 31
- traits:
- - reach 10 feet
- damage:
- formula: 3d6+16
- type: piercing
- plus_damage:
- - formula: 3d6
- type: cold
- - action_cost: One Action
- name: pincers
- to_hit: 31
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 3d8+16
- type: slashing
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Freezing Breath
- action_cost: Two Actions
- traits:
- - cold
- - evocation
- - incapacitation
- - primal
- description: "The umonlee breathes a cone of extremely cold air that damages its prey and can freeze them to the ground. Its breath deals 12d8 cold damage to creatures in the 50-foot cone (DC 38 Reflex save). The umonlee can't use Freezing Breath again for 1d4 rounds. \n\n"
- raw_description: "**Freezing Breath** [Two Actions] (__cold__, __evocation__, __incapacitation__, __primal__) The umonlee breathes a cone of extremely cold air that damages its prey and can freeze them to the ground. Its breath deals 12d8 cold damage to creatures in the 50-foot cone (DC 38 Reflex save). The umonlee can't use Freezing Breath again for 1d4 rounds. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage and is __slowed 1__ for 1 round. \n\n**Failure** The creature takes full damage and is slowed 1 for 1 round. If the creature is standing on the ground, it's __immobilized__ as thick ice forms around it, and it can't recover from being slowed. The creature remains immobilized and slowed 1 until it manages to __Escape__ (DC 36) or deal 30 damage to the ice, which has weakness 10 to fire. \n\n**Critical Failure** As failure, except the creature takes double damage and the ice holding it in place requires 60 damage to break."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature takes half damage and is slowed 1 for 1 round.
- failure: The creature takes full damage and is slowed 1 for 1 round. If the creature is standing on the ground, it's immobilized as thick ice forms around it, and it can't recover from being slowed. The creature remains immobilized and slowed 1 until it manages to Escape (DC 36) or deal 30 damage to the ice, which has weakness 10 to fire.
- critical_failure: As failure, except the creature takes double damage and the ice holding it in place requires 60 damage to break.
- full_description:
- - name: Greater Constrict
- action_cost: One Action
- traits:
- description: 2d10+8 bludgeoning, DC 36
- raw_description: '**__Greater Constrict__** 2d10+8 bludgeoning, DC 36'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Undine Hydromancer
- source:
- - abbr: Bestiary 2
- page_start: 203
- page_stop:
- description: >-
- Undines are infused with elemental water—the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, but they are easily distracted by auditory sensations because of how much louder and clearer sound rings above the waves.
-
-
-
-
- Undines are perhaps the most settled of all geniekin, often forming communities along the coast or even on the water itself. In the latter case, they prefer to settle in ship-towns that sometimes number dozens of vessels in all shapes and sizes. The undines who fill these communities are similarly diverse, bringing aspects of multiple cultures together to form one whole. Ship-towns are permanent, but fluid—they grow, recede, and migrate constantly as undine families add their ships to or remove them from the flotilla. An undine town like this may remain at sea for years, its residents coming ashore only on rare occasions to collect wood for cookfires or to repair their homes. The paradoxically ever-shifting permanence of these communities reflects the undine virtues of adaptability and freedom, while also maintaining the prime importance of the community.
-
-
-
-
- Undine hydromancers are quite valued on these floating settlements, if only for their ability to create fresh drinking water while adrift on the sea.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - CG
- - Medium
- - Amphibious
- - Human
- - Humanoid
- - Undine
- senses:
- - Perception +5
- languages:
- - Aquan
- - Common
- skills:
- - name: 'Arcana '
- bonus: 3
- misc:
- - name: 'Athletics '
- bonus: 3
- misc:
- - name: 'Diplomacy '
- bonus: 7
- misc:
- - name: 'Intimidation '
- bonus: 7
- misc:
- - name: 'Nature '
- bonus: 5
- misc:
- - name: 'Survival '
- bonus: 5
- misc:
- perception: 5
- ability_mods:
- str_mod: 0
- dex_mod: 2
- con_mod: 1
- int_mod: 0
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- - dagger
- ac: 16
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 5
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: dagger
- to_hit: 7
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 7
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Primal Spontaneous Spells
- action_cost: None
- traits:
- description: >-
- DC 17, attack +9; **1st** __create water__, __heal__, __hydraulic push__; **Cantrips** **(1st)** __acid splash__, __detect magic__, __know direction__, __stabilize__, __tanglefoot__
-
-
- **Sorcerer Bloodline Spells** DC 17, attack +9, (1 Focus Point); **1st** __elemental toss__
-
-
-
-
- ## All Monsters in "Planar Scion, Geniekin"
-
-
- **Name****Level**Ifrit1Oread1Suli1Sylph1Undine1Planar Scion, Geniekin**Source** Bestiary 2 pg. 200
-
-
- Geniekin are mortals whose ancestry has become entangled with that of __genies__, causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment.
-
-
- ## Geniekin on Golarion
-
-
- While most geniekin planar scions live on their genie parent's ancestral plane, rare fonts of elemental power or genie activity sometimes give rise to geniekin on Golarion. By far, geniekin are most commonly found in Katapesh, as genies are more prevalent there than other regions due to the influence of genie binders.
-
-
- ## Geniekin Parentage
-
-
- Planar scions from the elemental planes are known as geniekin because they are overwhelmingly born from couplings between mortals and genies: __ifrits__ are born of __efreeti__, __oreads__ of __shaitans__, __sulis__ of __jann__, __sylphs__ of __djinn__, and __undines__ of __marids__. Despite this distinguished ancestry, geniekin do not display most of their parents' exceptional talents, such as their ability to grant wishes.
- raw_description: >-
- **Primal Spontaneous Spells** DC 17, attack +9; **1st** __create water__, __heal__, __hydraulic push__; **Cantrips** **(1st)** __acid splash__, __detect magic__, __know direction__, __stabilize__, __tanglefoot__
-
-
- **Sorcerer Bloodline Spells** DC 17, attack +9, (1 Focus Point); **1st** __elemental toss__
-
-
-
-
- ## All Monsters in "Planar Scion, Geniekin"
-
-
- **Name****Level**Ifrit1Oread1Suli1Sylph1Undine1Planar Scion, Geniekin**Source** Bestiary 2 pg. 200
-
-
- Geniekin are mortals whose ancestry has become entangled with that of __genies__, causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment.
-
-
- ## Geniekin on Golarion
-
-
- While most geniekin planar scions live on their genie parent's ancestral plane, rare fonts of elemental power or genie activity sometimes give rise to geniekin on Golarion. By far, geniekin are most commonly found in Katapesh, as genies are more prevalent there than other regions due to the influence of genie binders.
-
-
- ## Geniekin Parentage
-
-
- Planar scions from the elemental planes are known as geniekin because they are overwhelmingly born from couplings between mortals and genies: __ifrits__ are born of __efreeti__, __oreads__ of __shaitans__, __sulis__ of __jann__, __sylphs__ of __djinn__, and __undines__ of __marids__. Despite this distinguished ancestry, geniekin do not display most of their parents' exceptional talents, such as their ability to grant wishes.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Unicorn
- source:
- - abbr: Bestiary
- page_start: 316
- page_stop:
- description: >-
- Symbols of grace and purity, unicorns resemble proud and noble horses. They are typically pure white of coat, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a de-horned unicorn is a sorry sight, and few such unicorns survive much longer in the wild.
-
-
-
-
- Unicorns are found almost exclusively in remote, unsullied areas of wilderness. Sometimes associated with good-aligned deities, other times associated with nature and the fey, unicorns are always known for their righteousness and nobility. They are wary, at best, of most humanoid creatures, due in large part for poachers' tendency to hunt them for their horns, but unicorns are often rumored to have a weakness for those who are pure of both heart and spirit. Despite some tales, unicorns are equally likely to recognize purity in young men as in young women.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CG
- size: Large
- traits:
- - CG
- - Large
- - Beast
- - Fey
- senses:
- - Perception +13
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Diplomacy '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Survival '
- bonus: 9
- misc:
- perception: 13
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 3
- int_mod: 0
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- - name: Wild Empathy
- action_cost: None
- traits:
- description: The unicorn has a connection to the creatures of the natural world that allows it to communicate with them. The unicorn can use Diplomacy to Make an Impression on animals and to make very simple Requests of them.
- raw_description: '**Wild Empathy** The unicorn has a connection to the creatures of the natural world that allows it to communicate with them. The unicorn can use Diplomacy to Make an Impression on animals and to make very simple Requests of them.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 8
- ref_misc:
- will: 11
- will_misc: +2 vs. mental
- misc:
- hp: 45
- hp_misc:
- immunities:
- - poison
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 45
- type: Land
- melee:
- - action_cost: One Action
- name: horn
- to_hit: 12
- traits:
- - good
- - magical
- damage:
- formula: 1d10+4
- type: piercing
- plus_damage:
- - formula: 1d6
- type: good and ghost touch
- - action_cost: One Action
- name: hoof
- to_hit: 12
- traits:
- - agile
- - magical
- damage:
- formula: 1d8+4
- type: bludgeoning and ghost touch
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 21
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: tree stride
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: heal
- frequency: x2
- requirement:
- - name: neutralize poison
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, good only
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: light
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Ghost Touch
- action_cost: None
- traits:
- description: A unicorn's Strikes have the effects of a ghost touch property rune.
- raw_description: "**Ghost Touch** A unicorn's Strikes have the effects of a ghost touch property rune."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Powerful Charge
- action_cost: Two Actions
- traits:
- description: The unicorn Strides up to double its Speed in a straight line and then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an additional 2d6 damage on a hit.
- raw_description: '**Powerful Charge** [Two Actions] The unicorn Strides up to double its Speed in a straight line and then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an additional 2d6 damage on a hit.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Unseen Servant
- source:
- - abbr: Core Rulebook
- page_start: 380
- page_stop:
- description: This creature can be summoned with the spell __Unseen Servant__.
- level: -1
- rarity: Common
- type: Creature
- alignment: No Alignment
- size: Medium
- traits:
- - No Alignment
- - Medium
- - Mindless
- senses:
- - Perception +0
- - darkvision
- languages:
- - '- (understands its creator)'
- skills:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 0
- ability_mods:
- str_mod: -4
- dex_mod: 2
- con_mod: 0
- int_mod: -5
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- - name: Invisible
- action_cost: None
- traits:
- description: An unseen servant is invisible, though it normally doesn't Sneak, so it is usually only hidden.
- raw_description: "**Invisible** An unseen servant is invisible, though it normally doesn't Sneak, so it is usually only hidden."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 13
- ac_special:
- saves:
- fort: 0
- fort_misc:
- ref: 4
- ref_misc:
- will: 0
- will_misc:
- misc:
- hp: 4
- hp_misc:
- immunities:
- - disease
- - mental
- - non-magical attacks
- - paralysis
- - poison
- - precision
- - >+
- unconscious
-
- resistances:
- - amount: 5
- type: all damage (except force or ghost touch)
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: fly
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Force Body
- action_cost: None
- traits:
- 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 through solid objects.
- raw_description: "**Force Body** 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 through solid objects."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Urdefhan Dominator
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 83
- page_stop:
- description: >-
- Urdefhan dominators control the minds of others to glean useful secrets and gain an advantage against their enemies.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Humanoid
- - Urdefhan
- senses:
- - Perception +26
- - greater darkvision
- languages:
- - Aklo
- - Daemonic
- - Undercommon
- skills:
- - name: 'Crafting '
- bonus: 24
- misc:
- - name: 'Daemon Lore '
- bonus: 24
- misc:
- - name: 'Intimidation '
- bonus: 26
- misc:
- - name: 'Religion '
- bonus: 29
- misc:
- - name: 'Stealth '
- bonus: 25
- misc:
- - name: 'Survival '
- bonus: 27
- misc:
- perception: 26
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 3
- int_mod: 4
- wis_mod: 7
- cha_mod: 6
- sense_abilities:
- items:
- - +2 striking rhoka sword
- ac: 35
- ac_special:
- saves:
- fort: 25
- fort_misc:
- ref: 25
- ref_misc:
- will: 29
- will_misc:
- misc:
- hp: 250
- hp_misc: negative healing
- immunities:
- - death effects (except necrotic decay)
- - disease
- - fear
- resistances:
- - amount: 15
- type: positive
- weaknesses:
- automatic_abilities:
- - name: Necrotic Decay
- action_cost: None
- traits:
- - divine
- - necromancy
- - negative
- description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 15d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 34 basic Fortitude save).
- raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 15d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 34 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: rhoka sword
- to_hit: 26
- traits:
- - fatal d10
- - magical
- - two-hand d12
- damage:
- formula: 2d8+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 26
- traits:
- - agile
- damage:
- formula: 4d6+10
- type: piercing
- plus_damage:
- - formula:
- type: wicked bite
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 35
- to_hit: 29
- misc: ''
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: dimensional lock
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: disintegrate
- frequency:
- requirement:
- - name: dominate
- frequency: ×2
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: banishment
- frequency:
- requirement:
- - name: command
- frequency:
- requirement:
- - name: prying eye
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: phantasmal killer
- frequency: ×2
- requirement:
- - name: read omens
- frequency:
- requirement:
- - name: spiritual weapon
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: harm
- frequency: ×2
- requirement:
- - name: paralyze
- frequency: ×2
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: death knell
- frequency:
- requirement:
- - name: false life
- frequency:
- requirement:
- - name: silence
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: feather fall
- frequency: self only
- requirement:
- - name: grim tendrils
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency:
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: divine lance
- frequency:
- requirement:
- - name: forbidding ward
- frequency:
- requirement:
- - name: telekinetic projectile
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Eyes of the Enthralled
- action_cost: One Action
- traits:
- description:
- raw_description: "**Eyes of the Enthralled** **Requirement** The urdefhan dominator has a creature dominated with its __dominate__ innate spell; **Effect** The urdefhan taps into the dominated creature's sight, hearing, and any other senses it has. The urdefhan can change back and forth from its own senses to the target's senses as a single action, which has the __concentrate__ trait."
- generic_description:
- frequency:
- trigger:
- effect: The urdefhan dominator has a creature dominated with its __dominate__ innate spell
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wicked Bite
- action_cost: One Action
- traits:
- description:
- raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature with a jaws Strike on its last action; **Effect** The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 33 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. \n\n * **Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect: The urdefhan damaged a creature with a jaws Strike on its last action
- requirements:
- range:
- effects:
- - name: Drain Blood
- action_cost: None
- traits:
- description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).
- raw_description: "**Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Vitality
- action_cost: None
- traits:
- - necromancy
- description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).
- raw_description: " **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Urdefhan High Tormentor
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 82
- page_stop:
- description: >-
- An urdefhan cult's best tormentors can advance to become truly formidable daemon summoners.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Humanoid
- - Urdefhan
- senses:
- - Perception +22
- - greater darkvision
- languages:
- - Aklo
- - Daemonic
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Crafting '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Occultism '
- bonus: 22
- misc:
- - name: 'Religion '
- bonus: 22
- misc:
- perception: 22
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 3
- int_mod: 1
- wis_mod: 6
- cha_mod: 3
- sense_abilities:
- items:
- - +1 striking warhammer
- ac: 30
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 16
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 195
- hp_misc: negative healing
- immunities:
- - death effects (except necrotic decay)
- - disease
- - fear
- resistances:
- - amount: 10
- type: positive
- weaknesses:
- automatic_abilities:
- - name: Necrotic Decay
- action_cost: None
- traits:
- - divine
- - necromancy
- - negative
- description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 10d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 29 basic Fortitude save).
- raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 10d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 29 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: warhammer
- to_hit: 21
- traits:
- - magical
- - shove
- damage:
- formula: 2d8+11
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - agile
- damage:
- formula: 3d6+11
- type: piercing
- plus_damage:
- - formula:
- type: wicked bite
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 30
- to_hit: 22
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: banishment
- frequency:
- requirement:
- - name: summon fiend
- frequency: daemons only
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: acid arrow
- frequency:
- requirement:
- - name: phantasmal killer
- frequency:
- requirement:
- - name: spiritual weapon
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: harm
- frequency: ×2
- requirement:
- - name: paralyze
- frequency: ×2
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: death knell
- frequency:
- requirement:
- - name: false life
- frequency:
- requirement:
- - name: silence
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: feather fall
- frequency: self only
- requirement:
- - name: grim tendrils
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency: ×2
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 30
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: daemonic pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Stoke the Fervent
- action_cost: Two Actions
- traits:
- - auditory
- - divine
- - emotion
- - mental
- description:
- raw_description: '**Stoke the Fervent** [Two Actions] (__auditory__, __divine__, __emotion__, __mental__) **Frequency** once per day; **Effect** The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +4 status bonus to attack rolls, damage rolls, and a +2 status bonus to saving throws, and takes a -2 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +4 status bonus to attack rolls, damage rolls, and a +2 status bonus to saving throws, and takes a -2 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wicked Bite
- action_cost: One Action
- traits:
- description:
- raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature with a jaws Strike on its last action; **Effect** The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 29 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. \n\n * **Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect: The urdefhan damaged a creature with a jaws Strike on its last action
- requirements:
- range:
- effects:
- - name: Drain Blood
- action_cost: None
- traits:
- description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).
- raw_description: "**Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Vitality
- action_cost: None
- traits:
- - necromancy
- description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).
- raw_description: " **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Urdefhan Hunter
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 82
- page_stop:
- description: >-
- Urdefhan hunters serve as their cults' trappers, hunters, and poachers. Many urdefhan hunters use __skavelings__ to traverse the massive caverns of the Darklands and scout for prey.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 30
- level: 12
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Humanoid
- - Urdefhan
- senses:
- - Perception +26
- - greater darkvision
- languages:
- - Aklo
- - Daemonic
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 24
- misc:
- - name: 'Nature '
- bonus: 23
- misc:
- - name: 'Religion '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 26
- misc:
- - name: 'Survival '
- bonus: 25
- misc: +27 to Track
- perception: 26
- ability_mods:
- str_mod: 4
- dex_mod: 6
- con_mod: 4
- int_mod: 2
- wis_mod: 5
- cha_mod: 1
- sense_abilities:
- items:
- - +1 striking rhoka sword
- - +1 striking composite longbow with 50 arrows
- ac: 34
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 26
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 190
- hp_misc: negative healing
- immunities:
- - death effects (except necrotic decay)
- - disease
- - fear
- resistances:
- - amount: 12
- type: positive
- weaknesses:
- automatic_abilities:
- - name: Necrotic Decay
- action_cost: None
- traits:
- - divine
- - necromancy
- - negative
- description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 12d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 32 basic Fortitude save).
- raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 12d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 32 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: rhoka sword
- to_hit: 24
- traits:
- - fatal d10
- - magical
- - two-hand d12
- damage:
- formula: 2d8+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 22
- traits:
- - agile
- damage:
- formula: 3d6+10
- type: piercing
- plus_damage:
- - formula:
- type: wicked bite
- ranged:
- - action_cost: One Action
- name: composite longbow
- to_hit: 26
- traits:
- - deadly d10
- - magical
- - propulsive
- - range increment 100 feet
- - reload 0
- - volley 30 feet
- damage:
- formula: 2d8+4
- type: piercing
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 29
- to_hit: 23
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: death knell
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: feather fall
- frequency: at will, self only
- requirement:
- - name: ray of enfeeblement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Deadly Aim
- action_cost: One Action
- traits:
- - open
- description: The urdefhan hunter makes a ranged Strike at a -2 penalty. The urdefhan deals 4 additional damage with this Strike.
- raw_description: '**Deadly Aim** (__open__) The urdefhan hunter makes a ranged Strike at a -2 penalty. The urdefhan deals 4 additional damage with this Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Double Shot
- action_cost: One Action
- traits:
- description:
- raw_description: "**Double Shot** **Requirement** The urdefhan hunter is wielding a ranged weapon with __reload 0__; **Effect** The urdefhan hunter makes two Strikes with the required weapon at a single target. These Strikes both count toward the urdefhan's multiple attack penalty, but the penalty doesn't increase until both attacks are resolved."
- generic_description:
- frequency:
- trigger:
- effect: The urdefhan hunter is wielding a ranged weapon with __reload 0__
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mounted Bow Expert
- action_cost: None
- traits:
- description: Urdefhan hunters can make composite longbow Strikes while mounted.
- raw_description: '**Mounted Bow Expert** Urdefhan hunters can make composite longbow Strikes while mounted.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wicked Bite
- action_cost: One Action
- traits:
- description:
- raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature with a jaws Strike on its last action; **Effect** The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 32 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. \n\n * **Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect: The urdefhan damaged a creature with a jaws Strike on its last action
- requirements:
- range:
- effects:
- - name: Drain Blood
- action_cost: None
- traits:
- description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).
- raw_description: "**Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Vitality
- action_cost: None
- traits:
- - necromancy
- description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).
- raw_description: " **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Urdefhan Tormentor
- source:
- - abbr: Bestiary 2
- page_start: 273
- page_stop:
- description: >-
- Urdefhan spellcasters with a knack for the divine are invariably unholy worshippers of daemonkind, typically taking on one of __Abaddon__'s Four Horsemen of the Apocalypse as their patron deity. With their unholy gifts, these urdefhan tormentors summon __daemons__ into battle and bolster their allies with profane magic, preferring to stick to the sidelines rather than enter the fray directly.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Humanoid
- - Urdefhan
- senses:
- - Perception +13
- - greater darkvision
- languages:
- - Aklo
- - Daemonic
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Crafting '
- bonus: 9
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Occultism '
- bonus: 11
- misc:
- - name: 'Religion '
- bonus: 13
- misc:
- perception: 13
- ability_mods:
- str_mod: 3
- dex_mod: 1
- con_mod: 3
- int_mod: 2
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- - warhammer
- ac: 21
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 10
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 77
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - fear
- resistances:
- - amount: 5
- type: positive
- weaknesses:
- automatic_abilities:
- - name: Necrotic Decay
- action_cost: None
- traits:
- - divine
- - necromancy
- - negative
- description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 5d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 21 basic Fortitude save).
- raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 5d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 21 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: warhammer
- to_hit: 12
- traits:
- - shove
- damage:
- formula: 1d8+5
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 2d6+5
- type: piercing
- plus_damage:
- - formula:
- type: Wicked Bite
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 23
- to_hit: 15
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: harm
- frequency:
- requirement:
- - name: paralyze
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - name: death knell
- frequency:
- requirement:
- - name: false life
- frequency:
- requirement:
- - name: harm
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: feather fall
- frequency: self only
- requirement:
- - name: grim tendrils
- frequency:
- requirement:
- - name: harm
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: daemonic pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Stoke the Fervent
- action_cost: Two Actions
- traits:
- - auditory
- - divine
- - emotion
- - enchantment
- - mental
- description:
- raw_description: '**Stoke the Fervent** [Two Actions] (__auditory__, __divine__, __emotion__, __enchantment__, __mental__) **Frequency** once per day; **Effect** The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +1 status bonus to attack rolls, damage rolls, and saving throws, and takes a -1 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +1 status bonus to attack rolls, damage rolls, and saving throws, and takes a -1 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wicked Bite
- action_cost: One Action
- traits:
- description:
- raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature with a jaws Strike on its last action; **Effect** The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 22 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. \n\n * **Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect: The urdefhan damaged a creature with a jaws Strike on its last action
- requirements:
- range:
- effects:
- - name: Drain Blood
- action_cost: None
- traits:
- description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).
- raw_description: "**Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Vitality
- action_cost: None
- traits:
- - necromancy
- description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).
- raw_description: "**Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Urdefhan Warrior
- source:
- - abbr: Bestiary 2
- page_start: 272
- page_stop:
- description: >-
- From the moment they are born, urdefhans are prepared for war. Urdefhan warriors are among the least powerful urdefhans one might encounter outside of their eerie underground cities.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Humanoid
- - Urdefhan
- senses:
- - Perception +9
- - greater darkvision
- languages:
- - Aklo
- - Daemonic
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Intimidation '
- bonus: 9
- misc:
- - name: 'Religion '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 7
- misc:
- perception: 9
- ability_mods:
- str_mod: 3
- dex_mod: 1
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- - composite longbow (20 arrows)
- - rhoka sword
- - studded leather armor
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 8
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 55
- hp_misc: negative healing negative healing negative healing
- immunities:
- - death effects
- - disease
- - fear
- resistances:
- - amount: 5
- type: positive
- weaknesses:
- automatic_abilities:
- - name: Necrotic Decay
- action_cost: None
- traits:
- - divine
- - necromancy
- - negative
- description: When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 3d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 17 basic Fortitude save).
- raw_description: '**Necrotic Decay** (__divine__, __necromancy__, __negative__) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 3d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 17 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: rhoka sword
- to_hit: 12
- traits:
- - deadly 1d8
- - two-hand 1d10
- damage:
- formula: 1d8+6
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 12
- traits:
- damage:
- formula: 1d6+6
- type: piercing
- plus_damage:
- - formula:
- type: Wicked Bite
- ranged:
- - action_cost: One Action
- name: composite longbow
- to_hit: 10
- traits:
- - deadly 1d10
- - propulsive
- - range increment 100 feet
- - volley 30 feet
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit: 9
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: death knell
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: feather fall
- frequency: at will, self only
- requirement:
- - name: ray of enfeeblement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Ravenous Attack
- action_cost: Two Actions
- traits:
- description: The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Its multiple attack penalty doesn't increase until after both attacks.
- raw_description: "**Ravenous Attack** [Two Actions] The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Its multiple attack penalty doesn't increase until after both attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wicked Bite
- action_cost: One Action
- traits:
- description:
- raw_description: "**Wicked Bite** **Requirements** The urdefhan damaged a creature with a jaws Strike on its last action; **Effect** The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 20 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. \n\n * **Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).\n\n * **Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect: The urdefhan damaged a creature with a jaws Strike on its last action
- requirements:
- range:
- effects:
- - name: Drain Blood
- action_cost: None
- traits:
- description: The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP).
- raw_description: "**Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is __drained 1__ and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Vitality
- action_cost: None
- traits:
- - necromancy
- description: The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure).
- raw_description: "**Drain Vitality** (__necromancy__) The urdefhan draws out some of the creature's vital essence. The creature becomes __enfeebled 1__ for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Uthul
- source:
- - abbr: Bestiary
- page_start: 317
- page_stop:
- description: >-
- An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning. Although they are clearly elemental in nature, uthuls are nearly always found on the Material Plane, where they hide among natural cloud formations, especially thunderstorms.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 32
- level: 14
- rarity: Common
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - CE
- - Huge
- - Air
- - Elemental
- senses:
- - Perception +20
- - darkvision
- languages:
- - Aquan
- skills:
- - name: 'Acrobatics '
- bonus: 29
- misc:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Intimidation '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 25
- misc:
- perception: 20
- ability_mods:
- str_mod: 7
- dex_mod: 7
- con_mod: 4
- int_mod: -1
- wis_mod: -2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 28
- fort_misc:
- ref: 29
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 250
- hp_misc:
- immunities:
- - electricity
- - paralyze
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: High Winds
- action_cost: None
- traits:
- - air
- - aura
- description: 40 feet. Air in the aura is difficult terrain for Flying creatures without the air trait.
- raw_description: '**High Winds** (__air__, __aura__) 40 feet. Air in the aura is difficult terrain for Flying creatures without the air trait.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 100
- type: fly
- - amount:
- type: swiftness
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 29
- traits:
- - agile
- damage:
- formula: 3d12+11
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: debris
- to_hit: 29
- traits:
- - range increment 60 feet
- damage:
- formula: 5d8+15
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Lightning Crash
- action_cost: One Action
- traits:
- - electricity
- - incapacitation
- - sonic
- 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.
- raw_description: "**Lightning Crash** (__electricity__, __incapacitation__, __sonic__) 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.**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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- 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.
- success: The creature is stunned 1.Failure The creature is stunned for 1 round.Critical Failure The creature is stunned for 1d4 rounds.
- failure: The creature is stunned for 1 round.Critical Failure The creature is stunned for 1d4 rounds.
- critical_failure: The creature is stunned for 1d4 rounds.
- full_description:
- - name: Swiftness
- action_cost: None
- traits:
- description: An uthul's movement doesn't trigger reactions.
- raw_description: "**Swiftness** An uthul's movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whirlwind Form
- action_cost: Two Actions
- traits:
- - concentrate
- description: The uthul transforms itself into a swirling vortex of storm and fury 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 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 within the vortex. Suspended creatures move with the uthul. A creature can attempt to escape by spending an action to attempt a DC 32 Reflex save (or a DC 32 Acrobatics check to maneuver in flight if it has a fly Speed). Upon escaping, or when the uthul transforms back into its storm cloud form, a suspended creature is hurled 1d4 × 10 feet in a random direction, then falls unless it can fly or otherwise remain aloft. After returning to its normal form, the uthul must wait 1 minute before it can use Whirlwind Form again.
- raw_description: "**Whirlwind Form** [Two Actions] (__concentrate__) The uthul transforms itself into a swirling vortex of storm and fury 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 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 within the vortex. Suspended creatures move with the uthul. A creature can attempt to escape by spending an action to attempt a DC 32 Reflex save (or a DC 32 Acrobatics check to maneuver in flight if it has a fly Speed). Upon escaping, or when the uthul transforms back into its storm cloud form, a suspended creature is hurled 1d4 × 10 feet in a random direction, then falls unless it can fly or otherwise remain aloft. After returning to its normal form, the uthul must wait 1 minute before it can use Whirlwind Form again."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vampire Bat Swarm
- source:
- - abbr: Bestiary
- page_start: 39
- page_stop:
- 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 is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +10
- - echolocation (precise) 20 feet
- - low-light vision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 4
- misc: +7 to Climb
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 10
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 1
- int_mod: -4
- wis_mod: 3
- cha_mod: -3
- sense_abilities:
- - name: Echolocation
- action_cost: None
- traits:
- description: A bat swarm can use its hearing as a precise sense at the listed range.
- raw_description: '**Echolocation** A bat swarm can use its hearing as a precise sense at the listed range.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 11
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 6
- type: bludgeoning
- - amount: 6
- type: piercing
- - amount: 3
- type: slashing
- weaknesses:
- - amount: 3
- type: area damage
- - amount: 3
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- - amount: 30
- type: fly
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Feast
- action_cost: One Action
- traits:
- description: Each enemy in the bat swarm's space takes 1d4 piercing damage (DC 16 basic Reflex save). Creatures that fail this save also take 1 persistent bleed damage.
- raw_description: "**Blood Feast** Each enemy in the bat swarm's space takes 1d4 piercing damage (DC 16 basic Reflex save). Creatures that fail this save also take 1 persistent bleed damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vampire Count
- source:
- - abbr: Bestiary
- page_start: 320
- page_stop:
- description: >-
- Vampire counts rule their demesnes through a mix of fear and cruelty.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Undead
- - Vampire
- senses:
- - Perception +17
- - darkvision
- languages:
- - Common
- - Necril
- - plus one regional language
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Deception '
- bonus: 14
- misc:
- - name: 'Diplomacy '
- bonus: 14
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Society '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 13
- misc:
- perception: 17
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 2
- int_mod: 2
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- - name: Children of the Night
- action_cost: None
- traits:
- - divine
- - enchantment
- - mental
- description: >2+
-
-
- raw_description: >+
- **Children of the Night** (__divine__, __enchantment__, __mental__)
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - +1 rapier
- - leather armor
- ac: 24
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 14
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 65
- hp_misc: coffin restoration, fast healing 7, negative healing
- immunities:
- - death effects
- - disease
- - paralyze
- - poison
- - sleep
- resistances:
- - amount: 7
- type: physical (except magical silver)
- weaknesses:
- - amount:
- type: vampire weaknesses
- automatic_abilities:
- - name: Mist Escape
- action_cost: Free Action
- traits:
- description:
- raw_description: '**Mist Escape** [Free Action]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: rapier
- to_hit: 17
- traits:
- - deadly 1d8
- - disarm +1
- damage:
- formula: 1d6+11
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 1d8+8
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: Giant bat with fangs +15 for 1d8+9 piercing.
- raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) Giant bat with fangs +15 for 1d8+9 piercing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Create Spawn
- action_cost: None
- traits:
- - divine
- - downtime
- - necromancy
- 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 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 Will DC.
- raw_description: "**Create Spawn** (__divine__, __downtime__, __necromancy__) 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 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 Will DC."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dominate
- action_cost: Two Actions
- traits:
- - divine
- - enchantment
- - incapacitation
- description: DC 22
- raw_description: '**Dominate** [Two Actions] (__divine__, __enchantment__, __incapacitation__) DC 22'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drink Blood
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description: When Drinking Blood, the vampire regains 10 HP.
- raw_description: '**Drink Blood** (__divine__, __necromancy__) When Drinking Blood, the vampire regains 10 HP.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Turn to Mist
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - transmutation
- description: The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.
- raw_description: '**Turn to Mist** (__concentrate__, __divine__, __transmutation__) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vampire Mastermind
- source:
- - abbr: Bestiary
- page_start: 321
- page_stop:
- description: >-
- Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Undead
- - Vampire
- senses:
- - Perception +20
- - darkvision
- languages:
- - Common
- - Necril
- - plus one regional language
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Arcana '
- bonus: 21
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 20
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Society '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 20
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 1
- int_mod: 6
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- - name: Children of the Night
- action_cost: None
- traits:
- - divine
- - enchantment
- - mental
- description: >2+
-
-
- raw_description: >+
- **Children of the Night** (__divine__, __enchantment__, __mental__)
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - signet ring
- ac: 27
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 18
- ref_misc:
- will: 20
- will_misc:
- misc:
- hp: 115
- hp_misc: coffin restoration, fast healing 10, negative healing
- immunities:
- - death effects
- - disease
- - paralyze
- - poison
- - sleep
- resistances:
- - amount: 10
- type: physical (except magical silver)
- weaknesses:
- - amount:
- type: vampire weaknesses
- automatic_abilities:
- - name: Mist Escape
- action_cost: Free Action
- traits:
- description:
- raw_description: '**Mist Escape** [Free Action]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 18
- traits:
- - agile
- damage:
- formula: 2d8+9
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Arcane Prepared Spells
- dc: 29
- to_hit: 19
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: fire shield
- frequency:
- requirement:
- - name: phantasmal killer
- frequency:
- requirement:
- - name: veil
- frequency:
- requirement:
- - name: wall of fire
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: fireball
- frequency:
- requirement:
- - name: haste
- frequency:
- requirement:
- - name: lightning bolt
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: flaming sphere
- frequency:
- requirement:
- - name: invisibility
- frequency:
- requirement:
- - name: mirror image
- frequency:
- requirement:
- - name: touch of idiocy
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: color spray
- frequency: x2
- requirement:
- - name: fleet step
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency:
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: message
- frequency:
- requirement:
- - name: ray of frost
- frequency:
- requirement:
- - name: sigil
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: Giant bat with fangs +19 for 2d8+9 piercing.
- raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) Giant bat with fangs +19 for 2d8+9 piercing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Create Spawn
- action_cost: None
- traits:
- - divine
- - downtime
- - necromancy
- 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 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 Will DC.
- raw_description: "**Create Spawn** (__divine__, __downtime__, __necromancy__) 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 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 Will DC."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dominate
- action_cost: Two Actions
- traits:
- - divine
- - enchantment
- - incapacitation
- - mental
- - visual
- description: DC 26
- raw_description: '**Dominate** [Two Actions] (__divine__, __enchantment__, __incapacitation__, __mental__, __visual__) DC 26'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Bonded Item
- action_cost: Free Action
- traits:
- - arcane
- - wizard
- description:
- raw_description: "**Drain Bonded Item** [Free Action] (__arcane__, __wizard__) **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."
- generic_description:
- frequency: Once per day.
- trigger:
- effect: The vampire hasn't acted yet on this turn.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drink Blood
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description: When Drinking Blood, the vampire regains 10 HP.
- raw_description: '**Drink Blood** (__divine__, __necromancy__) When Drinking Blood, the vampire regains 10 HP.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Steady Spellcasting
- action_cost: None
- traits:
- 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.
- raw_description: "**Steady Spellcasting** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Turn to Mist
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - transmutation
- description: The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.
- raw_description: '**Turn to Mist** (__concentrate__, __divine__, __transmutation__) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vampire Spawn
- source:
- - abbr: Bestiary
- page_start: 320
- page_stop:
- description: >-
- Vampires use their spawn for infiltration and reconnaissance.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Undead
- - Vampire
- senses:
- - Perception +12
- - darkvision
- languages:
- - Common
- - plus one regional language
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Intimidation '
- bonus: 8
- misc:
- - name: 'Society '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 12
- ability_mods:
- str_mod: 3
- dex_mod: 5
- con_mod: 1
- int_mod: -1
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- items:
- ac: 22
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 13
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 40
- hp_misc: coffin restoration, fast healing 5, negative healing
- immunities:
- - death effects
- - disease
- - paralyze
- - poison
- - sleep
- resistances:
- - amount: 5
- type: physical (except silver)
- weaknesses:
- - amount:
- type: vampire weaknesses
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 1d8+6
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drink Blood
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description: When Drinking Blood, the spawn regains 5 HP.
- raw_description: '**Drink Blood** (__divine__, __necromancy__) When Drinking Blood, the spawn regains 5 HP.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The vampire spawn deals 1d6 extra precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The vampire spawn deals 1d6 extra precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vampire Squid
- source:
- - abbr: Bestiary 2
- page_start: 254
- page_stop:
- description: >-
- Vampire squid are neither undead nor blood drinkers. Their name is instead inspired by their red eyes and the dark, cloak-like webbing between their arms. Living in the lightless depths of the ocean, the vampire squid can eject a cloud of bioluminescent mucus that nauseates predators.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- - Aquatic
- senses:
- - Perception +7
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 0
- int_mod: -4
- wis_mod: 3
- cha_mod: -2
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 4
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 7
- traits:
- - finesse
- damage:
- formula: 1d8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tentacles
- to_hit: 7
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Glowing Mucus
- action_cost: One Action
- traits:
- description:
- raw_description: '**Glowing Mucus** **Frequency** once per day; **Requirements** The vampire squid is in water; **Effect** The vampire squid ejects a cloud of bioluminescent mucus in a 15-foot cone. Non-squid creatures within the cloud must attempt a DC 16 Fortitude save or become __sickened 1__. The glowing mucus remains in the area for 1 minute, and any creature that ends its turn in the area must succeed at a DC 13 Fortitude save or become sickened 1.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The vampire squid is in water
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vampiric Mist
- source:
- - abbr: Bestiary 2
- page_start: 278
- page_stop:
- description: >-
- Though they're often mistaken for __vampires__ in gaseous form or an unusual type of __air elemental__, vampiric mists are in fact strange aberrant life-forms. With an amorphous body that consists as much of fluid as it does of air, these creatures dwell in swamps or moist underground regions where their vulnerability to heat isn't as much of a concern. Still, they prefer to lair near the fringes of such areas, as a vampiric mist needs a constant supply of fresh blood for sustenance. While blood drawn from animals is just as nutritious as blood from anything else, these sadistic monsters vastly prefer the flavor of blood drawn from thinking creatures. Like __will-o'-wisps__, vampiric mists find that fear flavors the blood, though they gain no particular advantage by feeding on the frightened.
-
-
-
-
- Although somewhat intelligent, vampiric mists do not form societies. They sometimes group into small gangs, but even then they show little interest in working together. Vampiric mists spend most of their time seeking prey—a pursuit they approach with great creativity. The mists' propensity for taking on vague, skeletal forms of the creatures whose blood they drink further adds to their mystique and fuels rumors that they have connections to the undead. Indeed, many vampiric mists enjoy using this common misconception to their advantage, leading foes to apply foolish tactics—such as tricking spellcasters into attempting to use positive energy against them as if they were undead monsters.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Aberration
- senses:
- - Perception +9
- - darkvision
- - sense blood (imprecise) 60 feet
- languages:
- - Aklo
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 9
- ability_mods:
- str_mod: -5
- dex_mod: 5
- con_mod: 3
- int_mod: -1
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- - name: Misty Form
- action_cost: None
- traits:
- description: A vampiric mist's body is composed of a semisolid red mist similar in consistency to thick foam. This enables a vampiric mist to move through spaces as narrow as 1 inch in diameter with no reduction to its Speed. However, a vampiric mist can't wear or interact with objects. It also can't enter water or other fluids, and it's treated as Tiny for the purpose of how wind affects it.
- raw_description: "**Misty Form** A vampiric mist's body is composed of a semisolid red mist similar in consistency to thick foam. This enables a vampiric mist to move through spaces as narrow as 1 inch in diameter with no reduction to its Speed. However, a vampiric mist can't wear or interact with objects. It also can't enter water or other fluids, and it's treated as Tiny for the purpose of how wind affects it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sense Blood
- action_cost: None
- traits:
- description: A vampiric mist can sense creatures that have blood within 60 feet. It can sense exposed blood within a mile.
- raw_description: '**Sense Blood** A vampiric mist can sense creatures that have blood within 60 feet. It can sense exposed blood within a mile.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 12
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- - precision
- resistances:
- - amount: 5
- type: physical
- weaknesses:
- - amount: 5
- type: fire
- automatic_abilities:
- speed:
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: misty tendril
- to_hit: 10
- traits:
- - agile
- - finesse
- damage:
- formula: 2d6
- type: slashing damage
- plus_damage:
- - formula: 1d6
- type: persistent bleed damage and blood siphon
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Siphon
- action_cost: None
- traits:
- description: "When a vampiric mist damages a creature with a misty tendril Strike, the creature must attempt a DC 20 Fortitude save. If the Strike was a critical hit, the outcome of the creature's save is one degree worse than the result of the saving throw. Any temporary Hit Points the vampiric mist gains from Blood Siphon fade after 1 hour. \n\n"
- raw_description: "**Blood Siphon** When a vampiric mist damages a creature with a misty tendril Strike, the creature must attempt a DC 20 Fortitude save. If the Strike was a critical hit, the outcome of the creature's save is one degree worse than the result of the saving throw. Any temporary Hit Points the vampiric mist gains from Blood Siphon fade after 1 hour. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is __drained 1__, and the vampiric mist gains 5 temporary Hit Points. \n\n**Critical Failure** The creature is drained 2. The vampiric mist gains 10 temporary Hit Points and takes on an intense red until the end of its next turn. During this time, it gains a +2 status bonus to AC and saves and is __quickened__. It can use its extra action only to Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected.
- failure: The creature is drained 1, and the vampiric mist gains 5 temporary Hit Points.
- critical_failure: The creature is drained 2. The vampiric mist gains 10 temporary Hit Points and takes on an intense red until the end of its next turn. During this time, it gains a +2 status bonus to AC and saves and is quickened. It can use its extra action only to Strike.
- full_description:
-- name: Vanth
- source:
- - abbr: Bestiary 2
- page_start: 210
- page_stop:
- description: >-
- Protecting the __Boneyard__ are the stern and resolute guardians of the dead known as vanths, psychopomps who resemble skeletons with raven-like wings and a mask resembling a vulture's skull. Vanths carry black scythes to fight against those who would disturb the natural progression of souls, and they consider any visitor to the Boneyard a potential troublemaker. When the psychopomp armies go to war, vanths serve as front-line soldiers. They rarely speak and even more rarely show any emotion other than a grim adherence to duty.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Monitor
- - Psychopomp
- senses:
- - Perception +15
- - darkvision
- - lifesense 60 feet
- languages:
- - Abyssal
- - Celestial
- - Infernal
- - Requian
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Boneyard Lore '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Occultism '
- bonus: 13
- misc:
- - name: 'Religion '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 2
- int_mod: 2
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- - +1 scythe
- ac: 27
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 13
- ref_misc:
- will: 17
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 105
- hp_misc:
- immunities:
- - death effects
- - disease
- resistances:
- - amount: 10
- type: negative
- - amount: 10
- type: poison
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 20 feet, DC 22
- raw_description: >-
- **Frightful Presence** 20 feet, DC 22 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: scythe
- to_hit: 18
- traits:
- - deadly d10
- - magical
- - trip
- damage:
- formula: 1d10+8
- type: slashing
- plus_damage:
- - formula:
- type: spirit touch
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 1d6+8
- type: slashing
- plus_damage:
- - formula:
- type: spirit touch
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 22
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: locate
- frequency: ×3
- requirement:
- - name: searing light
- frequency: ×3
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Infuse Weapon
- action_cost: None
- traits:
- - divine
- - evocation
- description: A vanth's scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a +1 scythe and is treated as if it were __adamantine__ while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work.
- raw_description: "**Infuse Weapon** (__divine__, __evocation__) A vanth's scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a +1 scythe and is treated as if it were __adamantine__ while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spirit Touch
- action_cost: None
- traits:
- description: An vanth's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead.
- raw_description: "**Spirit Touch** An vanth's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vanth's Curse
- action_cost: Two Actions
- traits:
- - curse
- - divine
- - enchantment
- - misfortune
- description:
- raw_description: "**Vanth's Curse** [Two Actions] (__curse__, __divine__, __enchantment__, __misfortune__) **Frequency** three times per day; **Effect** The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will save. \n\n**Critical Success** The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours. \n\n**Success** The target feels a momentary shudder of doom and is __stupefied 1__ for 1 minute by the distracting sensation. \n\n**Failure** The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is stupefied 2. Each time the target gains the __dying__ condition, the stupefied condition value increases by 1, to a maximum value of stupefied 4. \n\n**Critical Failure** As failure, but the effect is permanent."
- generic_description:
- frequency: three times per day
- trigger:
- effect: "The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will save. \n\n"
- requirements:
- range:
- effects:
- critical_success: The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours.
- success: The target feels a momentary shudder of doom and is stupefied 1 for 1 minute by the distracting sensation.
- failure: The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is stupefied 2. Each time the target gains the dying condition, the stupefied condition value increases by 1, to a maximum value of stupefied 4.
- critical_failure: As failure, but the effect is permanent.
- full_description:
-- name: Vaspercham
- source:
- - abbr: Bestiary 2
- page_start: 279
- page_stop:
- description: >-
- The darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a vaspercham settles on a new home, they stubbornly stay there, regardless of any communities dwelling nearby. A vaspercham's physical might and magic-warping abilities make them incredibly hard to dislodge once entrenched, and many seaside communities have relocated after a vaspercham came calling. The monster responds only to strength, so one must best a vaspercham in combat to gain their begrudging cooperation. But once the creature recovers their strength, they inevitably betray any temporary alliance.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 36
- level: 17
- rarity: Common
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - CE
- - Huge
- - Aberration
- - Aquatic
- senses:
- - Perception +30
- - darkvision
- - see invisibility
- languages:
- - Aklo
- skills:
- - name: 'Arcana '
- bonus: 33
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Deception '
- bonus: 31
- misc:
- - name: 'Intimidation '
- bonus: 29
- misc:
- - name: 'Sea Lore '
- bonus: 33
- misc:
- perception: 30
- ability_mods:
- str_mod: 8
- dex_mod: 4
- con_mod: 6
- int_mod: 8
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- items:
- ac: 41
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 25
- ref_misc:
- will: 32
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 335
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: cold
- - amount: 10
- type: electricity
- weaknesses:
- - amount: 15
- type: fire
- automatic_abilities:
- - name: Magic-Warping Aura
- action_cost: None
- traits:
- - arcane
- - aura
- - transmutation
- description: 30 feet. A vaspercham's shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a DC 37 Will save.
- raw_description: "**Magic-Warping Aura** (__arcane__, __aura__, __transmutation__) 30 feet. A vaspercham's shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a DC 37 Will save."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute.
- raw_description: '**Critical Success** The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it.
- raw_description: '**Success** The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: If the spell has a target and there are one or more viable targets within its range, the spell's target changes, determined randomly by the GM. If there is no other possible target within range or the spell has no target, the spell is disrupted.
- raw_description: "**Failure** If the spell has a target and there are one or more viable targets within its range, the spell's target changes, determined randomly by the GM. If there is no other possible target within range or the spell has no target, the spell is disrupted."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random.
- raw_description: '**Critical Failure** The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: tentacle
- to_hit: 33
- traits:
- - agile
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+16
- type: bludgeoning
- plus_damage:
- - formula:
- type: hallucinatory brine
- ranged:
- - action_cost: One Action
- name: water blast
- to_hit: 33
- traits:
- - brutal
- - magical
- - range increment 100 feet
- - water
- damage:
- formula: 2d8+16
- type: bludgeoning
- plus_damage:
- - formula:
- type: hallucinatory brine
- spell_lists:
- - name: Arcane Innate Spells
- dc: 41
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: cone of cold
- frequency:
- requirement:
- - name: spell immunity
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: lightning bolt
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: regenerate
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: spellwrack
- frequency: x3
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 7
- spells:
- - name: see invisibility
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Hallucinatory Brine
- action_cost: None
- traits:
- - arcane
- - illusion
- - mental
- description: A creature hit by the vaspercham's Strikes or Mindwarping Tide must attempt a DC 38 Fortitude save. On a failure, the creature is overwhelmed with phantasmal visions, becoming __confused__ for 1 round (1 minute on a critical failure).
- raw_description: "**Hallucinatory Brine** (__arcane__, __illusion__, __mental__) A creature hit by the vaspercham's Strikes or Mindwarping Tide must attempt a DC 38 Fortitude save. On a failure, the creature is overwhelmed with phantasmal visions, becoming __confused__ for 1 round (1 minute on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mindwarping Tide
- action_cost: One Action
- traits:
- - concentrate
- description: The vaspercham releases an effusion of noxious water from its shell. Creatures within a 15-foot emanation must save against the vaspercham's hallucinatory brine.
- raw_description: "**Mindwarping Tide** (__concentrate__) The vaspercham releases an effusion of noxious water from its shell. Creatures within a 15-foot emanation must save against the vaspercham's hallucinatory brine."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Whipping Tentacles
- action_cost: Two Actions
- traits:
- description: The vaspercham makes four tentacle Strikes, each against a different target. These attacks count toward the vaspercham's multiple attack penalty, but the multiple attack penalty doesn't increase until after the vaspercham makes all of their attacks.
- raw_description: "**Whipping Tentacles** [Two Actions] The vaspercham makes four tentacle Strikes, each against a different target. These attacks count toward the vaspercham's multiple attack penalty, but the multiple attack penalty doesn't increase until after the vaspercham makes all of their attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vazgorlu
- source:
- - abbr: 'Pathfinder #150: Broken Promises'
- page_start: 83
- page_stop:
- description: >-
- The arthropod monstrosity known as a vazgorlu makes its home on the Astral Plane or inside of a stable portal, ambushing creatures that travel there using dimensional magic.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 45
-
-
- **__Recall Knowledge - Astral__ (__Occultism__)**: DC 45
- level: 20
- rarity: Rare
- type: Creature
- alignment: NE
- size: Large
- traits:
- - Rare
- - NE
- - Large
- - Aberration
- - Astral
- senses:
- - Perception +33
- - darkvision
- languages:
- - Abyssal
- - Aklo
- - Celestial
- - Daemonic
- - Infernal
- - Protean
- - Requian
- - Utopian
- skills:
- - name: 'Arcana '
- bonus: 38
- misc:
- - name: 'Deception '
- bonus: 38
- misc:
- - name: 'Portal Lore '
- bonus: 41
- misc:
- - name: 'Stealth '
- bonus: 34
- misc:
- - name: 'Thievery '
- bonus: 32
- misc:
- perception: 33
- ability_mods:
- str_mod: 6
- dex_mod: 7
- con_mod: 6
- int_mod: 7
- wis_mod: 8
- cha_mod: 5
- sense_abilities:
- items:
- ac: 45
- ac_special:
- saves:
- fort: 30
- fort_misc:
- ref: 33
- ref_misc:
- will: 36
- will_misc:
- misc:
- hp: 380
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- - amount: 15
- type: cold
- - amount: 10
- type: physical (except cold iron)
- weaknesses:
- automatic_abilities:
- - name: Hostile Juxtaposition
- action_cost: Reaction
- traits:
- - arcane
- - teleportation
- description:
- raw_description: '**Hostile Juxtaposition** [Reaction] (__arcane__, __teleportation__) **Trigger** A creature targets the vazgorlu with a Strike; **Effect** The vazgorlu chooses a different creature within 60 feet and attempts to swap places with that creature using __dimension door__ in the instant before the Strike. The target must attempt a DC 39 Will save.'
- generic_description:
- frequency:
- trigger: A creature targets the vazgorlu with a Strike
- effect: The vazgorlu chooses a different creature within 60 feet and attempts to swap places with that creature using __dimension door__ in the instant before the Strike. The target must attempt a DC 39 Will save.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Success
- action_cost: None
- traits:
- description: The target resists the teleportation, and the vazgorlu can't use Hostile Juxtaposition for 1d4 rounds.
- raw_description: "**Critical Success** The target resists the teleportation, and the vazgorlu can't use Hostile Juxtaposition for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Success
- action_cost: None
- traits:
- description: The target resists the teleportation.
- raw_description: '**Success** The target resists the teleportation.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Failure
- action_cost: None
- traits:
- description: The target and the vazgorlu instantly swap places, and the triggering Strike is resolved against the target instead.
- raw_description: '**Failure** The target and the vazgorlu instantly swap places, and the triggering Strike is resolved against the target instead.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Critical Failure
- action_cost: None
- traits:
- description: As failure, but the target is transported to the vazgorlu's demiplane after resolving the triggering Strike against it.
- raw_description: "**Critical Failure** As failure, but the target is transported to the vazgorlu's demiplane after resolving the triggering Strike against it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 30
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 38
- traits:
- - reach 10 feet
- damage:
- formula: 4d10+8
- type: piercing
- plus_damage:
- - formula: 3d10
- type: acid
- ranged:
- - action_cost: One Action
- name: web
- to_hit: 38
- traits:
- - range increment 60 feet
- damage:
- formula: 6d6+8
- type: acid
- plus_damage:
- - formula:
- type: dimensional tether
- spell_lists:
- - name: Arcane Innate Spells
- dc: 35
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: to and from the vazgorlu's demiplane only
- requirement:
- - name: teleport
- frequency: x3
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: air walk
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Dimensional Tether
- action_cost: None
- traits:
- description: A creature hit by a vazgorlu's web Strike is __immobilized__ and stuck to the nearest surface until it Escapes (DC 42). As long as it remains immobilized by the web, the web attempts to counteract any effect that would move the webbed creature to another plane, with a counteract level of 10 and using the vazgorlu's Arcana skill to attempt the counteract check.
- raw_description: "**Dimensional Tether** A creature hit by a vazgorlu's web Strike is __immobilized__ and stuck to the nearest surface until it Escapes (DC 42). As long as it remains immobilized by the web, the web attempts to counteract any effect that would move the webbed creature to another plane, with a counteract level of 10 and using the vazgorlu's Arcana skill to attempt the counteract check."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Demiplane Lair
- action_cost: None
- traits:
- description: A vazgorlu maintains a 30-foot-diameter demiplane in the Astral Plane. Gravity in this demiplane pulls out from the center, so that creatures can walk upon the inner surface. A vazgorlu's demiplane lair lacks a built-in point of exit, and if the vazgorlu fails to visit the demiplane during a 24-hour period, the demiplane collapses— all objects and creatures within are then returned to their original locations in the multiverse before they entered the demiplane. A vazgorlu can create a replacement demiplane lair with 24 hours of concentration.
- raw_description: "**Demiplane Lair** A vazgorlu maintains a 30-foot-diameter demiplane in the Astral Plane. Gravity in this demiplane pulls out from the center, so that creatures can walk upon the inner surface. A vazgorlu's demiplane lair lacks a built-in point of exit, and if the vazgorlu fails to visit the demiplane during a 24-hour period, the demiplane collapses— all objects and creatures within are then returned to their original locations in the multiverse before they entered the demiplane. A vazgorlu can create a replacement demiplane lair with 24 hours of concentration."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Redirect Portal
- action_cost: None
- traits:
- description: A vazgorlu can spend 10 minutes in contact with a magical portal to redirect it, causing the portal to instead lead to its demiplane lair. To do so, the vazgorlu must succeed at a Portal Lore check (the DC is either equal to the caster's spell DC for a portal created by a spell, or set by the portal's level, __as listed here__; if the portal in question has no level listed, assume it's a 20th-level portal).
- raw_description: "**Redirect Portal** A vazgorlu can spend 10 minutes in contact with a magical portal to redirect it, causing the portal to instead lead to its demiplane lair. To do so, the vazgorlu must succeed at a Portal Lore check (the DC is either equal to the caster's spell DC for a portal created by a spell, or set by the portal's level, __as listed here__; if the portal in question has no level listed, assume it's a 20th-level portal)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Veiled Master
- source:
- - abbr: Bestiary
- page_start: 14
- page_stop:
- description: >-
- The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, using their ability to change form to walk among and deceive humans and other sapient species. Many veiled masters are even more powerful than the typical specimen presented here and can use a wide range of arcane or occult spells and rituals. While veiled masters command significant combat prowess and impressive magical skills, the greatest danger they pose to others is their uncanny ability to infiltrate 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 pulling the strings behind the scenes to wreak havoc upon an entire nation!
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 37
- level: 14
- rarity: Rare
- type: Creature
- alignment: LE
- size: Large
- traits:
- - Rare
- - LE
- - Large
- - Aberration
- - Aquatic
- senses:
- - Perception +25
- - darkvision
- languages:
- - Aklo
- - Alghollthu
- - Aquan
- - Common
- - Undercommon
- - tongues
- skills:
- - name: 'Arcana '
- bonus: 27
- misc:
- - name: 'Athletics '
- bonus: 24
- misc:
- - name: 'Deception '
- bonus: 28
- misc:
- - name: 'Intimidation '
- bonus: 26
- misc:
- - name: 'Lore '
- bonus: 29
- misc: any one subcategory
- - name: 'Occultism '
- bonus: 29
- misc:
- - name: 'Society '
- bonus: 27
- misc:
- - name: 'Stealth '
- bonus: 24
- misc:
- perception: 25
- ability_mods:
- str_mod: 6
- dex_mod: 6
- con_mod: 8
- int_mod: 7
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- - name: Mucus Cloud
- action_cost: None
- traits:
- - aura
- - disease
- description: 30 feet. While underwater, a veiled master exudes a cloud of transparent slime. An air-breathing creature within 30 feet of a veiled master must succeed at a DC 36 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 24 hours.
- raw_description: '**Mucus Cloud** (__aura__, __disease__) 30 feet. While underwater, a veiled master exudes a cloud of transparent slime. An air-breathing creature within 30 feet of a veiled master must succeed at a DC 36 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 22
- ref_misc:
- will: 24
- will_misc:
- misc: +2 status to all saves vs. magic
- hp: 270
- hp_misc:
- immunities:
- - controlled
- - electricity
- - mental
- resistances:
- - amount: 20
- type: cold
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- - amount: 80
- type: swim
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 30
- traits:
- - agile
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+12
- type: slashing
- plus_damage:
- - formula:
- type: slime
- - action_cost: One Action
- name: fangs
- to_hit: 28
- traits:
- - agile
- - magical
- - reach 10 feet
- - versatile S
- damage:
- formula: 3d8+12
- type: piercing
- plus_damage:
- - formula:
- type: slime and consume memories
- - action_cost: One Action
- name: tentacle
- to_hit: 28
- traits:
- - agile
- - electricity
- - magical
- - reach 20 feet
- damage:
- formula: 7d6
- type: electricity
- plus_damage:
- - formula:
- type: thoughtlance
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: project image
- frequency: at will
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: illusory scene
- frequency: at will
- requirement:
- - name: suggestion
- frequency: x3
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: veil
- frequency: at will
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: dominate
- frequency: x3
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency: x3
- requirement:
- - name: hallucinatory terrain
- frequency: at will
- requirement:
- - name: illusory object
- frequency: at will
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: hypnotic pattern
- frequency: at will
- requirement:
- - name: levitate
- frequency: at will
- requirement:
- - name: mind reading
- frequency: at will
- requirement:
- - name: secret page
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Occult Rituals
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: geas
- frequency:
- requirement:
- proactive_abilities:
- - name: Change Shape
- action_cost: Free Action
- traits:
- - concentrate
- - occult
- - polymorph
- - transmutation
- 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 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.
- raw_description: "**Change Shape** [Free Action] (__concentrate__, __occult__, __polymorph__, __transmutation__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Consume Memories
- action_cost: None
- traits:
- - mental
- - occult
- 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 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).
- raw_description: "**Consume Memories** (__mental__, __occult__) 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 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)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Delayed Suggestion
- action_cost: None
- traits:
- - enchantment
- - occult
- description: When a veiled master successfully casts __dominate__ on a creature, a __suggestion__ spell triggers when the __dominate__ spell ends. This __suggestion__ usually causes the target to return to the veiled master, so the creature can cast __dominate__ again, but a veiled master can set the __suggestion__ to different orders if it wishes.
- raw_description: '**Delayed Suggestion** (__enchantment__, __occult__) When a veiled master successfully casts __dominate__ on a creature, a __suggestion__ spell triggers when the __dominate__ spell ends. This __suggestion__ usually causes the target to return to the veiled master, so the creature can cast __dominate__ again, but a veiled master can set the __suggestion__ to different orders if it wishes.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slime
- action_cost: None
- traits:
- - curse
- - occult
- - virulent
- 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 drained condition increases by 1 (permanent). A __remove disease__ spell can counteract this curse, but immunity to disease offers no protection against it."
- raw_description: "**Slime** (__curse__, __occult__, __virulent__) **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 drained condition increases by 1 (permanent). A __remove disease__ spell can counteract this curse, but immunity to disease offers no protection against it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Tentacle Flurry
- action_cost: Two Actions
- traits:
- description: The veiled master thrashes about with its tentacles. Make a tentacle Strike against each creature within its reach. Roll only one attack roll, and roll the damage only once for all targets.
- raw_description: '**Tentacle Flurry** [Two Actions] The veiled master thrashes about with its tentacles. Make a tentacle Strike against each creature within its reach. Roll only one attack roll, and roll the damage only once for all targets.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thoughtlance
- action_cost: None
- traits:
- - curse
- - enchantment
- - occult
- 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.
- raw_description: "**Thoughtlance** (__curse__, __enchantment__, __occult__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Velociraptor
- source:
- - abbr: Bestiary
- page_start: 96
- page_stop:
- 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 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. These feathers allow them to blend into their natural terrains with ease, but when excited, attempting to intimidate, or seeking a mate, a velociraptor can puff and frill this plumage to expose much brighter colors normally covered by the longer feathers. A typical velociraptor is 1-1/2 feet tall, 7 feet long, and weighs 35 pounds.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Animal
- - Dinosaur
- senses:
- - Perception +6
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 5
- misc: +8 jumping
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 6
- ability_mods:
- str_mod: 0
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 1
- cha_mod: 1
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 8
- traits:
- - finesse
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: talon
- to_hit: 8
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+3
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Leaping Charge
- action_cost: One Action
- traits:
- description: The velociraptor Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll.
- raw_description: '**Leaping Charge** The velociraptor Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll. '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies.
- raw_description: "**Pack Attack** The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Veranallia
- source:
- - abbr: Bestiary 2
- page_start: 31
- page_stop:
- description: >-
- Veranallias represent the freedom of life to grow, change, and adapt. They rarely interact directly with non-azatas, as most other beings find their nature hard to comprehend, but those who secure their aid find them powerful allies. The lower half of a veranallia's body is made of vegetation that constantly repeats a dizzying cycle of sprouting, blooming, thriving, and wilting. The upper half of their body appears as that of a humanoid of any gender—it is rare for a veranallia to remain consistent in their gender for more than a few seasons at a time.
-
-
-
-
- Veranallias transform the landscape in their wake, bringing creation and destruction alike. The world around them overflows with an abundance of vegetation, with plenty of food for nearby animals, and when they bring destruction, they do so without cruelty, as it is sometimes necessary to make room for new life. They trigger forest fires in woodlands before dry brush piles up to dangerous levels, and bring bitter winters to areas plagued with parasites that thrive in hot weather.
-
-
-
-
- **__Recall Knowledge - Celestial__ (__Religion__)**: DC 40
- level: 20
- rarity: Common
- type: Creature
- alignment: CG
- size: Medium
- traits:
- - CG
- - Medium
- - Azata
- - Celestial
- senses:
- - Perception +38
- - darkvision
- - tremorsense (imprecise) 120 feet
- languages:
- - Celestial
- - Draconic
- - Infernal
- - speak with animals
- - speak with plants
- - tongues
- skills:
- - name: 'Athletics '
- bonus: 34
- misc:
- - name: 'Deception '
- bonus: 36
- misc:
- - name: 'Diplomacy '
- bonus: 38
- misc:
- - name: 'Elysium Lore '
- bonus: 36
- misc:
- - name: 'Intimidation '
- bonus: 36
- misc:
- - name: 'Medicine '
- bonus: 36
- misc:
- - name: 'Nature '
- bonus: 34
- misc:
- - name: 'Survival '
- bonus: 38
- misc:
- perception: 38
- ability_mods:
- str_mod: 8
- dex_mod: 6
- con_mod: 8
- int_mod: 6
- wis_mod: 10
- cha_mod: 8
- sense_abilities:
- items:
- - +3 greater striking sickle
- ac: 45
- ac_special:
- saves:
- fort: 36
- fort_misc:
- ref: 34
- ref_misc:
- will: 38
- will_misc:
- misc:
- hp: 475
- hp_misc:
- immunities:
- resistances:
- - amount: 20
- type: fire
- - amount: 20
- type: cold
- weaknesses:
- - amount: 20
- type: cold iron
- - amount: 20
- type: evil
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: sickle
- to_hit: 39
- traits:
- - agile
- - finesse
- - trip
- damage:
- formula: 3d4+16
- type: slashing
- plus_damage:
- - formula: 4d6
- type: cold and 1d6 good
- - action_cost: One Action
- name: vine
- to_hit: 39
- traits:
- - reach 20 feet
- damage:
- formula: 4d12+16
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: good and Improved Grab
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 42
- to_hit: 32
- misc: ''
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: cataclysm
- frequency:
- requirement:
- - name: primal phenomenon
- frequency: once per year
- requirement:
- - name: revival
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: nature's enmity
- frequency:
- requirement:
- - name: regenerate
- frequency: ×3
- requirement:
- - name: storm of vengeance
- frequency:
- requirement:
- - name: tree stride
- frequency: at will
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: polar ray
- frequency: at will
- requirement:
- - name: sunburst
- frequency: at will
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: baleful polymorph
- frequency: at will
- requirement:
- - name: tangling creepers
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 9
- spells:
- - name: endure elements
- frequency:
- requirement:
- - name: speak with animals
- frequency:
- requirement:
- - name: speak with plants
- frequency:
- requirement:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 42
- to_hit:
- misc: also has Reincarnate; spell not out yet at time of printing
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: awaken animal
- frequency:
- requirement:
- - name: commune with nature
- frequency:
- requirement:
- - name: primal call
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: blight
- frequency:
- requirement:
- - name: plant growth
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: consecrate
- frequency:
- requirement:
- proactive_abilities:
- - name: Alter Weather
- action_cost: Three Actions
- traits:
- description:
- raw_description: '**Alter Weather** [Three Actions] **Frequency **three times per day; **Effect **The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-level __control weather__ ritual.'
- generic_description:
- frequency: three times per day
- trigger:
- effect: The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-level __control weather__ ritual.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rebirth
- action_cost: None
- traits:
- - divine
- - necromancy
- description:
- raw_description: "**Rebirth** (__divine__, __necromancy__) **Frequency **once per day; **Effect **The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of colorful blossoms. If the veranallia's chooses, Rebirth can change the creature's ancestry or heritage, typically into an aasimar."
- generic_description:
- frequency: once per day
- trigger:
- effect: The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of colorful blossoms. If the veranallia's chooses, Rebirth can change the creature's ancestry or heritage, typically into an aasimar.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Verdurous Ooze
- source:
- - abbr: Bestiary 2
- page_start: 194
- page_stop:
- description: >-
- Verdurous oozes are found in temperate forests, warm jungles, or other places where plant life grows in abundance. Unlike many types of oozes, verdurous oozes are not particularly good climbers and have been known to get trapped in natural or artificial chasms. Warlords and wizards sometimes make use of that fact and keep verdurous oozes as guardians in pits around the walls of their fortresses or towers.
-
-
-
-
- **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Mindless
- - Ooze
- senses:
- - Perception +8
- - motion sense 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 4
- misc: +10 in tall grass or undergrowth
- perception: 8
- ability_mods:
- str_mod: 5
- dex_mod: -4
- con_mod: 5
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- - name: Motion Sense
- action_cost: None
- traits:
- description: A verdurous ooze can sense nearby creatures through vibration and air or water movement.
- raw_description: '**Motion Sense** A verdurous ooze can sense nearby creatures through vibration and air or water movement.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 12
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 8
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 157
- hp_misc:
- immunities:
- - acid
- - critical hits
- - mental
- - piercing
- - precision
- - slashing
- - unconscious
- - visual
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Corrosive Surface
- action_cost: None
- traits:
- description: A creature that hits a verdurous ooze with a metal weapon or unarmed attack must attempt a DC 21 Reflex save. On a failure, the weapon or creature takes 2d4 acid damage (after dealing damage to the ooze as normal). __Thrown__ weapons take this damage automatically with no save.
- raw_description: '**Corrosive Surface** A creature that hits a verdurous ooze with a metal weapon or unarmed attack must attempt a DC 21 Reflex save. On a failure, the weapon or creature takes 2d4 acid damage (after dealing damage to the ooze as normal). __Thrown__ weapons take this damage automatically with no save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Enliven Foliage
- action_cost: None
- traits:
- - aura
- - primal
- - transmutation
- description: 20 feet. The verdurous ooze constantly emits supernatural vapors that cause nearby plants to grow rapidly and writhe and grasp at anything and everything within the emanation. This area becomes difficult terrain for non-verdurous ooze creatures. When a creature starts its turn in this aura, it must succeed at a DC 21 Reflex save or take a -10-foot circumstance penalty to its Speeds until it leaves the emanation.
- raw_description: '**Enliven Foliage** (__aura__, __primal__, __transmutation__) 20 feet. The verdurous ooze constantly emits supernatural vapors that cause nearby plants to grow rapidly and writhe and grasp at anything and everything within the emanation. This area becomes difficult terrain for non-verdurous ooze creatures. When a creature starts its turn in this aura, it must succeed at a DC 21 Reflex save or take a -10-foot circumstance penalty to its Speeds until it leaves the emanation.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Split
- action_cost: None
- traits:
- description: When a verdurous ooze that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push).
- raw_description: "**Split** When a verdurous ooze that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- melee:
- - action_cost: One Action
- name: pseudopod
- to_hit: 15
- traits:
- damage:
- formula: 2d6+7
- type: bludgeoning
- plus_damage:
- - formula: 1d6
- type: acid and Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d6 bludgeoning plus 1d6 acid, DC 24
- raw_description: '**__Constrict__** 2d6 bludgeoning plus 1d6 acid, DC 24'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sleep Gas
- action_cost: Two Actions
- traits:
- - incapacitation
- - mental
- - poison
- - sleep
- description: "The verdurous ooze adjusts its aura of supernatural vapors to affect living creatures within a 20-foot emanation, forcing them to attempt a DC 24 Will save. \n\n"
- raw_description: "**Sleep Gas** [Two Actions] (__incapacitation__, __mental__, __poison__, __sleep__) The verdurous ooze adjusts its aura of supernatural vapors to affect living creatures within a 20-foot emanation, forcing them to attempt a DC 24 Will save. \n\n**Critical Success** The creature is unaffected and becomes temporarily immune to Sleep Gas for 24 hours. \n\n**Success** The creature is __stupefied 1__ for 1 round. \n\n**Failure** The creature falls __unconscious__. If it's still unconscious after 1 minute, it wakes up automatically. \n\n**Critical Failure** The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and becomes temporarily immune to Sleep Gas for 24 hours.
- success: The creature is stupefied 1 for 1 round.
- failure: The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
- critical_failure: The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
- full_description:
- - name: Verdurous Ooze Acid
- action_cost: None
- traits:
- description: A verdurous ooze's acid damages only metal and flesh—not bone, stone, or other materials.
- raw_description: "**Verdurous Ooze Acid** A verdurous ooze's acid damages only metal and flesh—not bone, stone, or other materials."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vermlek
- source:
- - abbr: 'Pathfinder #151: The Show Must Go On'
- page_start: 82
- page_stop:
- description: >-
- Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends take their violations to a new extreme, using their demonic powers to horrifically core their living victims and don the flesh-husk that remains.
-
-
-
-
- In its natural form, a vermlek resembles an oversized pinkish worm with four long tails that end in writhing fibrils. Its mouth splits into four segments like a profane tulip lined with rows of dozens of pointed teeth. More often than not, however, these fiends are encountered only after they have crawled into the body of a dead humanoid and made the hollowed-out flesh their temporary host. Vermleks use their powers of deception and disguise to infiltrate mortal settlements and influence unwitting acquaintances of the bodies they wear. Particularly intelligent or conniving vermleks might even reach stations of real power within the ranks of an army or government, at which point exposure of their true form can wreak havoc among the populace they have so thoroughly duped.
-
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Demon
- - Fiend
- senses:
- - Perception +8
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 10
- misc:
- - name: 'Deception '
- bonus: 7
- misc: +10 to Impersonate while Inhabiting a Body
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 1
- con_mod: 4
- int_mod: 0
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- ac: 16
- ac_special:
- - descr: 19 while Inhabiting a Body
- saves:
- fort: 11
- fort_misc:
- ref: 8
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 55
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: cold iron
- - amount: 5
- type: good
- - amount: 5
- type: sonic
- automatic_abilities:
- - name: Recoil from Wasted Opportunities
- action_cost: None
- traits:
- description: Worm demons can't stand the sight of a good meal presented and then swiftly taken away. Whenever a __dying__ creature within sight of the worm demon has its dying condition removed, the worm demon takes 1d6 mental damage.
- raw_description: "**Recoil from Wasted Opportunities** Worm demons can't stand the sight of a good meal presented and then swiftly taken away. Whenever a __dying__ creature within sight of the worm demon has its dying condition removed, the worm demon takes 1d6 mental damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 15
- type: burrow
- melee:
- - action_cost: One Action
- name: bite
- to_hit: 12
- traits:
- damage:
- formula: 2d8+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 12
- traits:
- - agile
- damage:
- formula: 2d6+3
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: longsword
- to_hit: 12
- traits:
- - versatile P
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 19
- to_hit: 11
- misc: ''
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency:
- requirement:
- - name: harm
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Abandon Body
- action_cost: Two Actions
- traits:
- - manipulate
- description:
- raw_description: "**Abandon Body** [Two Actions] (__manipulate__) **Requirement** The worm demon is Inhabiting a Body; **Effect** The worm demon crawls out of the body it is inhabiting, devouring much of the body's remaining flesh and regaining 10 Hit Points in the process. The corpse it leaves behind is little more than a husk."
- generic_description:
- frequency:
- trigger:
- effect: The worm demon is Inhabiting a Body
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Inhabit Body
- action_cost: Three Actions
- traits:
- - manipulate
- description: The worm demon crawls into the body of an adjacent dead Medium humanoid, consuming the bulk of the victim's skeleton and internal organs as it does so and cramming itself into the cavity. As long as it Inhabits a Body, the worm demon loses its bite attack, can wield weapons like a humanoid, gains a +3 circumstance bonus to AC, and gains a +3 circumstance bonus to Deception checks to Impersonate the creature it is inhabiting. It cannot use this ability if it is already Inhabiting a Body.
- raw_description: "**Inhabit Body** [Three Actions] (__manipulate__) The worm demon crawls into the body of an adjacent dead Medium humanoid, consuming the bulk of the victim's skeleton and internal organs as it does so and cramming itself into the cavity. As long as it Inhabits a Body, the worm demon loses its bite attack, can wield weapons like a humanoid, gains a +3 circumstance bonus to AC, and gains a +3 circumstance bonus to Deception checks to Impersonate the creature it is inhabiting. It cannot use this ability if it is already Inhabiting a Body."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Unsettling Movement
- action_cost: None
- traits:
- - emotion
- - fear
- - mental
- - visual
- description: Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 19 Will save or become __frightened 1__. On a critical failure, the creature is frightened 1 and __sickened 1__. Regardless of the result, creatures are immune to the same vermlek's unsettling movement for 24 hours.
- raw_description: "**Unsettling Movement** (__emotion__, __fear__, __mental__, __visual__) Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 19 Will save or become __frightened 1__. On a critical failure, the creature is frightened 1 and __sickened 1__. Regardless of the result, creatures are immune to the same vermlek's unsettling movement for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vexgit
- source:
- - abbr: Bestiary 2
- page_start: 134
- page_stop:
- description: >-
- These gremlins are covered head-to-toe by a crustacean-like exoskeleton that clacks and rattles whenever a vexgit moves. They delight in sabotaging the works of other creatures, often turning these works into dangerous traps. An individual vexgit might jam a door lock, loosen the wheels on a carriage, or remove nails from a boat hull. Buildings infested by vexgits become filled with traps like portcullises descending suddenly, water pipes exploding violently, and clock towers disgorging an avalanches of gears.
-
-
- Aware of their own physical weakness, vexgits carry hammers and other tools to leverage pieces apart or smash whatever they're unable to disassemble. Indeed, a hammer sized for a human becomes a maul in the tiny hands of a vexgit.
-
-
- Vexgit infestations range from one to a score. Larger groups are often led by a more powerful vexgit with additional skill in thievery or primal magic. Trained giant rats, vipers, and rat swarms are common in vexgit lairs.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: LE
- size: Tiny
- traits:
- - LE
- - Tiny
- - Fey
- - Gremlin
- senses:
- - Perception +6
- - darkvision
- languages:
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Crafting '
- bonus: 6
- misc: +8 traps
- - name: 'Nature '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 5
- misc: see clacking exoskeleton
- - name: 'Thievery '
- bonus: 7
- misc:
- perception: 6
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 2
- int_mod: 1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- - name: Clacking Exoskeleton
- action_cost: None
- traits:
- description: >+
- A creature that can hear gains a +2 circumstance bonus to its Perception DC against a vexgit's attempts to __Sneak__.
-
- raw_description: >+
- **Clacking Exoskeleton** A creature that can hear gains a +2 circumstance bonus to its Perception DC against a vexgit's attempts to __Sneak__.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - maul
- ac: 16
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 24
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 2
- type: cold iron
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: maul
- to_hit: 8
- traits:
- - shove
- damage:
- formula: 1d12+1
- type: bludgeoning
- plus_damage:
- - formula:
- type: Destructive Smash
- - action_cost: One Action
- name: bite
- to_hit: 11
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: alarm
- frequency:
- requirement:
- - level: 0
- heightened_level: 1
- spells:
- - name: prestidigitation
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Destructive Smash
- action_cost: None
- traits:
- description: A vexgit's maul Strike against an object deals ignores up to 5 of the object's Hardness.
- raw_description: "**Destructive Smash** A vexgit's maul Strike against an object deals ignores up to 5 of the object's Hardness."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Gremlin Snare
- action_cost: Three Actions
- traits:
- - conjuration
- - primal
- description:
- raw_description: '**Gremlin Snare** [Three Actions] (__conjuration__, __primal__) **Frequency** once per hour; **Effect** The vexgit creates a snare of their level or lower that normally takes 1 minute to craft at no cost. A single vexgit can maintain one gremlin snare at a time—if they create a new snare, the previously created one vanishes.'
- generic_description:
- frequency: once per hour
- trigger:
- effect: The vexgit creates a snare of their level or lower that normally takes 1 minute to craft at no cost. A single vexgit can maintain one gremlin snare at a time—if they create a new snare, the previously created one vanishes.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rusting Grasp
- action_cost: Two Actions
- traits:
- - primal
- - transmutation
- description:
- raw_description: '**Rusting Grasp** [Two Actions] (__primal__, __transmutation__) **Frequency** once per hour; **Effect** The vexgit makes a +9 spell attack against a creature or unattended object. If they succeed, the vexgit deals 1d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If they hit an unattended metal item, the item takes this damage automatically. If a creature uses __Shield Block__ with a metal shield against this attack, the shield is automatically __broken__, but no other item is rusted on that attack.'
- generic_description:
- frequency: once per hour
- trigger:
- effect: The vexgit makes a +9 spell attack against a creature or unattended object. If they succeed, the vexgit deals 1d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If they hit an unattended metal item, the item takes this damage automatically. If a creature uses __Shield Block__ with a metal shield against this attack, the shield is automatically __broken__, but no other item is rusted on that attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Speedy Sabotage
- action_cost: None
- traits:
- description: When a vexgit succeeds or critically succeeds at a check to __Disable a Device__, they gain an additional success toward disabling a complex device.
- raw_description: '**Speedy Sabotage** When a vexgit succeeds or critically succeeds at a check to __Disable a Device__, they gain an additional success toward disabling a complex device.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vine Lasher
- source:
- - abbr: The Fall of Plaguestone
- page_start: 62
- page_stop:
- description: >-
- What first appears to be a simple shrub suddenly stirs to life.
-
-
-
-
- The vine lasher attacks in groups, attempting to immobilize prey and slowly tear a creature to pieces.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 14
- level: 0
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Plant
- senses:
- - Perception +4
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 4
- ability_mods:
- str_mod: 2
- dex_mod: 3
- con_mod: 2
- int_mod: -4
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 15
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: vine
- to_hit: 7
- traits:
- - agile
- - finesse
- - reach 10 feet
- damage:
- formula: 1d8+2
- type:
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Light Hold
- action_cost: None
- traits:
- 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. 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 the rules for greater difficult terrain.
- raw_description: "**Light Hold** 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. 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 the rules for greater difficult terrain."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Violet Fungus
- source:
- - abbr: Bestiary 2
- page_start: 286
- page_stop:
- description: >-
- At a glance, a violet fungus might seem to be little more than an unsightly and sickeningly purple mushroom of unusual size. Only once one draws closer— once whip-like tentacles dripping with flesh-rotting venom slither out from the fungus's cratered cap—does the terrifying truth of this carnivorous toadstool become apparent. Many amateur spelunkers have met untimely ends in the clutches of this monstrous fungus's tentacles, since violet fungi are practically synonymous with caverns on Golarion.
-
-
-
-
- Anyone who has ever braved the world's caves for an extended period of time know the dangers of the deadly violet fungus. Darklands dwellers such as drow and duergars often bear the long, whip-like scars of at least one brush with this vicious plant's cruel, poison-infused tentacles. Canny subterranean trappers and scouts sometimes make use of cultivated violent fungi to catch game in the enormous caverns below the surface world. Some Darklands peoples also cultivate violet fungi as a means to defend their territory. __Xulgaths__ in particular place violet fungi around the perimeters of their settlements as a first line of defense.
-
-
-
-
- **__Recall Knowledge - Fungus__ (__Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Fungus
- - Mindless
- senses:
- - Perception +8
- - no vision
- - tremorsense 60 feet
- languages:
- skills:
- - name: 'Stealth '
- bonus: 9
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 0
- con_mod: 3
- int_mod: -5
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 7
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 60
- hp_misc:
- immunities:
- - bleed
- - fatigued
- - mental
- - poison
- - sleep
- - unconscious
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 10
- type: Land
- melee:
- - action_cost: One Action
- name: tentacle
- to_hit: 11
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d10+4
- type: bludgeoning
- plus_damage:
- - formula:
- type: violet rot
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Violet Rot
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison plus __enfeebled 1__ (1 round); **Stage 2** 1d6 poison plus enfeebled 1 and __drained 1__ (1 round); **Stage 3** 2d6 poison plus enfeebled 1 and drained 1 (1 round)'
- raw_description: '**Violet Rot** (__poison__) **Saving Throw** DC 20 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison plus __enfeebled 1__ (1 round); **Stage 2** 1d6 poison plus enfeebled 1 and __drained 1__ (1 round); **Stage 3** 2d6 poison plus enfeebled 1 and drained 1 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Viper Vine
- source:
- - abbr: Bestiary 2
- page_start: 287
- page_stop:
- description: >-
- A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snake-like vines. When the plant senses the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen. Persistent stories claim the viper vine can lure prey into its clutches by swaying with a hypnotic motion, but this effect is in fact created by this invisible, odorless pollen cloud.
-
-
-
-
- Since a viper vine gains nourishment by consuming creatures rather than through ingesting moisture and soil, it has developed rudimentary locomotion and can drag itself along the ground with its tentacle-like roots. It even has a form of rudimentary sentience, allowing it to not only discern differences in prey and make limited tactical decisions, but also to avoid creatures that are particularly large or dangerous-looking.
-
-
-
-
- The area around viper vine hunting grounds is often strewn with the partially devoured remains of victims. It's not unusual to find the rotting corpses of wild animals, ill-fated adventurers, and even giants in the plant's immediate vicinity, along with a scattering of incidental treasure left behind on the corpses. A viper vine rarely returns to the carcass of a creature it killed earlier, preferring to hunt fresh meat.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 31
- level: 13
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Plant
- senses:
- - Perception +22
- - low-light vision
- - tremorsense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 27
- misc:
- - name: 'Stealth '
- bonus: 24
- misc:
- perception: 22
- ability_mods:
- str_mod: 8
- dex_mod: 5
- con_mod: 7
- int_mod: -4
- wis_mod: 5
- cha_mod: -3
- sense_abilities:
- items:
- ac: 33
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 24
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 270
- hp_misc:
- immunities:
- resistances:
- - amount: 15
- type: poison
- weaknesses:
- automatic_abilities:
- - name: Cold Vulnerability
- action_cost: None
- traits:
- description: When exposed to a __cold__ effect, the viper vine is overwhelmed by lethargy, becoming __slowed 1__ for 1d4 rounds.
- raw_description: '**Cold Vulnerability** When exposed to a __cold__ effect, the viper vine is overwhelmed by lethargy, becoming __slowed 1__ for 1d4 rounds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 27
- traits:
- - reach 10 feet
- damage:
- formula: 3d6+11
- type: piercing
- plus_damage:
- - formula: 3d6
- type: poison
- - action_cost: One Action
- name: vine
- to_hit: 27
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 3d10+11
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Captivating Pollen
- action_cost: One Action
- traits:
- - enchantment
- - incapacitation
- - mental
- - poison
- description: "The viper vine releases a 60-foot emanation of invisible pollen that stays in the air for 5 rounds unless dispersed by a moderate or stronger wind. Each creature that enters or starts its turn in the area must attempt a DC 33 Will save or be captivated. The viper vine can't use Captivating Pollen for 1d4 rounds. \n\n"
- raw_description: "**Captivating Pollen** (__enchantment__, __incapacitation__, __mental__, __poison__) The viper vine releases a 60-foot emanation of invisible pollen that stays in the air for 5 rounds unless dispersed by a moderate or stronger wind. Each creature that enters or starts its turn in the area must attempt a DC 33 Will save or be captivated. The viper vine can't use Captivating Pollen for 1d4 rounds. \n\n**Critical Success** The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours. \n\n**Success** The creature is __sickened 1__. \n\n**Failure** The creature is __fascinated__, and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn. \n\n**Critical Failure** As failure, plus the creature is __stupefied 2__ for 24 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours.
- success: The creature is sickened 1.
- failure: The creature is fascinated, and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn.
- critical_failure: As failure, plus the creature is stupefied 2 for 24 hours.
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 3d8+8 bludgeoning, DC 33
- raw_description: '**__Constrict__** 3d8+8 bludgeoning, DC 33'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Viper
- source:
- - abbr: Bestiary
- page_start: 302
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Tiny
- traits:
- - N
- - Tiny
- - Animal
- senses:
- - Perception +5
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 5
- misc:
- - name: 'Athletics '
- bonus: 1
- misc: +4 to Climb
- - name: 'Stealth '
- bonus: 5
- misc:
- - name: 'Survival '
- bonus: 3
- misc:
- perception: 5
- ability_mods:
- str_mod: -3
- dex_mod: 4
- con_mod: 0
- int_mod: -4
- wis_mod: 1
- cha_mod: -2
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 2
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 8
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Slink
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Slink** [Reaction] **Trigger** A creature ends its movement adjacent to the viper or within the viper's space. **Effect** The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn't within 5 feet of a foe. This movement doesn't trigger reactions."
- generic_description:
- frequency:
- trigger: A creature ends its movement adjacent to the viper or within the viper's space.
- effect: The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn't within 5 feet of a foe. This movement doesn't trigger reactions.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: climb
- - amount: 20
- type: swim
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 8
- traits:
- - agile
- - finesse
- damage:
- formula: 1d8-3
- type: piercing
- plus_damage:
- - formula:
- type: viper venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Viper Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d8 poison (1 round).'
- raw_description: '**Viper Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d8 poison (1 round).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vitalia
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 84
- page_stop:
- description: >-
- Foul occult magic, rare alchemical reagents, and copious amounts of spilled blood are the keys to creating a vitalia—also known as a heart horror— though thankfully the exact means of their creation has been long forgotten.
-
-
-
-
- Now, most vitalias now come into being by sheer accident. This unusual life-form cannot live without regular contact with blood, much like how fish cannot live long outside of water. Because of this, vitalias are rarely found outside the lairs of mad alchemists or wizards, living in pools of the life-giving substance. Physically, a vitalia somewhat resembles a blood-red __giant jellyfish__, though it also bears some semblance to a giant human heart.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 43
- level: 18
- rarity: Rare
- type: Creature
- alignment: N
- size: Large
- traits:
- - Rare
- - N
- - Large
- - Aberration
- - Aquatic
- - Mindless
- senses:
- - Perception +30
- - bloodsense (precise) 30 feet
- - tremorsense (imprecise) 60 feet
- - no vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 33
- misc:
- perception: 30
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 9
- int_mod: -5
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- - name: Bloodsense
- action_cost: None
- traits:
- description: The vitalia can detect any creatures that have a heartbeat.
- raw_description: '**Bloodsense** The vitalia can detect any creatures that have a heartbeat.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 35
- fort_misc:
- ref: 25
- ref_misc:
- will: 24
- will_misc:
- misc:
- hp: 425
- hp_misc: fast healing 20
- immunities:
- - bleed
- - mental
- - sleep
- - unconscious
- - visual
- resistances:
- - amount: 15
- type: piercing
- weaknesses:
- automatic_abilities:
- - name: Blood Eruption
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Blood Eruption [Reaction]** **Trigger** A creature lands a critical hit'
- generic_description:
- frequency:
- trigger: A creature lands a critical hit
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: with a melee Strike against the vitalia
- action_cost: None
- traits:
- description:
- raw_description: >-
- **with a melee Strike against the vitalia** **Effect** The vitalia
-
-
- sprays blood at the triggering creature. The creature must
-
-
- succeed at a DC 39 Reflex save or become __dazzled__ for 1
-
-
- round (or __blinded__ for 1 round on a critical failure).
- generic_description:
- frequency:
- trigger:
- effect: >-
- The vitalia
-
-
- sprays blood at the triggering creature. The creature must
-
-
- succeed at a DC 39 Reflex save or become __dazzled__ for 1
-
-
- round (or __blinded__ for 1 round on a critical failure).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 15
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: vein
- to_hit: 33
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+15
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- - action_cost: One Action
- name: blood squirt
- to_hit: 33
- traits:
- - acid
- - magical
- - range increment 40 feet
- damage:
- formula: 3d10
- type: bludgeoning
- plus_damage:
- - formula: 3d10
- type: acid
- spell_lists:
- - name: Occult Innate Spells
- dc: 36
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: vampiric exsanguination
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: status
- frequency: at will
- requirement:
- - name: vampiric touch
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 4d8+10 bludgeoning, DC 37
- raw_description: '**__Constrict__** 4d8+10 bludgeoning, DC 37'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Forced Transfusion
- action_cost: One Action
- traits:
- description:
- raw_description: "**Forced Transfusion** **Requirements** The vitalia is grabbing a creature; **Effect** The vitalia inserts some of its veins into the grabbed creature and pumps violently, rapidly exchanging the victim's blood with its own. Any __diseases__ or __poisons__ affecting the vitalia can be transmitted to the target creature, which must make a saving throw as though it had just been targeted with the original affliction. The inverse is true as well; the vitalia must successfully save against any diseases or poisons affecting the target or contract the affliction."
- generic_description:
- frequency:
- trigger:
- effect: The vitalia is grabbing a creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sanguine Rain
- action_cost: Two Actions
- traits:
- - necromancy
- - occult
- description:
- raw_description: '**Sanguine Rain** [Two Actions] (__necromancy__, __occult__) **Frequency** once per day; **Effect** The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation. All creatures in the area are __concealed__ from one another. A creature that benefits from consuming blood (such as __bloodseekers__ or __vampires__) gains __fast healing 10__ while in the area. While in the area, a creature taking __persistent bleed damage__ cannot end that condition, even if it spends actions to attempt a flat check to do so. The rain lasts for 1 minute.'
- generic_description:
- frequency: once per day
- trigger:
- effect: The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation. All creatures in the area are __concealed__ from one another. A creature that benefits from consuming blood (such as __bloodseekers__ or __vampires__) gains __fast healing 10__ while in the area. While in the area, a creature taking __persistent bleed damage__ cannot end that condition, even if it spends actions to attempt a flat check to do so. The rain lasts for 1 minute.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Void Zombie
- source:
- - abbr: Bestiary 2
- page_start: 288
- page_stop:
- description: >-
- A void zombie arises when a humanoid dies from an __akata's__ void death affliction. This walking corpse is animated by a larval akata attached to the deceased creature's brain, using a grotesque feeding tendril that emerges from the corpse's mouth to drink blood from its victims.
-
-
-
-
- A void zombie typically exists for only a few months before it collapses and the larval akata crawls free from the motionless shell. When it feels the natural end of its unlife approaching, a void zombie finds a secluded place to vomit forth the nearly mature akata larva, then withers away. The disgorged larva metamorphizes into a full-grown akata several hours later, usually eating the corpse as its first meal.
-
-
-
-
- The name "void zombie" is something of a misnomer; though still compelled by necromantic energies, a void zombie is a host in the life cycle of a parasitic alien, not a mindless, reanimated corpse (despite their similar appearances). The fact that a typical void zombie shares the neutral alignment of the larval akata within, rather than the intrinsically evil nature of other zombies, has caused some scholars to push to reclassify them under other names. Suggestions have included "void dead," "akata spawn," or "bloodwalker," but the visceral and compelling commonplace name has proven difficult to shed.
-
-
-
-
- The driving force behind a void zombie's violence rises from the ravenous hunger of the alien parasite that serves as the channel for its animating negative energies. Necromancers have tried often to duplicate the void zombie, but without a larval akata hosted within, the result is simply a zombie with missing jaws or, at best, one that moves faster than normal. Others have compared a captive void zombie to a captive yellow musk thrall (page 301) in an attempt to discover a potential link between the two— after all, both are animated bodies controlled by a parasitic outside force. Strangely, a void zombie becomes particularly violent when encountering a __yellow musk thrall__, making direct comparisons of the two creatures particularly difficult, or even dangerous. The fact that a void zombie, unlike a yellow musk thrall, is actually undead may hold some clues as to the source of this strange behavior.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 20
- level: 1
- rarity: Rare
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Rare
- - N
- - Medium
- - Undead
- senses:
- - Perception +3
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- perception: 3
- ability_mods:
- str_mod: 3
- dex_mod: -2
- con_mod: 2
- int_mod: -5
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- items:
- ac: 13
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 3
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 26
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- resistances:
- - amount: 5
- type: salt water
- - amount: 2
- type: slashing
- weaknesses:
- automatic_abilities:
- - name: Salt Water Vulnerability
- action_cost: None
- traits:
- description: Salt water acts as an extremely strong acid on the larval __akata__ inside the void zombie. Full immersion in salt water deals 4d6 acid damage per round. On any round in which the void zombie takes damage due to its salt water weakness, the larval akata retreats to the depths of the void zombie's body, causing the void zombie to become __slowed 1__ until the end of its next turn.
- raw_description: "**Salt Water Vulnerability** Salt water acts as an extremely strong acid on the larval __akata__ inside the void zombie. Full immersion in salt water deals 4d6 acid damage per round. On any round in which the void zombie takes damage due to its salt water weakness, the larval akata retreats to the depths of the void zombie's body, causing the void zombie to become __slowed 1__ until the end of its next turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 8
- traits:
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: feeding tendril
- to_hit: 6
- traits:
- - agile
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- - formula:
- type: Feed on Blood
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Feed on Blood
- action_cost: One Action
- traits:
- description:
- raw_description: "**Feed on Blood** **Requirements** The void zombie's previous action was a successful feeding tendril Strike against the target creature; **Effect** The void zombie uses its feeding tendril to drain blood from the creature struck. The void zombie regains 4 Hit Points, and the creature is __drained 1__ until it receives healing of any kind or amount."
- generic_description:
- frequency:
- trigger:
- effect: The void zombie's previous action was a successful feeding tendril Strike against the target creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Voidworm
- source:
- - abbr: Bestiary
- page_start: 266
- page_stop:
- 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 a protean in the presence of a more powerful protean is as sure a way to instigate combat as any.
-
-
-
-
- Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as on the Material Plane), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes— such as a tree's change of color in the fall, a corpse's slow decay, or periodic venting of steam from a geyser—all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CN
- size: Tiny
- traits:
- - CN
- - Tiny
- - Monitor
- - Protean
- senses:
- - Perception +4
- - entropy sense (imprecise) 30 feet
- - darkvision
- languages:
- - Abyssal
- - Protean
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Deception '
- bonus: 6
- misc:
- - name: 'Religion '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 4
- ability_mods:
- str_mod: -1
- dex_mod: 4
- con_mod: 0
- int_mod: -1
- wis_mod: -1
- cha_mod: 1
- sense_abilities:
- - name: Entropy Sense
- action_cost: None
- traits:
- - divination
- - divine
- - prediction
- description: A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.
- raw_description: '**Entropy Sense** (__divination__, __divine__, __prediction__) A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of __nondetection__ or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 5
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 16
- hp_misc: fast healing 1
- immunities:
- resistances:
- - amount: 3
- type: precision
- - amount: 5
- type: protean anatomy
- weaknesses:
- automatic_abilities:
- - name: Protean Anatomy
- action_cost: None
- traits:
- - divine
- - transmutation
- description: >-
- A voidworm's vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The voidworm is immune to polymorph effects unless it is a willing target. If blinded or deafened, the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- raw_description: >-
- **Protean Anatomy** (__divine__, __transmutation__) A voidworm's vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
-
-
- The voidworm is immune to polymorph effects unless it is a willing target. If blinded or deafened, the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: fly
- - amount: 128
- type: freedom of movement
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- - chaotic
- - finesse
- - magical
- damage:
- formula: 1d8-1
- type: piercing
- plus_damage:
- - formula: 1d4
- type: chaotic
- - action_cost: One Action
- name: tail
- to_hit: 9
- traits:
- - chaotic
- - finesse
- - magical
- damage:
- formula: 1d4-1
- type: slashing
- plus_damage:
- - formula: 1d4
- type: chaotic and confounding lash
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 16
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: read omens
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: blur
- frequency: self only
- requirement:
- - name: obscuring mist
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: at will, lawful only
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- - name: prestidigitation
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: freedom of movement
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- 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.
- raw_description: "**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Confounding Lash
- action_cost: None
- traits:
- - divine
- - emotion
- - enchantment
- - mental
- 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.
- raw_description: "**Confounding Lash** (__divine__, __emotion__, __enchantment__, __mental__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vrock
- source:
- - abbr: Bestiary
- page_start: 78
- page_stop:
- description: >-
- When the gates to the Abyss swing wide, the first demons through are often vrocks, vulture-headed scions of rage who wheel through the air on black wings or dance with the exultation of their fiendish power. Their hatred for mortals is matched only by their desire to inflict suffering through their horrible screech or their devastating dance. Vrocks form from the souls of hateful mortals who are thus given another chance to inflict their rage on the world.
-
-
-
-
- Vrocks often travel in small groups so as to make the best use of their dance of ruin ability, but they rarely appear in groups larger than four. Against small groups and individuals, they swoop down without fear, hoping to play with their prey before going for the kill. Against formidable foes, they are just as happy to fly above, using their dance of ruin to cast a storm of lightning down on them.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Demon
- - Fiend
- senses:
- - Perception +18
- - darkvision
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Performance '
- bonus: 18
- misc:
- - name: 'Religion '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 5
- int_mod: 2
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 18
- ref_misc:
- will: 15
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 185
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: electricity
- weaknesses:
- - amount: 10
- type: cold iron
- - amount: 10
- type: good
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: If the vrock is flying and a creature triggers an attack of opportunity, the vrock can make 2 Strikes with its talons against that creature instead of 1 Strike.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Peace Vulnerability
- action_cost: None
- traits:
- description: A vrock's wrath is the heart of their essence, and forcing peace upon them wrenches at their soul. If they fail a save against __calm emotions__ or a similar effect forcing them to be peaceful, a vrock takes 4d6 mental damage.
- raw_description: "**Peace Vulnerability** A vrock's wrath is the heart of their essence, and forcing peace upon them wrenches at their soul. If they fail a save against __calm emotions__ or a similar effect forcing them to be peaceful, a vrock takes 4d6 mental damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 35
- type: fly
- melee:
- - action_cost: One Action
- name: beak
- to_hit: 21
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d8+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 3d6+9
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: talon
- to_hit: 19
- traits:
- - agile
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: mirror image
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Dance of Ruin
- action_cost: Three Actions
- traits:
- - divine
- - electricity
- - evocation
- - manipulate
- - move
- description: The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks; in that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20-foot emanation from any of the dancing vrocks takes 2d12 electricity damage (DC 28 basic Reflex 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 by 20 feet each round, and the damage increases by 1d12 per vrock each round.
- raw_description: "**Dance of Ruin** [Three Actions] (__divine__, __electricity__, __evocation__, __manipulate__, __move__) The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks; in that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20-foot emanation from any of the dancing vrocks takes 2d12 electricity damage (DC 28 basic Reflex 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 by 20 feet each round, and the damage increases by 1d12 per vrock each round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spore Cloud
- action_cost: One Action
- traits:
- - disease
- - poison
- description: The vrock emits a cloud of spores from their body, dealing 2d8 poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing 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.
- raw_description: "**Spore Cloud** (__disease__, __poison__) The vrock emits a cloud of spores from their body, dealing 2d8 poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stunning Screech
- action_cost: One Action
- traits:
- - auditory
- - divine
- - incapacitation
- - sonic
- description:
- raw_description: "**Stunning Screech** (__auditory__, __divine__, __incapacitation__, __sonic__) **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__."
- generic_description:
- frequency: once per minute.
- trigger:
- 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__.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vrolikai
- source:
- - abbr: Bestiary 2
- page_start: 68
- page_stop:
- description: >-
- Unlike other demons, the dread vrolikai doesn't form from a sinful soul—they instead manifest from a __nabasu__ once the nabasu finally satisfies their hunger and returns to the __Abyss__, and as such vrolikais suffer from no vulnerability associated with a specific sin. A vrolikai who survives this process and the period of vulnerability that follows gains great power and in time can claim large regions of the Abyss as their own domain. Also known as death demons, these murderous monsters often serve demon lords as executioners or assassins.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 41
- level: 19
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Demon
- - Fiend
- senses:
- - Perception +33
- - darkvision
- - true seeing
- languages:
- - Abyssal
- - Celestial
- - Draconic
- - Necril
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 37
- misc:
- - name: 'Arcana '
- bonus: 33
- misc:
- - name: 'Deception '
- bonus: 35
- misc:
- - name: 'Intimidation '
- bonus: 37
- misc:
- - name: 'Religion '
- bonus: 33
- misc:
- - name: 'Stealth '
- bonus: 33
- misc:
- - name: 'Survival '
- bonus: 33
- misc:
- perception: 33
- ability_mods:
- str_mod: 8
- dex_mod: 6
- con_mod: 9
- int_mod: 6
- wis_mod: 6
- cha_mod: 8
- sense_abilities:
- items:
- ac: 44
- ac_special:
- saves:
- fort: 34
- fort_misc:
- ref: 31
- ref_misc:
- will: 31
- will_misc:
- misc: +1 to all saves vs. magic
- hp: 375
- hp_misc:
- immunities:
- - death effects
- resistances:
- - amount: 15
- type: cold iron
- - amount: 15
- type: good
- weaknesses:
- automatic_abilities:
- - name: Death-Stealing Gaze
- action_cost: None
- traits:
- - aura
- - divine
- - necromancy
- - visual
- description: 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 38 Fortitude save. If it fails, it becomes __drained 1__.
- raw_description: '**Death-Stealing Gaze** (__aura__, __divine__, __necromancy__, __visual__) 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 38 Fortitude save. If it fails, it becomes __drained 1__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 38
- traits:
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 4d12+16
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - action_cost: One Action
- name: black flame knife
- to_hit: 38
- traits:
- - agile
- - chaotic
- - evil
- - magical
- damage:
- formula: 3d4+16
- type: piercing
- plus_damage:
- - formula: 2d6
- type: negative
- - action_cost: One Action
- name: stinger
- to_hit: 38
- traits:
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+16
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 43
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: massacre
- frequency:
- requirement:
- - name: power word kill
- frequency:
- requirement:
- - name: vampiric exsanguination
- frequency:
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: paralyze
- frequency:
- requirement:
- - name: regenerate
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 43
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: abyssal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Black Flame Knives
- action_cost: None
- traits:
- description: A vrolikai can manifest a dagger-shaped blade of what looks like crystallized black flame in each of their four hands. These weapons function as +2 __greater striking__ __daggers__, although they fade away into nothingness 1 minute after a vrolikai no longer carries them.
- raw_description: '**Black Flame Knives** A vrolikai can manifest a dagger-shaped blade of what looks like crystallized black flame in each of their four hands. These weapons function as +2 __greater striking__ __daggers__, although they fade away into nothingness 1 minute after a vrolikai no longer carries them.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Consume Death
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - necromancy
- - visual
- description: "The vrolikai focuses their death-stealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze. \n\n**Success **The creature is unaffected. \n\n**Failure **The creature is affected by death-stealing gaze and becomes __drained 1__. If the creature was already drained 1 by the death-stealing gaze before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of drained 4. The vrolikai gains 10 temporary Hit Points, and the drained creature is temporarily immune until the start of the vrolikai's next turn. \n\n**Critical Failure **As failure, but the creature increases the amount of drain by 2."
- raw_description: "**Consume Death** (__concentrate__, __divine__, __necromancy__, __visual__) The vrolikai focuses their death-stealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze. \n\n**Success **The creature is unaffected. \n\n**Failure **The creature is affected by death-stealing gaze and becomes __drained 1__. If the creature was already drained 1 by the death-stealing gaze before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of drained 4. The vrolikai gains 10 temporary Hit Points, and the drained creature is temporarily immune until the start of the vrolikai's next turn. \n\n**Critical Failure **As failure, but the creature increases the amount of drain by 2."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Focused Flames
- action_cost: Two Actions
- traits:
- description: The vrolikai attacks a single target with all of its black flame knives. The demon makes a black flame knife Strike. On a successful attack, the vrolikai deals the damage from a black flame knife Strike to the target, plus an additional 2d6 negative damage for every black flame knife they wield beyond the first (typically 6d6 extra damage). Even on a failed attack, the vrolikai deals the damage from one black flame knife to the target, though they still miss completely on a critical failure. On a critical hit, the victim becomes __drained 2__ as the focused attack drains pure life essence as well as damage. This counts toward the vrolikai's multiple attack penalty as a number of attacks equal to the number of black flame knives the demon wields.
- raw_description: "**Focused Flames** [Two Actions] The vrolikai attacks a single target with all of its black flame knives. The demon makes a black flame knife Strike. On a successful attack, the vrolikai deals the damage from a black flame knife Strike to the target, plus an additional 2d6 negative damage for every black flame knife they wield beyond the first (typically 6d6 extra damage). Even on a failed attack, the vrolikai deals the damage from one black flame knife to the target, though they still miss completely on a critical failure. On a critical hit, the victim becomes __drained 2__ as the focused attack drains pure life essence as well as damage. This counts toward the vrolikai's multiple attack penalty as a number of attacks equal to the number of black flame knives the demon wields."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mindwarping
- action_cost: None
- traits:
- - emotion
- - enchantment
- - mental
- description: "The sting of a vrolikai is mind-warping. A creature struck must attempt a DC 44 Will save. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature becomes __stupefied 1__ for 1 minute. \n\n**Failure **The creature becomes stupefied 1. Further failed saves against mindwarping increase the condition value by 1, to a maximum of stupefied 4. \n\n**Critical Failure **As failure, but the creature also becomes confused for 1 minute."
- raw_description: "**Mindwarping** (__emotion__, __enchantment__, __mental__) The sting of a vrolikai is mind-warping. A creature struck must attempt a DC 44 Will save. \n\n**Critical Success **The creature is unaffected. \n\n**Success **The creature becomes __stupefied 1__ for 1 minute. \n\n**Failure **The creature becomes stupefied 1. Further failed saves against mindwarping increase the condition value by 1, to a maximum of stupefied 4. \n\n**Critical Failure **As failure, but the creature also becomes confused for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stolen Death
- action_cost: None
- traits:
- description: A creature that dies while suffering drain from a vrolikai's death-stealing gaze rises as a __ghoul__ the next midnight.
- raw_description: "**Stolen Death** A creature that dies while suffering drain from a vrolikai's death-stealing gaze rises as a __ghoul__ the next midnight."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vrykolakas Ancient
- source:
- - abbr: Bestiary 2
- page_start: 277
- page_stop:
- description: >-
- Vrykolakas ancients are the sinister overlords of their kind, stealing blood, breath, and life to feed their immortal hunger.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 33
- level: 13
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Undead
- - Vampire
- senses:
- - Perception +23
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 24
- misc:
- - name: 'Athletics '
- bonus: 29
- misc:
- - name: 'Deception '
- bonus: 27
- misc:
- - name: 'Intimidation '
- bonus: 27
- misc:
- - name: 'Religion '
- bonus: 19
- misc:
- - name: 'Stealth '
- bonus: 26
- misc:
- - name: 'Survival '
- bonus: 23
- misc:
- perception: 23
- ability_mods:
- str_mod: 8
- dex_mod: 5
- con_mod: 4
- int_mod: 0
- wis_mod: 4
- cha_mod: 8
- sense_abilities:
- - name: Children of the Night
- action_cost: None
- traits:
- - divine
- - enchantment
- - mental
- description: The presence of a vrykolakas ancient inspires savage creatures to crawl forth to do its bidding, including __rat swarms__, __wargs__, __werewolves__, and similar creatures. The vrykolakas ancient can give telepathic orders to these creatures within 100 feet, but they can't communicate back.
- raw_description: "**Children of the Night** (__divine__, __enchantment__, __mental__) The presence of a vrykolakas ancient inspires savage creatures to crawl forth to do its bidding, including __rat swarms__, __wargs__, __werewolves__, and similar creatures. The vrykolakas ancient can give telepathic orders to these creatures within 100 feet, but they can't communicate back."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swift Tracker
- action_cost: None
- traits:
- description: The vrykolakas moves at full Speed while __Tracking__.
- raw_description: '**Swift Tracker** The vrykolakas moves at full Speed while __Tracking__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 24
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 250
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyze
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Pestilential Aura
- action_cost: None
- traits:
- - aura
- - divine
- - necromancy
- description: 5 feet, DC 33. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to __bubonic plague__.
- raw_description: '**Pestilential Aura** (__aura__, __divine__, __necromancy__) 5 feet, DC 33. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to __bubonic plague__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vrykolakas Vulnerabilities
- action_cost: None
- traits:
- description: Vrykolakas all have the following vulnerabilities.
- raw_description: "**Vrykolakas Vulnerabilities** Vrykolakas all have the following vulnerabilities. \n\n * **Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.\n\n * **Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Burial Site Bound
- action_cost: None
- traits:
- description: A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.
- raw_description: "**Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Decapitation
- action_cost: None
- traits:
- description: A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.
- raw_description: "**Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Feral Possession
- action_cost: Free Action
- traits:
- - curse
- - divine
- - incapacitation
- - mental
- - necromancy
- - possession
- description:
- raw_description: >-
- **Feral Possession [Free Action]** (__curse__, __divine__, __incapacitation__, __mental__, __necromancy__, __possession__) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet **Effect** Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 33). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though __remove curse__ works against it normally).
-
-
- If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
-
-
- A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains.
- generic_description:
- frequency:
- trigger: The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet
- effect: >-
- Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 33). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though __remove curse__ works against it normally).
-
-
- If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
-
-
- A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 27
- traits:
- damage:
- formula: 3d10+17
- type: piercing
- plus_damage:
- - formula:
- type: Drink Blood
- - action_cost: One Action
- name: claw
- to_hit: 27
- traits:
- - agile
- damage:
- formula: 3d6+17
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: vampiric touch
- frequency: ×3
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency: ×3
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: A vrykolakas ancient can transform into a form resembling the body it had in life, with the effects of __humanoid form__ but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form.
- raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) A vrykolakas ancient can transform into a form resembling the body it had in life, with the effects of __humanoid form__ but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Create Spawn
- action_cost: None
- traits:
- - divine
- - downtime
- - necromancy
- description: If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas ancient can turn this creature into a __vrykolakas spawn__ by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation.
- raw_description: '**Create Spawn** (__divine__, __downtime__, __necromancy__) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas ancient can turn this creature into a __vrykolakas spawn__ by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dominate Animal
- action_cost: One Action
- traits:
- - divine
- - enchantment
- - incapacitation
- - mental
- description: DC 33, The vrykolakas can cast __dominate__ at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas's Feral Possession.
- raw_description: "**Dominate Animal** (__divine__, __enchantment__, __incapacitation__, __mental__) DC 33, The vrykolakas can cast __dominate__ at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas's Feral Possession."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drink Blood
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description:
- raw_description: >-
- **Drink Blood** (__divine__, __necromancy__) **Requirements** The vrykolakas' last action was a successful fangs Strike; **Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an __Athletics__ check against the creature's Fortitude DC. On a success, the creature becomes __drained 2__, and the vrykolakas regains 25 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.
-
-
- The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.
- generic_description:
- frequency:
- trigger:
- effect: The vrykolakas' last action was a successful fangs Strike
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sanguine Mauling
- action_cost: One Action
- traits:
- description:
- raw_description: "**Sanguine Mauling** **Requirements** The vrykolakas ancient's last action was to Drink Blood; **Effect** The vrykolakas ancient makes two claw Strikes. Both count toward its multiple attack penalty, but the penalty increases only after it makes both attacks. If it hits with both claws, the target takes 1d6 __persistent bleed damage__."
- generic_description:
- frequency:
- trigger:
- effect: The vrykolakas ancient's last action was to Drink Blood
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Steal Breath
- action_cost: Two Actions
- traits:
- - manipulate
- description:
- raw_description: "**Steal Breath** [Two Actions] (__manipulate__) **Requirements** The vrykolakas ancient is adjacent to an __unconscious__ creature; **Effect** The vrykolakas ancient steals the creature's breath. The unconscious creature begins suffocating, can't be awakened for 1 round, and must attempt a DC 33 Fortitude save. If a creature is targeted with this ability in consecutive rounds, the save DC decreases by 2 each round after the first. \n\n**Critical Success** The target immediately awakens and is then temporarily immune to Steal Breath for 24 hours. \n\n**Success** The target is unaffected. \n\n**Failure** The target takes 1d10 damage. \n\n**Critical Failure** The target is reduced to 0 HP and becomes __dying 1__."
- generic_description:
- frequency:
- trigger:
- effect: The vrykolakas ancient is adjacent to an __unconscious__ creature
- requirements:
- range:
- effects:
- critical_success: The target immediately awakens and is then temporarily immune to Steal Breath for 24 hours.
- success: The target is unaffected.
- failure: The target takes 1d10 damage.
- critical_failure: The target is reduced to 0 HP and becomes dying 1.
- full_description:
-- name: Vrykolakas Master
- source:
- - abbr: Bestiary 2
- page_start: 276
- page_stop:
- description: >-
- Vrykolakas masters are sinister shapechangers. They walk undetected among the living and prey upon them like a wolf among sheep, often leaving the corpses to rise as vrykolakas spawn.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Undead
- - Vampire
- senses:
- - Perception +19
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 19
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Deception '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 21
- misc:
- - name: 'Survival '
- bonus: 17
- misc:
- perception: 19
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 3
- int_mod: -2
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- - name: Children of the Night
- action_cost: None
- traits:
- - divine
- - enchantment
- - mental
- description: The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including __rat swarms__, __wargs__, __werewolves__, and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can't communicate back.
- raw_description: "**Children of the Night** (__divine__, __enchantment__, __mental__) The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including __rat swarms__, __wargs__, __werewolves__, and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can't communicate back."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swift Tracker
- action_cost: None
- traits:
- description: The vrykolakas moves at full Speed while __Tracking__.
- raw_description: '**Swift Tracker** The vrykolakas moves at full Speed while __Tracking__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 21
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 190
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyze
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Pestilential Aura
- action_cost: None
- traits:
- - aura
- - divine
- - necromancy
- description: 5 feet, DC 29. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to __bubonic plague__.
- raw_description: '**Pestilential Aura** (__aura__, __divine__, __necromancy__) 5 feet, DC 29. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to __bubonic plague__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vrykolakas Vulnerabilities
- action_cost: None
- traits:
- description: Vrykolakas all have the following vulnerabilities.
- raw_description: "**Vrykolakas Vulnerabilities** Vrykolakas all have the following vulnerabilities. \n\n * **Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.\n\n * **Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Burial Site Bound
- action_cost: None
- traits:
- description: A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.
- raw_description: "**Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Decapitation
- action_cost: None
- traits:
- description: A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.
- raw_description: "**Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Feral Possession
- action_cost: Free Action
- traits:
- - curse
- - divine
- - incapacitation
- - mental
- - necromancy
- - possession
- description:
- raw_description: >-
- **Feral Possession [Free Action]** (__curse__, __divine__, __incapacitation__, __mental__, __necromancy__, __possession__) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet **Effect** Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 29). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though __remove curse__ works against it normally).
-
-
- If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
-
-
- A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains.
- generic_description:
- frequency:
- trigger: The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet
- effect: >-
- Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 29). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though __remove curse__ works against it normally).
-
-
- If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
-
-
- A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 23
- traits:
- damage:
- formula: 2d12+13
- type: piercing
- plus_damage:
- - formula:
- type: Drink Blood
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: vampiric touch
- frequency: ×3
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: fear
- frequency: ×3
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - divine
- - polymorph
- - transmutation
- description: A vrykolakas master can transform into a form resembling the body it had in life, with the effects of __humanoid form__ but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form.
- raw_description: '**Change Shape** (__concentrate__, __divine__, __polymorph__, __transmutation__) A vrykolakas master can transform into a form resembling the body it had in life, with the effects of __humanoid form__ but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Create Spawn
- action_cost: None
- traits:
- - divine
- - downtime
- - necromancy
- description: If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a __vrykolakas spawn__ by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation.
- raw_description: '**Create Spawn** (__divine__, __downtime__, __necromancy__) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a __vrykolakas spawn__ by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Dominate Animal
- action_cost: One Action
- traits:
- - divine
- - enchantment
- - incapacitation
- - mental
- description: DC 29, The vrykolakas can cast __dominate__ at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas's Feral Possession.
- raw_description: "**Dominate Animal** (__divine__, __enchantment__, __incapacitation__, __mental__) DC 29, The vrykolakas can cast __dominate__ at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas's Feral Possession."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drink Blood
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description:
- raw_description: >-
- **Drink Blood** (__divine__, __necromancy__) **Requirements** The vrykolakas' last action was a successful fangs Strike; **Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an __Athletics__ check against the creature's Fortitude DC. On a success, the creature becomes __drained 2__, and the vrykolakas regains 19 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.
-
-
- The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.
- generic_description:
- frequency:
- trigger:
- effect: The vrykolakas' last action was a successful fangs Strike
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Vrykolakas Spawn
- source:
- - abbr: Bestiary 2
- page_start: 276
- page_stop:
- description: >-
- Vrykolakas unleash their spawn upon the world to spread terror, plague, and suffering and to draw attention away from their masters.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Undead
- - Vampire
- senses:
- - Perception +14
- - darkvision
- languages:
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 4
- con_mod: 2
- int_mod: -3
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 14
- fort_misc:
- ref: 16
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 99
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyze
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Vrykolakas Vulnerabilities
- action_cost: None
- traits:
- description: Vrykolakas all have the following vulnerabilities.
- raw_description: "**Vrykolakas Vulnerabilities**Vrykolakas all have the following vulnerabilities. \n\n * **Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.\n\n * **Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Burial Site Bound
- action_cost: None
- traits:
- description: A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.
- raw_description: "**Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is __paralyzed__ and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Decapitation
- action_cost: None
- traits:
- description: A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.
- raw_description: "**Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Feral Possession
- action_cost: Free Action
- traits:
- - divine
- - incapacitation
- - mental
- - necromancy
- - possession
- description:
- raw_description: >-
- **Feral Possession [Free Action]** (divine, incapacitation, mental, necromancy, possession) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet; **Effect** Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 24). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though __remove curse__ works against it normally).
-
-
- If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
-
-
- A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains.
- generic_description:
- frequency:
- trigger: The vrykolakas is reduced to 0 Hit Points, and an __animal__ is within 100 feet
- effect: >-
- Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 24). On a failure, the animal is possessed. This has the effects of the __possession__ spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though __remove curse__ works against it normally).
-
-
- If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
-
-
- A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is __paralyzed__, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 17
- traits:
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - formula:
- type: Drink Blood
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drink Blood
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description:
- raw_description: >-
- **Drink Blood** (__divine__, __necromancy__) **Requirements** The vrykolakas' last action was a successful fangs Strike; **Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an __Athletics__ check against the creature's Fortitude DC. On a success, the creature becomes __drained 1__, and the vrykolakas regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.
-
-
- The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.
- generic_description:
- frequency:
- trigger:
- effect: The vrykolakas' last action was a successful fangs Strike
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: War Horse
- source:
- - abbr: Bestiary
- page_start: 209
- page_stop:
- description: >-
- Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +6
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 11
- misc:
- perception: 6
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 4
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 7
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 36
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 17
- raw_description: '**Buck** [Reaction] DC 17'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: hoof
- to_hit: 9
- traits:
- damage:
- formula: 1d6+5
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Gallop
- action_cost: Two Actions
- traits:
- description: The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.
- raw_description: '**Gallop** [Two Actions] The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: War Pony
- source:
- - abbr: Bestiary
- page_start: 209
- page_stop:
- description: >-
- Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds of these powerful animals can be found in the wild.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +5
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 7
- misc:
- perception: 5
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 3
- int_mod: -4
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 7
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 20
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 16
- raw_description: '**Buck** [Reaction] DC 16'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: hoof
- to_hit: 7
- traits:
- damage:
- formula: 1d4+4
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Gallop
- action_cost: Two Actions
- traits:
- description: The war pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.
- raw_description: '**Gallop** [Two Actions] The war pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Warg
- source:
- - abbr: Bestiary
- page_start: 322
- page_stop:
- description: >-
- Wargs hunt in packs and surround their prey like common wolves, but their cunning and penchant for taunting victims makes them easy to distinguish from their less-intelligent cousins. But despite their intelligence, wargs have simple desires for food and shelter, making them easy for evil humanoids such as orcs and hobgoblins to recruit to protect their camps or join them in battle. Most wargs are amenable to this arrangement, but if food should run out, wargs are more than willing to integrate goblinoid flesh into their diet.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Beast
- senses:
- - Perception +8
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - Goblin
- - Orcish
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 6
- misc:
- - name: 'Intimidation '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 3
- int_mod: -1
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 17
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 9
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 36
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Avenging Bite
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Avenging Bite** [Reaction] **Trigger** A creature within reach of the warg's jaws attacks one of the warg's allies. **Effect** The warg makes a jaws Strike against the triggering creature."
- generic_description:
- frequency:
- trigger: A creature within reach of the warg's jaws attacks one of the warg's allies.
- effect: The warg makes a jaws Strike against the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d8+4
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The warg's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg's allies.
- raw_description: "**Pack Attack** The warg's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Small, 1d6+2 bludgeoning, Rupture 9
- raw_description: '**Swallow Whole** (__attack__) Small, 1d6+2 bludgeoning, Rupture 9'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Warsworn
- source:
- - abbr: Bestiary
- page_start: 323
- page_stop:
- description: >-
- A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 37
- level: 16
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Gargantuan
- traits:
- - Uncommon
- - NE
- - Gargantuan
- - Undead
- senses:
- - Perception +27
- - darkvision
- languages:
- - Common
- - (can't speak any language)
- skills:
- - name: 'Athletics '
- bonus: 33
- misc:
- perception: 27
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 7
- int_mod: -1
- wis_mod: 5
- cha_mod: 5
- sense_abilities:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 29
- fort_misc:
- ref: 25
- ref_misc:
- will: 27
- will_misc:
- misc: +1 status to all saves vs. positive
- hp: 350
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyze
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 100 feet, DC 35
- raw_description: >-
- **Frightful Presence** 100 feet, DC 35 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: corpse wave
- to_hit: 32
- traits:
- - magical
- damage:
- formula: 4d12+9
- type: bludgeoning
- plus_damage:
- - formula:
- type: energy drain
- - action_cost: One Action
- name: animated weapon
- to_hit: 30
- traits:
- - agile
- - magical
- - reach 100 feet
- - versatile B
- - versatile P
- damage:
- plus_damage:
- ranged:
- - action_cost: One Action
- name: scrap ball
- to_hit: 28
- traits:
- - magical
- - range increment 100 feet
- damage:
- formula: 4d12+9
- type: bludgeoning
- plus_damage:
- - formula:
- type: plummet
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Absorb
- action_cost: Free Action
- traits:
- - death
- - divine
- - necromancy
- description:
- raw_description: "**Absorb** [Free Action] (__death__, __divine__, __necromancy__) **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 except by wish or a similarly powerful effect."
- generic_description:
- frequency:
- 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 except by wish or a similarly powerful effect.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Animated Weapons
- action_cost: None
- traits:
- - divine
- - evocation
- description: The warsworn assumes control of unattended weapons within 100 feet, forcing them to levitate around it. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet.
- raw_description: '**Animated Weapons** (__divine__, __evocation__) The warsworn assumes control of unattended weapons within 100 feet, forcing them to levitate around it. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Energy Drain
- action_cost: None
- traits:
- - divine
- - necromancy
- 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.
- raw_description: "**Energy Drain** (__divine__, __necromancy__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Plummet
- action_cost: None
- traits:
- description: A creature hit by a warsworn's scrap ball Strike must attempt a DC 37 Reflex save. On a failure, the target falls prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap (DC 37 to Escape).
- raw_description: "**Plummet** A creature hit by a warsworn's scrap ball Strike must attempt a DC 37 Reflex save. On a failure, the target falls prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap (DC 37 to Escape)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, corpse wave, DC 37
- raw_description: '**Trample** [Three Actions] Huge or smaller, corpse wave, DC 37'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wasp Swarm
- source:
- - abbr: Bestiary
- page_start: 324
- page_stop:
- description: >-
- Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will—to deadly effect.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- - Swarm
- senses:
- - Perception +10
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 12
- misc:
- perception: 10
- ability_mods:
- str_mod: -4
- dex_mod: 4
- con_mod: 2
- int_mod: -5
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 12
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- - precision
- - swarm mind
- resistances:
- - amount: 7
- type: bludgeoning
- - amount: 7
- type: piercing
- - amount: 3
- type: slashing
- weaknesses:
- - amount: 5
- type: area damage
- - amount: 5
- type: splash damage
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 40
- type: fly
- melee:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swarming Stings
- action_cost: One Action
- traits:
- description: Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to wasp venom. A successful save negates the poison exposure.
- raw_description: "**Swarming Stings** Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to wasp venom. A successful save negates the poison exposure."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wasp Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 21; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 2d6 poison and clumsy 2 (2 rounds)'
- raw_description: '**Wasp Venom** (__poison__) **Saving Throw** Fortitude DC 21; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison (1 round); **Stage 2** 2d6 poison and clumsy 2 (2 rounds)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Water Mephit
- source:
- - abbr: Bestiary
- page_start: 151
- page_stop:
- description: >-
- Water mephits are consummate jokers who are always happy to trade a 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 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, 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.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Aquatic
- - Elemental
- - Water
- senses:
- - Perception +3
- - darkvision
- languages:
- - Aquan
- skills:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 3
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 1
- int_mod: -2
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- items:
- ac: 16
- ac_special:
- saves:
- fort: 7
- fort_misc:
- ref: 11
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 20
- hp_misc: fast healing 2 (while underwater)
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 3
- type: acid
- - amount: 3
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 25
- type: fly
- - amount: 25
- type: swim
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 8
- traits:
- - finesse
- damage:
- formula: 1d6+1
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 17
- to_hit: 9
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: acid arrow
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - arcane
- 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.
- raw_description: "**Breath Weapon** [Two Actions] (__acid__, __arcane__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drench
- action_cost: One Action
- traits:
- - abjuration
- - arcane
- - water
- description: The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).
- raw_description: '**Drench** (__abjuration__, __arcane__, __water__) The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Water Orm
- source:
- - abbr: Bestiary 2
- page_start: 289
- page_stop:
- description: >-
- Legendary creatures lurking in remote lakes, water orms always find their way into the tavern tales of lakeside communities. To some travelers, every lake of respectable size seems to be surrounded by towns full of fishers claiming to have spotted a water orm. These elusive creatures inhabit lakes mainly in cool and gloomy regions. Some claim that water orms are an offshoot of __sea serpents__ and __linnorms__, but no credible link between these creatures has been found.
-
-
-
-
- Water orms have many features that sea serpents do not, such as the ability to understand the rudiments of language. Their natural inclination to avoid contact and remain hidden often remains at odds with their equally compelling curiosity about those they might spy upon the shores of their lakes. Water orm sightings usually occur when they can't help but to rise up to the surface to take a peek at someone (or something) particularly unusual on the beach or floating on the water's surface.
-
-
-
-
- These creatures are extremely long-lived and can go for decades, or even centuries, with very little to eat. This allows water orms to subsist in lakes without surfacing for many years, even in bodies of fresh water without ample food sources. Water orms might lie in a silty lake bed for years, their elusiveness only contributing to their mythical reputation. When a pet or child goes missing near a lake, rumors might hold that the local water orm is responsible, leading to folk tales that caution residents against venturing out alone near the water.
-
-
-
-
- While most water orms are described as serpentine or long-necked reptiles, others look similar to bizarrely elongated seals or whales, impossibly large sea horses, or long-necked creatures with paddles resembling those of __elasmosauruses__.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 32
- level: 10
- rarity: Rare
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Rare
- - N
- - Huge
- - Aquatic
- - Beast
- - Water
- senses:
- - Perception +21
- - darkvision
- languages:
- - Aquan
- - (can't speak any language)
- skills:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- perception: 21
- ability_mods:
- str_mod: 8
- dex_mod: 5
- con_mod: 5
- int_mod: -3
- wis_mod: 5
- cha_mod: 0
- sense_abilities:
- - name: Slow Metabolism
- action_cost: None
- traits:
- description: A water orm can go for 10 years without feeding. Beyond this limit, the water orm's hunger causes it to become __slowed 1__, but doesn't otherwise impact its lifespan. A water orm that's slowed as a result of starvation can remove this condition by using Swallow Whole to gulp down a meal.
- raw_description: "**Slow Metabolism** A water orm can go for 10 years without feeding. Beyond this limit, the water orm's hunger causes it to become __slowed 1__, but doesn't otherwise impact its lifespan. A water orm that's slowed as a result of starvation can remove this condition by using Swallow Whole to gulp down a meal."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Undetectable
- action_cost: None
- traits:
- - abjuration
- - primal
- description: A water orm automatically tries to __counteract__ any __detection__, __revelation__, or __scrying__ __divination__ attempted against it, using its __Stealth__ modifier for the counteract check.
- raw_description: '**Undetectable** (__abjuration__, __primal__) A water orm automatically tries to __counteract__ any __detection__, __revelation__, or __scrying__ __divination__ attempted against it, using its __Stealth__ modifier for the counteract check.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 19
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 170
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: cold
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 24
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+11
- type: piercing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tail
- to_hit: 24
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 2d6+11
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Large, 2d8+8 bludgeoning, Rupture 22
- raw_description: '**__Swallow Whole__** (__attack__) Large, 2d8+8 bludgeoning, Rupture 22'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Water Travel
- action_cost: Three Actions
- traits:
- - primal
- - transmutation
- - water
- description: A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water. While in this form, a water orm's swim Speed increases to 600 feet, it automatically succeeds at __Athletics__ checks to __swim__, and it gains a +4 circumstance bonus to __Stealth__ checks in water. A water orm can remain in this form for 8 hours, but it can't enter salt water when using this ability. A water orm can return to its normal form using a single action which has the __concentrate__ trait.
- raw_description: "**Water Travel** [Three Actions] (__primal__, __transmutation__, __water__) A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water. While in this form, a water orm's swim Speed increases to 600 feet, it automatically succeeds at __Athletics__ checks to __swim__, and it gains a +4 circumstance bonus to __Stealth__ checks in water. A water orm can remain in this form for 8 hours, but it can't enter salt water when using this ability. A water orm can return to its normal form using a single action which has the __concentrate__ trait."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Water Yai
- source:
- - abbr: Bestiary 2
- page_start: 191
- page_stop:
- description: >-
- Among the most powerful yai are those who emulate the form of __storm giants__. Rather than lord over their giant-kin like most oni, though, water yai prefer to lurk alone in the world's oceans (or, much more rarely, large and remote freshwater lakes). When a water yai must interact with mortals beneath the waves, they prefer to do so while disguised as a storm giant. Water yai pursue the acquisition of material wealth and riches above all other interests, garbing themselves in richly colored, magically waterproofed kimonos and adorning their monstrous faces with all manner of jewelry. These yai can infuse their kimonos with eerie magical properties, and in combat, they can also fire bolts of electricity from their third eye.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 36
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 36
- level: 17
- rarity: Common
- type: Creature
- alignment: CE
- size: Huge
- traits:
- - CE
- - Huge
- - Fiend
- - Giant
- - Humanoid
- - Oni
- - Water
- senses:
- - Perception +32
- - greater darkvision
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 30
- misc:
- - name: 'Arcana '
- bonus: 29
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Deception '
- bonus: 32
- misc:
- - name: 'Intimidation '
- bonus: 32
- misc:
- - name: 'Nature '
- bonus: 29
- misc:
- - name: 'Performance '
- bonus: 33
- misc:
- perception: 32
- ability_mods:
- str_mod: 9
- dex_mod: 6
- con_mod: 6
- int_mod: 5
- wis_mod: 9
- cha_mod: 6
- sense_abilities:
- items:
- - +2 greater striking longspear
- ac: 40
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 29
- ref_misc:
- will: 34
- will_misc:
- misc: +1 status on all saves vs. magical
- hp: 295
- hp_misc: regeneration 15 (deactivated by acid and fire
- immunities:
- - electricity
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shocking Douse
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Shocking Douse [Reaction]** **Trigger** A creature within 100 feet casts a fire spell; **Effect** The water yai flourishes their kimono and attempts a Performance check to __counteract__ the spell before it comes into effect. If the yai counters the spell, the triggering creature takes 9d6 electricity damage from electrified water that sprays from the kimono (DC 35 basic Reflex save).'
- generic_description:
- frequency:
- trigger: A creature within 100 feet casts a fire spell
- effect: The water yai flourishes their kimono and attempts a Performance check to __counteract__ the spell before it comes into effect. If the yai counters the spell, the triggering creature takes 9d6 electricity damage from electrified water that sprays from the kimono (DC 35 basic Reflex save).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: fly
- - amount: 50
- type: swim
- - amount: 371
- type: water walk
- melee:
- - action_cost: One Action
- name: longspear
- to_hit: 35
- traits:
- - evil
- - magical
- - reach 20 feet
- damage:
- formula: 3d8+15
- type: piercing
- plus_damage:
- - formula: 2d6
- type: electricity
- - action_cost: One Action
- name: kimono
- to_hit: 33
- traits:
- - electricity
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 3d12+12
- type: electricity
- plus_damage:
- - formula:
- type: Enveloping Kimono
- - action_cost: One Action
- name: fist
- to_hit: 33
- traits:
- - agile
- - evil
- - magical
- - reach 15 feet
- damage:
- formula: 3d8+15
- type: bludgeoning
- plus_damage:
- - formula: 2d6
- type: electricity
- ranged:
- - action_cost: One Action
- name: electric missile
- to_hit: 30
- traits:
- - electricity
- - evil
- - magical
- - range increment 60 feet
- damage:
- formula: 3d12+12
- type: electricity
- plus_damage:
- - formula:
- type: flat-footed for 1 round
- spell_lists:
- - name: Primal Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 9
- heightened_level:
- spells:
- - name: chain lightning
- frequency:
- requirement:
- - name: horrid wilting
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: hydraulic torrent
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: control water
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: ×3
- requirement:
- - name: darkness
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - level: -1
- heightened_level: 9
- spells:
- - name: water walk
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: The water yai takes on the appearance of a __storm giant__. This doesn't change their Speed or Strike attack and damage. The yai can also turn into a puddle of water, with the effects of __gaseous form__ except they retain their land Speed, double their swim Speed, and can't fly.
- raw_description: "**__Change Shape__** (__concentrate__, __polymorph__, __primal__, __transmutation__) The water yai takes on the appearance of a __storm giant__. This doesn't change their Speed or Strike attack and damage. The yai can also turn into a puddle of water, with the effects of __gaseous form__ except they retain their land Speed, double their swim Speed, and can't fly."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Enveloping Kimono
- action_cost: One Action
- traits:
- - electricity
- - manipulate
- - primal
- - transmutation
- - water
- description:
- raw_description: "**Enveloping Kimono** (__electricity__, __manipulate__, __primal__, __transmutation__, __water__) **Requirements** The water yai's last action was a successful kimono Strike; **Effect** The water yai extends a portion of their kimono to attempt to envelop a creature within 15 feet. The water yai must attempt a Performance check against the creature's Reflex DC. \n\n**Critical Success** The creature takes 20d6 electricity damage and is __grabbed__ until the end of its next turn. \n\n**Success** As critical success, but only 10d6 electricity damage. \n\n**Failure** The target takes 5d6 electricity damage but is not grabbed. \n\n**Critical Failure** The target is unaffected."
- generic_description:
- frequency:
- trigger:
- effect: The water yai's last action was a successful kimono Strike
- requirements:
- range:
- effects:
- critical_success: The creature takes 20d6 electricity damage and is grabbed until the end of its next turn.
- success: As critical success, but only 10d6 electricity damage.
- failure: The target takes 5d6 electricity damage but is not grabbed.
- critical_failure: The target is unaffected.
- full_description:
-- name: Web Lurker
- source:
- - abbr: Bestiary
- page_start: 325
- page_stop:
- description: >-
- Web lurkers, known also as ettercaps, are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Aberration
- senses:
- - Perception +10
- - darkvision
- - tremorsense (imprecise) 30 feet (creatures touching its web)
- languages:
- - Aklo
- - spider speak
- skills:
- - name: 'Acrobatics '
- bonus: 9
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Crafting '
- bonus: 8
- misc: +12 to craft traps and snares
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 4
- con_mod: 3
- int_mod: 1
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- - name: Spider Speak
- action_cost: None
- traits:
- description: The web lurker can speak with spiders, with the same effects and limitations as __speak with animals__.
- raw_description: '**Spider Speak** The web lurker can speak with spiders, with the same effects and limitations as __speak with animals__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 19
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 11
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Spring upon Prey
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Spring upon Prey** [Reaction] **Trigger** A creature touches the web lurker's web while the web lurker is on it. **Requirement** Initiative has not yet been rolled. **Effect** The web lurker automatically notices the creature and Strides or Climbs before rolling initiative."
- generic_description:
- frequency:
- trigger: A creature touches the web lurker's web while the web lurker is on it.
- effect: Initiative has not yet been rolled.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 11
- traits:
- - poison
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- - formula:
- type: web lurker venom
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d8+6
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: web
- to_hit: 11
- traits:
- damage:
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Web Lurker Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 19; **Maximum Duration** 10 rounds; **Stage 1** 1d6 poison and flat-footed (1 round); **Stage 2** 1d6 poison, flat-footed, and slowed 1 (1 round)'
- raw_description: '**Web Lurker Venom** (__poison__) **Saving Throw** Fortitude DC 19; **Maximum Duration** 10 rounds; **Stage 1** 1d6 poison and flat-footed (1 round); **Stage 2** 1d6 poison, flat-footed, and slowed 1 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Web Trap
- action_cost: None
- traits:
- 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.
- raw_description: "**Web Trap** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wemmuth
- source:
- - abbr: Bestiary
- page_start: 326
- page_stop:
- description: >-
- Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, 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 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 15 feet across and equally thick. Although wemmuths are often spotted lazing about, the scent of blood is enough to whip one into a violent frenzy. The creature condenses its entire mass into a sphere of sharp thorns and lashing vines, resembling a hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders or entire trees from the ground and incorporate them into their rolling mass, using these objects to bolster their defense against many forms of attack or hurling them at faraway foes with terrifying precision.
-
-
-
-
- Some speculate that wemmuths are a form of diabolical corruption let loose upon Golarion by House Thrune of Cheliax, perhaps as a scorched earth tactic against their rivals. Influential nobles from Nirmathas and Molthune both point fingers at one another for the wemmuth's creation, Nirmathas citing Molthune's close ties to Infernal Cheliax and Molthune blaming the primal magic commonly employed by Nirmathas's many druids and rangers. Several Varisian tales describe creatures closely matching the wemmuth's description attempting to apprehend a famous folk trickster, while crusaders from Mendev adhere to the belief that the wemmuths were a blight unleashed upon Golarion by Deskari, former demon lord of locusts, before his defeat at the hands of mortal heroes.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 34
- level: 15
- rarity: Common
- type: Creature
- alignment: NE
- size: Huge
- traits:
- - NE
- - Huge
- - Plant
- senses:
- - Perception +25
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- - Aklo
- - Sylvan
- - (can't speak any language)
- skills:
- - name: 'Athletics '
- bonus: 30
- misc:
- - name: 'Deception '
- bonus: 28
- misc:
- - name: 'Stealth '
- bonus: 30
- misc:
- - name: 'Survival '
- bonus: 27
- misc:
- perception: 25
- ability_mods:
- str_mod: 8
- dex_mod: 6
- con_mod: 6
- int_mod: -2
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- ac: 37
- ac_special:
- saves:
- fort: 27
- fort_misc:
- ref: 27
- ref_misc:
- will: 24
- will_misc:
- misc:
- hp: 335
- hp_misc: blood leech
- immunities:
- resistances:
- weaknesses:
- - amount: 20
- type: cold
- - amount: 15
- type: slashing
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 25
- type: burrow
- - amount: 25
- type: climb
- melee:
- - action_cost: One Action
- name: pummel
- to_hit: 29
- traits:
- - fatal d12
- - reach 15 feet
- - sweep
- damage:
- formula: 4d12+10
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Grab
- ranged:
- - action_cost: One Action
- name: boulder
- to_hit: 27
- traits:
- - fatal d12
- - range increment 60 feet
- damage:
- formula: 4d10+10
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Blood Leech
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Blood Leech** [Reaction] **Trigger** The wemmuth deals damage to a creature with Constrict. **Effect** The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict.'
- generic_description:
- frequency:
- trigger: The wemmuth deals damage to a creature with Constrict.
- effect: The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Constrict
- action_cost: One Action
- traits:
- description: 2d12+10, DC 37
- raw_description: '**Constrict** 2d12+10, DC 37'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Engulf
- action_cost: Two Actions
- traits:
- description: DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36
- raw_description: '**Engulf** [Two Actions] DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Thorny Mass
- action_cost: None
- traits:
- description: Whenever a creature within 10 feet attempts a melee attack against a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes 1d12+10 piercing damage.
- raw_description: '**Thorny Mass** Whenever a creature within 10 feet attempts a melee attack against a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes 1d12+10 piercing damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wendigo
- source:
- - abbr: Bestiary
- page_start: 327
- page_stop:
- description: >-
- Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 38
- level: 17
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Beast
- - Cold
- senses:
- - Perception +32
- - darkvision
- - heatsight 60 feet
- languages:
- - Aklo
- - Common
- - Jotun
- - telepathy 1 mile
- skills:
- - name: 'Acrobatics '
- bonus: 32
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Deception '
- bonus: 29
- misc:
- - name: 'Intimidation '
- bonus: 33
- misc:
- - name: 'Nature '
- bonus: 28
- misc:
- - name: 'Occultism '
- bonus: 29
- misc:
- - name: 'Religion '
- bonus: 28
- misc:
- - name: 'Stealth '
- bonus: 30
- misc:
- - name: 'Survival '
- bonus: 30
- misc:
- perception: 32
- ability_mods:
- str_mod: 8
- dex_mod: 7
- con_mod: 9
- int_mod: 6
- wis_mod: 5
- cha_mod: 6
- sense_abilities:
- - name: Heatsight
- action_cost: None
- traits:
- - divination
- - primal
- description: Heatsight is a precise sense that sees heat signatures.
- raw_description: '**Heatsight** (__divination__, __primal__); Heatsight is a precise sense that sees heat signatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 32
- fort_misc:
- ref: 30
- ref_misc:
- will: 26
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 315
- hp_misc: regeneration 30 (deactivated by cold iron
- immunities:
- - cold
- - fear
- resistances:
- - amount: 10
- type: cold iron
- - amount: 15
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 100
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - cold
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+12
- type: piercing
- plus_damage:
- - formula: 2d6
- type: cold
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - cold
- - magical
- - agile
- - reach 10 feet
- damage:
- formula: 3d8+12
- type: slashing
- plus_damage:
- - formula: 2d6
- type: cold and Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: wind walk
- frequency: at will
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: nightmare
- frequency: see dream haunting
- requirement:
- ritual_lists:
- - name: Primal Rituals
- dc: 38
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: control weather
- frequency:
- requirement:
- proactive_abilities:
- - name: Dream Haunting
- action_cost: None
- traits:
- description: A target that fails its save against the wendigo's nightmare is exposed to wendigo torment.
- raw_description: "**Dream Haunting** A target that fails its save against the wendigo's nightmare is exposed to wendigo torment."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Howl
- action_cost: Three Actions
- traits:
- - auditory
- - concentrate
- - enchantment
- - fear
- - incapacitation
- - mental
- - primal
- description:
- raw_description: "**Howl** [Three Actions] (__auditory__, __concentrate__, __enchantment__, __fear__, __incapacitation__, __mental__, __primal__) **Frequency** Three times per day; **Effect** The wendigo unleashes 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 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."
- generic_description:
- frequency: Three times per day
- trigger:
- effect: The wendigo unleashes 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 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.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ride the Wind
- action_cost: Reaction
- traits:
- - air
- - concentrate
- - primal
- - transmutation
- description:
- raw_description: '**Ride the Wind** [Reaction] (__air__, __concentrate__, __primal__, __transmutation__) **Trigger** The wendigo casts wind walk while it has Grabbed a foe. **Effect** The wendigo attempts to turn the grabbed creature into wind and carry it along as part of the action. If the target succeeds at a DC 38 Will save, it prevents itself from being transformed; in this case, the wendigo still transforms, automatically releasing the victim. A creature forced to Ride the Wind along with the wendigo is exposed to wendigo torment. The target can attempt a new Will save each round to return to normal, though it immediately becomes corporeal and begins falling if it succeeds.'
- generic_description:
- frequency:
- trigger: The wendigo casts wind walk while it has Grabbed a foe.
- effect: The wendigo attempts to turn the grabbed creature into wind and carry it along as part of the action. If the target succeeds at a DC 38 Will save, it prevents itself from being transformed; in this case, the wendigo still transforms, automatically releasing the victim. A creature forced to Ride the Wind along with the wendigo is exposed to wendigo torment. The target can attempt a new Will save each round to return to normal, though it immediately becomes corporeal and begins falling if it succeeds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wendigo Torment
- action_cost: None
- traits:
- - curse
- - enchantment
- - mental
- - primal
- 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 affected by wind walk and sprints into the sky so fast that its feet burn away into jagged stumps. As the creature wind walks into the sky, it is replaced by a new wendigo over 2d6 minutes. Wish, similar magic, or a 9th-level resurrect ritual can return the victim to life. The new wendigo remains even if the victim is resurrected.
- raw_description: "**Wendigo Torment** (__curse__, __enchantment__, __mental__, __primal__) 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 affected by wind walk and sprints into the sky so fast that its feet burn away into jagged stumps. As the creature wind walks into the sky, it is replaced by a new wendigo over 2d6 minutes. Wish, similar magic, or a 9th-level resurrect ritual can return the victim to life. The new wendigo remains even if the victim is resurrected."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Werebear
- source:
- - abbr: Bestiary
- page_start: 331
- page_stop:
- description: >-
- Unlike many other types of werecreature, a werebear does not become malevolent during its involuntary transformations, but is instead filled with righteous conviction. This indignation can still manifest in violent ways, though, as a transformed werebear becomes temporarily blind to its alliances and has little control over its bestial temper. As a result, werebears are loners, rarely even living together as families longer than necessary. Werebears know that as long as they live solitary lives, they can serve as protectors and guardians in wilderness regions without the overwhelming fear that, when the moon is full and the curse takes hold, they will rage against an innocent bystander or loved one. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a werebear in its animal form is generally content to forage and sleep away the night.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 21
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 21
- level: 4
- rarity: Uncommon
- type: Creature
- alignment: LG
- size: Large
- traits:
- - Uncommon
- - LG
- - Large
- - Beast
- - Human
- - Humanoid
- - Werecreature
- senses:
- - Perception +11
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - bear empathy
- skills:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Medicine '
- bonus: 9
- misc:
- - name: 'Nature '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 11
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: 1
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- - name: Bear Empathy
- action_cost: None
- traits:
- - divination
- - primal
- description: >+
- The werebear can communicate with ursines.
-
- raw_description: >+
- **Bear Empathy** (__divination__, __primal__) The werebear can communicate with ursines.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - chain shirt
- - greataxe
- - hatchet (8)
- ac: 23
- ac_special:
- saves:
- fort: 12
- fort_misc:
- ref: 10
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: silver
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 13
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d10+7
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: greataxe
- to_hit: 13
- traits:
- - reach 10 feet
- - sweep
- damage:
- formula: 1d12+7
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: hatchet
- to_hit: 13
- traits:
- - agile
- - sweep
- damage:
- formula: 1d6+7
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 13
- traits:
- - reach 10 feet
- damage:
- formula: 1d12+7
- type: piercing
- plus_damage:
- - formula:
- type: curse of the werebear
- ranged:
- - action_cost: One Action
- name: hatchet
- to_hit: 10
- traits:
- - agile
- - sweep
- - thrown 10 feet
- damage:
- formula: 1d6+7
- type: slashing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet.
- raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Curse of the Werebear
- action_cost: None
- traits:
- - curse
- - necromancy
- - primal
- 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 and goes on a rampage for half the night before falling unconscious until dawn.
- raw_description: "**Curse of the Werebear** (__curse__, __necromancy__, __primal__) 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 and goes on a rampage for half the night before falling unconscious until dawn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Hunt Prey
- action_cost: One Action
- traits:
- - concentrate
- description:
- raw_description: "**Hunt Prey** (__concentrate__) **Requirements** The werebear can see or hear the target or is Tracking 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. 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."
- generic_description:
- frequency:
- trigger:
- effect: The werebear can see or hear the target or is Tracking it in exploration mode.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Mauler
- action_cost: None
- traits:
- description: The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.
- raw_description: '**Mauler** The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Moon Frenzy
- action_cost: None
- traits:
- - polymorph
- - primal
- - transmutation
- 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 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.
- raw_description: "**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Precision Edge
- action_cost: None
- traits:
- description: The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns.
- raw_description: '**Precision Edge** The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wereboar
- source:
- - abbr: Bestiary 2
- page_start: 290
- page_stop:
- description: >-
- Wereboars tend to be aggressive and stubborn, and often live with their own kind in small, remote communities. Even when they're inclined to interact with others, wereboars' short tempers and hostile nature lead other creatures to avoid them. Lone wereboars who settle down—often on remote farms—are extremely territorial, though others are content to roam and explore lands far from home. Their other habits also vary widely from individual to individual, right down to diet: some wereboars might feast on human flesh, while others are mostly vegetarian.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 16
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CN
- size: Medium
- traits:
- - CN
- - Medium
- - Beast
- - Human
- - Humanoid
- - Werecreature
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - boar empathy
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 8
- misc:
- - name: 'Intimidation '
- bonus: 5
- misc:
- - name: 'Survival '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 4
- int_mod: 0
- wis_mod: 2
- cha_mod: -1
- sense_abilities:
- - name: Boar Empathy
- action_cost: None
- traits:
- - divination
- - primal
- description: >+
- The wereboar can communicate with boars and pigs.
-
- raw_description: >+
- **Boar Empathy** (__divination__, __primal__) The wereboar can communicate with boars and pigs.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - dagger (2)
- - studded leather armor
- ac: 18
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 5
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: silver
- automatic_abilities:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: dagger
- to_hit: 10
- traits:
- - agile
- - versatile S
- damage:
- formula: 1d4+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: tusk
- to_hit: 10
- traits:
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- - formula:
- type: curse of the wereboar
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d4+6
- type: piercing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 7
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Boar Charge
- action_cost: Two Actions
- traits:
- description: The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet, they gain a +2 circumstance bonus to their attack roll.
- raw_description: '**Boar Charge** [Two Actions] The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet, they gain a +2 circumstance bonus to their attack roll.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: >-
- The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn't already have (such as __Grab__), and they lose their weapon Strikes.
-
-
- Human with fist +10 for 1d4+2 bludgeoning, or __boar__ with Speed 40 feet and tusk for 2d6+4 piercing.
- raw_description: >-
- **Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn't already have (such as __Grab__), and they lose their weapon Strikes.
-
-
- Human with fist +10 for 1d4+2 bludgeoning, or __boar__ with Speed 40 feet and tusk for 2d6+4 piercing.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Curse of the Wereboar
- action_cost: None
- traits:
- - curse
- - necromancy
- - primal
- description: This curse affects only __humanoids__; **Saving Throw** DC 18 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wearboar until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
- raw_description: "**Curse of the Wereboar** (__curse__, __necromancy__, __primal__) This curse affects only __humanoids__; **Saving Throw** DC 18 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wearboar until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Moon Frenzy
- action_cost: None
- traits:
- - polymorph
- - primal
- - transmutation
- description: When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is __fatigued__ for 2d4 hours.
- raw_description: "**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is __fatigued__ for 2d4 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wererat
- source:
- - abbr: Bestiary
- page_start: 329
- page_stop:
- 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 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 similar to ratfolk when in hybrid form, apart from potential differences in size, but ratfolk have no love for these monsters.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 16
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Beast
- - Human
- - Humanoid
- - Werecreature
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - rat empathy
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 6
- misc: +8 to Climb or Swim
- - name: 'Deception '
- bonus: 5
- misc:
- - name: 'Society '
- bonus: 4
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 0
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- - name: Rat Empathy
- action_cost: None
- traits:
- - divination
- - primal
- description: >+
- The wererat can communicate with rodents.
-
- raw_description: >+
- **Rat Empathy** (__divination__, __primal__) The wererat can communicate with rodents.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - hand crossbow (20 bolts)
- - leather armor
- - shortsword
- ac: 19
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 10
- ref_misc:
- will: 8
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: silver
- automatic_abilities:
- - name: Nimble Dodge
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Nimble Dodge** [Reaction] **Trigger** The wererat is targeted with a melee or ranged attack by an attacker it can see. **Eflect** The wererat gains a +2 circumstance bonus to AC against the triggering attack.'
- generic_description:
- frequency:
- trigger: The wererat is targeted with a melee or ranged attack by an attacker it can see.
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 10
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- - agile
- - finesse
- damage:
- formula: 1d6+2
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- - finesse
- damage:
- formula: 1d8+2
- type: piercing
- plus_damage:
- - formula:
- type: curse of the wererat
- ranged:
- - action_cost: One Action
- name: hand crossbow
- to_hit: 10
- traits:
- - range increment 60 feet
- - reload 1
- damage:
- formula: 1d6
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Charge Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet.
- raw_description: '**Charge Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Curse of the Wererat
- action_cost: None
- traits:
- - curse
- - necromancy
- - primal
- 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 and goes on a rampage for half the night before falling unconscious until dawn.
- raw_description: "**Curse of the Wererat** (__curse__, __necromancy__, __primal__) 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 and goes on a rampage for half the night before falling unconscious until dawn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Moon Frenzy
- action_cost: None
- traits:
- - polymorph
- - primal
- - transmutation
- 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 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.
- raw_description: "**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The wererat deals 1d6 extra precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** The wererat deals 1d6 extra precision damage to flat-footed creatures.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Weretiger
- source:
- - abbr: Bestiary 2
- page_start: 291
- page_stop:
- description: >-
- These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. Powerful nocturnal hunters with excellent senses that help them ambush prey, weretigers are adaptable to an extreme range of environments. However, weretigers living in densely populated cities (potentially as courtesans, assassins, or guild leaders) often struggle to suppress their killer instincts, becoming overwhelmed by the urge to hunt. They prefer to wear loose-fitting clothing and rely on their claws and jaws in a fight.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 19
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 19
- level: 4
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Beast
- - Human
- - Humanoid
- - Werecreature
- senses:
- - Perception +11
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - tiger empathy
- skills:
- - name: 'Acrobatics '
- bonus: 11
- misc:
- - name: 'Athletics '
- bonus: 12
- misc:
- - name: 'Deception '
- bonus: 7
- misc:
- - name: 'Society '
- bonus: 10
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 11
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 3
- int_mod: 0
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- - name: Tiger Empathy
- action_cost: None
- traits:
- - divination
- - primal
- description: The weretiger can communicate with felines.
- raw_description: '**Tiger Empathy** (__divination__, __primal__) The weretiger can communicate with felines.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 13
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 75
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: silver
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 14
- traits:
- damage:
- formula: 2d6+7
- type: piercing
- plus_damage:
- - formula:
- type: curse of the weretiger and Grab
- - action_cost: One Action
- name: claw
- to_hit: 14
- traits:
- - agile
- damage:
- formula: 2d4+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: >-
- The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn't already have (such as __Grab__), and they lose their weapon Strikes.
-
-
- Human with fist +14 for 1d4+7 bludgeoning, or __tiger__ with Speed 30 feet and Wrestle.
- raw_description: >-
- **Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn't already have (such as __Grab__), and they lose their weapon Strikes.
-
-
- Human with fist +14 for 1d4+7 bludgeoning, or __tiger__ with Speed 30 feet and Wrestle.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Curse of the Weretiger
- action_cost: None
- traits:
- - curse
- - necromancy
- - primal
- description: This curse affects only __humanoids__; **Saving Throw** DC 21 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
- raw_description: "**Curse of the Weretiger** (__curse__, __necromancy__, __primal__) This curse affects only __humanoids__; **Saving Throw** DC 21 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Moon Frenzy
- action_cost: None
- traits:
- - polymorph
- - primal
- - transmutation
- description: When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is __fatigued__ for 2d4 hours.
- raw_description: "**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is __fatigued__ for 2d4 hours."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The weretiger Strides and makes a Strike at the end of that movement. If the weretiger began this action __hidden__, they remain hidden until after this ability's Strike.
- raw_description: "**Pounce** The weretiger Strides and makes a Strike at the end of that movement. If the weretiger began this action __hidden__, they remain hidden until after this ability's Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Werewolf
- source:
- - abbr: Bestiary
- page_start: 330
- page_stop:
- description: >-
- The curse of the werewolf—known as lycanthropy to many—instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves tend to dwell on the fringes of society or in small settlements where, in their humanoid forms, they work as laborers, hunters, farmers, or trappers. At night, however, these same villagers transform into violent killers and sadistic stalkers who prey on their neighbors. Werewolves are the quintessential werecreature, and the first that comes to mind when most people speak of such beings.
-
-
-
-
- Although most werewolves hide their curse by adopting solitary lifestyles, some retain the pack mentality of true wolves. A small group of such werewolves typically forms a family-like pack, with the eldest or most powerful serving as the leader; new pack mates are hand-chosen and inculcated into the family as its influence grows.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Beast
- - Human
- - Humanoid
- - Werecreature
- senses:
- - Perception +9
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - wolf empathy
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Survival '
- bonus: 10
- misc:
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 2
- int_mod: -1
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- - name: Wolf Empathy
- action_cost: None
- traits:
- - divination
- - primal
- description: >+
- The werewolf can communicate with lupines.
-
- raw_description: >+
- **Wolf Empathy** (__divination__, __primal__) The werewolf can communicate with lupines.
-
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- - battle axe
- - composite shortbow (20 arrows)
- - studded leather armor
- ac: 19
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 9
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 63
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: silver
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: battle axe
- to_hit: 11
- traits:
- - sweep
- damage:
- formula: 1d8+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d6+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d8+8
- type: piercing
- plus_damage:
- - formula:
- type: curse of the werewolf
- ranged:
- - action_cost: One Action
- name: composite shortbow
- to_hit: 9
- traits:
- - deadly 1d10
- - range increment 60 feet
- - reload 0
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Change Shape
- action_cost: One Action
- traits:
- - concentrate
- - polymorph
- - primal
- - transmutation
- description: Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown.
- raw_description: '**Change Shape** (__concentrate__, __polymorph__, __primal__, __transmutation__) Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Curse of the Werewolf
- action_cost: None
- traits:
- - curse
- - necromancy
- - primal
- 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 and goes on a rampage for half the night before falling unconscious until dawn.
- raw_description: "**Curse of the Werewolf** (__curse__, __necromancy__, __primal__) 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 and goes on a rampage for half the night before falling unconscious until dawn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Moon Frenzy
- action_cost: None
- traits:
- - polymorph
- - primal
- - transmutation
- 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 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.
- raw_description: "**Moon Frenzy** (__polymorph__, __primal__, __transmutation__) 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 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The werewolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies.
- raw_description: "**Pack Attack** The werewolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wight
- source:
- - abbr: Bestiary
- page_start: 332
- page_stop:
- description: >-
- Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased.
-
-
-
-
- As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living—those individuals who remind them of the shackles of mortality and whom they feel compelled to "free" to the state of undeath.
-
-
-
-
- A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.
-
-
-
-
- Durable and sustained as they are by negative energy, wights can last in harsh environments without decaying the way some lesser undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Undead
- - Wight
- senses:
- - Perception +10
- - darkvision
- languages:
- - Common
- - Necril
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 10
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 11
- fort_misc:
- ref: 6
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 50
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyze
- - poison
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Final Spite
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Final Spite** [Reaction] **Trigger** The wight is reduced to 0 Hit Points. **Effect** The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike."
- generic_description:
- frequency:
- trigger: The wight is reduced to 0 Hit Points.
- effect: The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 12
- traits:
- damage:
- formula: 1d6+4
- type: slashing
- plus_damage:
- - formula:
- type: drain life
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drain Life
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become __drained 1__. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of __drained 4__
- raw_description: '**Drain Life** (__divine__, __necromancy__) When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become __drained 1__. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of __drained 4__'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wight Spawn
- action_cost: None
- traits:
- - divine
- - necromancy
- 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 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__.
- raw_description: "**Wight Spawn** (__divine__, __necromancy__) 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 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__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Will-o'-Wisp
- source:
- - abbr: Bestiary
- page_start: 333
- page_stop:
- 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 the panic and dread felt by its victims.
-
-
-
-
- Beneath its glow, a will-o'-wisp's body is a spongy ball approximately 1 foot in diameter and weighing less than 5 pounds. Although most will-o'-wisps are merely translucent, featureless orbs, gaining definition only in the shifting illumination they create, a few have dark mottling that makes them resemble a skull when viewed closely. Will-o'-wisps have no need for mundane nourishment, and in fact lack the ability to consume matter of any kind; they find all the sustenance they need in the terror of nearby creatures. For this reason, they like to work alongside undead that produce terror in their victims. Will-o'-wisps are long-lived, if not effectively immortal, and they have good memories. A cowed or defeated will-o'-wisp can be a good source of lore and information, though acquiring such cooperation from such a sinister monster is no easy feat.
-
-
-
-
- Will-o'-wisps inhabit desolate swamps and forests and are generally active at twilight and after dark. They are therefore reluctant to lead victims into immediately fatal areas such as deadfalls, but instead prefer hazards where their victims suffer over a long time, such as pockets of stale or poisonous air, patches of quicksand, and dens of bigger monsters. According to will-o'-wisps, different types of fear have subtle differences in flavor. The lurking dread in the pit of the stomach that gnaws at those who slowly become aware of the fact that they're lost produces a much different taste than the sudden stark terror of imminent death in the face of a towering monster. Because of this, will-o'-wisps try to vary the ways in which they induce terror in their prey, to ensure they don't tire of certain flavors of fear.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Small
- traits:
- - CE
- - Small
- - Aberration
- - Air
- senses:
- - Perception +16
- - darkvision
- languages:
- - Aklo
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Deception '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- perception: 16
- ability_mods:
- str_mod: -5
- dex_mod: 6
- con_mod: 0
- int_mod: 2
- wis_mod: 4
- cha_mod: 2
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 16
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 50
- hp_misc:
- immunities:
- - magic
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Glow
- action_cost: None
- traits:
- - aura
- - light
- description: 20 feet. A will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible.
- raw_description: "**Glow** (__aura__, __light__) 20 feet. A will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Magic Immunity
- action_cost: None
- traits:
- description: A will-o'-wisp is immune to all spells except __faerie fire__, __glitterdust__, __magic missile__, and __maze__.
- raw_description: "**Magic Immunity** A will-o'-wisp is immune to all spells except __faerie fire__, __glitterdust__, __magic missile__, and __maze__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: shock
- to_hit: 17
- traits:
- - electricity
- - magical
- damage:
- formula: 2d8+4
- type: electricity
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Feed on Fear
- action_cost: One Action
- traits:
- - concentrate
- description:
- raw_description: "**Feed on Fear** (__concentrate__) **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 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."
- generic_description:
- frequency:
- trigger:
- effect: An enemy is under a fear effect or __dying__ within 15 feet of the will-o'-wisp.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Go Dark
- action_cost: One Action
- traits:
- - concentrate
- 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.
- raw_description: "**Go Dark** (__concentrate__) 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Winter Wolf
- source:
- - abbr: Bestiary
- page_start: 322
- page_stop:
- description: >-
- Winter wolves are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath and are big enough to easily serve as mounts for orcs and hobgoblins—provided the winter wolf is willing, of course. Like wargs, winter wolves hunt in packs, but unlike their smaller cousins, they have a notable proud streak. When they deign to serve others, they reserve this privilege for larger and more dangerous creatures such as frost giants, renegade yetis, or even white dragons.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Beast
- senses:
- - Perception +14
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Common
- - Jotun
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 13
- misc:
- - name: 'Deception '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- - name: 'Stealth '
- bonus: 13
- misc: +16 in snow
- - name: 'Survival '
- bonus: 12
- misc:
- perception: 14
- ability_mods:
- str_mod: 6
- dex_mod: 4
- con_mod: 4
- int_mod: 2
- wis_mod: 3
- cha_mod: 2
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 15
- ref_misc:
- will: 10
- will_misc:
- misc:
- hp: 70
- hp_misc:
- immunities:
- - cold
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Buck
- action_cost: Reaction
- traits:
- description: DC 21
- raw_description: '**Buck** [Reaction] DC 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Avenging Bite
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Avenging Bite** [Reaction] **Trigger** A creature within reach of the winter wolf's jaws attacks one of the winter wolf's allies. **Effect** The winter wolf makes a jaws Strike against the triggering creature."
- generic_description:
- frequency:
- trigger: A creature within reach of the winter wolf's jaws attacks one of the winter wolf's allies.
- effect: The winter wolf makes a jaws Strike against the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- - cold
- damage:
- formula: 1d10+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: cold and Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - cold
- - evocation
- - primal
- 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 Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__cold__, __evocation__, __primal__) 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 Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pack Attack
- action_cost: None
- traits:
- 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.
- raw_description: "**Pack Attack** The winter wolf's Strikes deal 1d6 extra damage to creatures within the reach of at least two of the winter wolf's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Witchfire
- source:
- - abbr: Bestiary 2
- page_start: 293
- page_stop:
- description: >-
- Manifesting as a sinuous form wreathed in sickly green flames, this incorporeal undead forms when a powerful __hag__ or __witch__ dies in agony or rage. The body at the center of the flames usually resembles the witch's idealized self-image, regardless of their age and appearance at the time of their death.
-
-
-
-
- A witchfire often resides in a bog or swamp, which slowly blackens and decays around them. These regions are often plagued by __will-o'-wisps__, which seem to have an uncanny relationship with the resident witchfire. A witchfire might visit villages on the edge of their home terrain to lure away villagers, but always attack victims within earshot to make sure that other villagers hear the screams. A witchfire might also ally with other hags or witches and even join their covens, but a witchfire is incapable of forming covens entirely on their own.
-
-
-
-
- **__Recall Knowledge - Spirit__ (__Occultism__)**: DC 28
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Incorporeal
- - Spirit
- - Undead
- senses:
- - Perception +18
- - darkvision
- languages:
- - Aklo
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Deception '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Occultism '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 19
- misc:
- perception: 18
- ability_mods:
- str_mod: -5
- dex_mod: 6
- con_mod: 0
- int_mod: 3
- wis_mod: 3
- cha_mod: 6
- sense_abilities:
- - name: Coven
- action_cost: None
- traits:
- description: The witchfire adds __nightmare__, __phantasmal killer__, __phantasmal calamity__, and __summon entity__ to their coven's spells. A coven can contain one or more witchfires, but it must also include at least one living creature capable of forming a coven; three witchfires cannot form a coven.
- raw_description: "**__Coven__** The witchfire adds __nightmare__, __phantasmal killer__, __phantasmal calamity__, and __summon entity__ to their coven's spells. A coven can contain one or more witchfires, but it must also include at least one living creature capable of forming a coven; three witchfires cannot form a coven."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 21
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 125
- hp_misc: negative healingnegative healing
- immunities:
- - death effects
- - disease
- - fire
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 10
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- weaknesses:
- automatic_abilities:
- - name: Opportune Witchflame
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Opportune Witchflame [Reaction]** **Trigger** A creature makes a melee Strike against or touches the witchfire; **Effect** The witchfire makes a witchflame caress Strike against the triggering creature.'
- generic_description:
- frequency:
- trigger: A creature makes a melee Strike against or touches the witchfire
- effect: The witchfire makes a witchflame caress Strike against the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: witchflame caress
- to_hit: 21
- traits:
- - agile
- - evil
- - finesse
- - magical
- damage:
- formula: 3d6
- type: fire
- plus_damage:
- - formula: 3d6
- type: negative and witchflame
- ranged:
- - action_cost: One Action
- name: witchflame bolt
- to_hit: 21
- traits:
- - evil
- - magical
- - range 100 feet
- damage:
- formula: 2d6
- type: fire
- plus_damage:
- - formula: 2d6
- type: negative and witchflame
- spell_lists:
- - name: Occult Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: summon entity
- frequency: will-o'-wisp only
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: crushing despair
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: invisibility
- frequency:
- requirement:
- - name: phantasmal killer
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: phantom pain
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: illusory disguise
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: dancing lights
- frequency:
- requirement:
- - name: ghost sound
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Witchflame
- action_cost: None
- traits:
- - curse
- - fire
- - necromancy
- - occult Any creature that takes negative damage from a witchfire's Strike must attempt a DC 26 Will save. Critical Success The creature is unaffected and is temporarily immune to witchflame for 1 hour. Success The creature appears to catch fire with sickly green flames. These flames deal no damage on their own
- description: ''
- raw_description: "**Witchflame** (__curse__, __fire__, __necromancy__, __occult Any creature that takes negative damage from a witchfire's Strike must attempt a DC 26 Will save. \n\n**Critical Success** The creature is unaffected and is temporarily immune to witchflame for 1 hour. \n\n**Success** The creature appears to catch fire with sickly green flames. These flames deal no damage on their own__) "
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Witchflame Kindling
- action_cost: Two Actions
- traits:
- - fire
- - necromancy
- - occult
- description:
- raw_description: "**Witchflame Kindling** [Two Actions] (__fire__, __necromancy__, __occult__) **Requirements** A creature within 30 feet of the witchfire burns with witchflame; **Effect** The witchfire's eyes and mouth glow brightly, and the witchflame on the target creature momentarily burns much hotter, dealing 5d6 fire damage and 5d6 negative damage to that creature (DC 28 basic Fortitude save). The witchfire can't use Witchflame Kindling for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect: A creature within 30 feet of the witchfire burns with witchflame
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Witchwyrd
- source:
- - abbr: Bestiary 2
- page_start: 294
- page_stop:
- description: >-
- Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests—mercantilism— and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them.
-
-
-
-
- These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet tall, and weigh 300 pounds. Their hands have three evenly sized and spaced digits in a tripod-like arrangement. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. They tend to prefer the driest, warmest regions of the lands they visit—perhaps an indicator of their mysterious home world. This, however, is the only indicator; witchwyrds are notoriously close-mouthed about details of this distant world, and with good reason: most witchwyrds on Golarion have never visited their ancestral home. To these witchwyrds, the notion of a home planet is a constant thorn in their side, and when asked, many choose to ignore the question altogether. Others are so agitated by these queries that they respond with impatience or even violence. Some scholars have theorized a connection between witchwyrds and several other four-armed creatures, but like with questions of their place of origin, witchwyrds have little to say about the topic.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: LN
- size: Medium
- traits:
- - Uncommon
- - LN
- - Medium
- - Humanoid
- senses:
- - Perception +12
- - darkvision
- languages:
- - Common
- - Draconic
- - one or more planar languages
- - tongues
- skills:
- - name: 'Arcana '
- bonus: 16
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Desert Lore '
- bonus: 14
- misc:
- - name: 'Diplomacy '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'one or more Lore skills related to a specific plane '
- bonus: 14
- misc:
- perception: 12
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 1
- int_mod: 4
- wis_mod: 3
- cha_mod: 5
- sense_abilities:
- items:
- - +1 ranseur
- ac: 22
- ac_special:
- saves:
- fort: 13
- fort_misc:
- ref: 13
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 110
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: force
- weaknesses:
- automatic_abilities:
- - name: Absorb Force
- action_cost: Reaction
- traits:
- - arcane
- - evocation
- - force
- description:
- raw_description: "**Absorb Force [Reaction]** (__arcane__, __evocation__, __force__) **Frequency** once per round; **Trigger** A __magic missile__ is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand; **Effect** The witchwyrd \"catches\" the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released."
- generic_description:
- frequency: once per round
- trigger: A __magic missile__ is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand
- effect: The witchwyrd "catches" the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: ranseur
- to_hit: 16
- traits:
- - disarm
- - magical
- - reach 10 feet
- damage:
- formula: 1d10+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 15
- traits:
- - agile
- - nonlethal
- damage:
- formula: 1d6+6
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: resilient sphere
- frequency:
- requirement:
- - name: resist energy
- frequency: ×2
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: mirror image
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: floating disk
- frequency: at will
- requirement:
- - name: unseen servant
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: detect magic
- frequency:
- requirement:
- - level: -1
- heightened_level: 5
- spells:
- - name: tongues
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Force Bolt
- action_cost: One Action
- traits:
- description: to [Three Actions] (__arcane__, __evocation__, __force__) The witchwyrd fires one __magic missile__ per action spent (dealing 1d4+1 force damage each). They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy.
- raw_description: "**Force Bolt** to (__arcane__, __evocation__, __force__) The witchwyrd fires one __magic missile__ per action spent (dealing 1d4+1 force damage each). They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wolf
- source:
- - abbr: Bestiary
- page_start: 334
- page_stop:
- 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 mates of their own to go form their own packs elsewhere.
-
-
-
-
- Humanoids are not traditionally viewed as prey animals by wolves, but extraordinary circumstances can lead these animals to attack people, especially in winter months and other situations where traditional prey (deer and elk, mainly) is scarce. Some beings, such as powerful vampires, can call upon wolves to aid them in combat.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +7
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- - name: 'Survival '
- bonus: 7
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 1
- int_mod: -4
- wis_mod: 2
- cha_mod: -2
- sense_abilities:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 9
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 24
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pack Attack
- action_cost: None
- traits:
- description: The wolf's Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf's allies.
- raw_description: "**Pack Attack** The wolf's Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf's allies."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wolverine
- source:
- - abbr: Bestiary 2
- page_start: 295
- page_stop:
- description: >-
- Wolverines resemble small bears, to which they are related. Stocky and muscular with long claws, wolverines are about 3 feet in length and weigh approximately 40 pounds. They have a thick fur coat that protects them from the cold temperatures of the forests and frozen tundras where they reside.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Animal
- senses:
- - Perception +8
- - low-light vision
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 7
- misc:
- perception: 8
- ability_mods:
- str_mod: 3
- dex_mod: 3
- con_mod: 3
- int_mod: -4
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 7
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 34
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- - amount: 10
- type: burrow
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d8+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d6+5
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Pounce
- action_cost: One Action
- traits:
- description: The wolverine Strides and makes a Strike at the end of that movement. If the wolverine begins this action __hidden__, it remains hidden until after the attack.
- raw_description: '**Pounce** The wolverine Strides and makes a Strike at the end of that movement. If the wolverine begins this action __hidden__, it remains hidden until after the attack.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wolverine Rage
- action_cost: One Action
- traits:
- - concentrate
- - emotion
- - mental
- description: The wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the wolverine has AC 17, its jaws Strike deals 1d8+7 damage, and its claw Strike deals 1d6+7 damage. While raging, the wolverine can't use actions that have the __concentrate__ trait, except for __Seek__. After it's stopped raging, a wolverine can't use Wolverine Rage again for 1 minute.
- raw_description: "**Wolverine Rage** (__concentrate__, __emotion__, __mental__) The wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls __unconscious__, whichever comes first. While raging, the wolverine has AC 17, its jaws Strike deals 1d8+7 damage, and its claw Strike deals 1d6+7 damage. While raging, the wolverine can't use actions that have the __concentrate__ trait, except for __Seek__. After it's stopped raging, a wolverine can't use Wolverine Rage again for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wood Giant
- source:
- - abbr: Bestiary 2
- page_start: 124
- page_stop:
- description: >-
- Wood giants are the denizens and protectors of the deepest, most primeval forests in the world. They dedicate their entire lives to the preservation of nature—a role that they believe nature itself has selected them to carry out. Wood giants are patient and kind to those who show respect and care for wild places. Although most wood giants consider civilization as simply another part of the world, they value places untouched by permanent structures and dense humanoid settlements.
-
-
-
-
- Wood giants have long, drooping ears and more slender builds than most giants. Despite their size, they are graceful and agile, able to move through dense forests and brush with little sound. They have been known to work closely with druids and others who share their respect for the sanctity of wilderness regions. Wood giants spend their days patrolling vast swaths of territory, foraging, and keeping an eye out for any who would despoil their lands. While they respect the connection to nature they share with many fey creatures and remain on good terms with them, wood giants see most fey as far too flighty to take part in any long-term plans.
-
-
-
-
- An average wood giant stands 14 feet tall and weighs 1,200 pounds.
-
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CG
- size: Large
- traits:
- - CG
- - Large
- - Giant
- - Humanoid
- senses:
- - Perception +15
- - low-light vision
- languages:
- - Common
- - Jotun
- - Sylvan
- - speak with animals
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Forest Lore '
- bonus: 14
- misc:
- - name: 'Nature '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 13
- misc: +15 in forests
- - name: 'Survival '
- bonus: 13
- misc:
- perception: 15
- ability_mods:
- str_mod: 5
- dex_mod: 5
- con_mod: 4
- int_mod: 2
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- - +1 composite longbow (20 arrows)
- - hide armor
- - shortsword
- ac: 24
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 14
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 120
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Catch Rock
- action_cost: Reaction
- traits:
- description:
- raw_description: '**__Catch Rock__** [Reaction]'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: shortsword
- to_hit: 17
- traits:
- - agile
- - reach 10 feet
- - versatile S
- damage:
- formula: 1d8+11
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: fist
- to_hit: 17
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d6+11
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: composite longbow
- to_hit: 18
- traits:
- - deadly d10
- - range increment 100 feet
- - reload 0
- - volley 30 feet
- damage:
- formula: 1d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: rock
- to_hit: 17
- traits:
- - brutal
- - range increment 120 feet
- damage:
- formula: 2d6+11
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Primal Innate Spells
- dc: 23
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: speak with plants
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: earthbind
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: entangle
- frequency:
- requirement:
- - name: tree shape
- frequency:
- requirement:
- - level: -1
- heightened_level: 2
- spells:
- - name: pass without trace
- frequency:
- requirement:
- - name: speak with animals
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Piercing Shot
- action_cost: One Action
- traits:
- description: The wood giant shoots an arrow at a target so that it glances off the first target to strike another target behind the first one. The wood giant chooses two targets in a direct line, one of which must be giving lesser cover to the other, then makes a single ranged Strike with its longbow against both targets. This attack ignores the lesser cover the first target provides to the second. The wood giant rolls damage only once, and applies it to each creature it hits. Piercing Shot counts as two attacks for the wood giant's multiple attack penalty.
- raw_description: "**Piercing Shot** The wood giant shoots an arrow at a target so that it glances off the first target to strike another target behind the first one. The wood giant chooses two targets in a direct line, one of which must be giving lesser cover to the other, then makes a single ranged Strike with its longbow against both targets. This attack ignores the lesser cover the first target provides to the second. The wood giant rolls damage only once, and applies it to each creature it hits. Piercing Shot counts as two attacks for the wood giant's multiple attack penalty."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Throw Rock
- action_cost: One Action
- traits:
- description: ''
- raw_description: '**Throw Rock** '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wood Golem
- source:
- - abbr: Bestiary 2
- page_start: 130
- page_stop:
- description: >-
- Wood golems are often given vaguely humanoid shapes, almost as if cobbled together from scraps of firewood and discarded burls. It's less common for wood golems to have artistic embellishments such as engraved patterns, or to be carved in the shapes of different types of creatures to meet the tastes of their owners. While wealthy patrons have been known to commission wood golems to be painstakingly carved to resemble themselves or their ancestors, to serve dual purposes of protection and ego bolstering, most wood golem crafters don't bother. Druids and creatures who protect woodlands, such as arboreals, typically see wood golems as an affront or an abomination, akin to the horror humanoids often feel when facing a carrion or flesh golem. As a result, it is rare to see such creatures serving as guardians for fey or druidic holy sites, despite the thematic match between the wood golem's appearance and such locations.
-
-
-
-
- **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Medium
- traits:
- - Uncommon
- - N
- - Medium
- - Construct
- - Golem
- - Mindless
- senses:
- - Perception +12
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- perception: 12
- ability_mods:
- str_mod: 5
- dex_mod: 4
- con_mod: 3
- int_mod: -5
- wis_mod: 0
- cha_mod: -5
- sense_abilities:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 16
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- - bleed
- - death effects
- - disease
- - doomed
- - drained
- - fatigued
- - healing
- - magic (see Golem Antimagic below)
- - mental
- - necromancy
- - nonlethal attacks
- - paralyzed
- - poison
- - sickened
- - unconscious
- resistances:
- - amount: 5
- type: physical (except adamantine)
- weaknesses:
- automatic_abilities:
- - name: Golem Antimagic
- action_cost: None
- traits:
- description: harmed by fire (4d8, 2d6 from areas or __persistent damage__); healed by plant (area 2d6 HP); __slowed__ by earth
- raw_description: '**Golem Antimagic** harmed by fire (4d8, 2d6 from areas or __persistent damage__); healed by plant (area 2d6 HP); __slowed__ by earth'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerable to Shape Wood
- action_cost: None
- traits:
- description: A wood golem targeted by __shape wood__ takes 2d8 damage per spell level, with a basic Fortitude save against the caster's spell DC. On a critical failure, the golem is also __immobilized__ for 1d4 rounds.
- raw_description: "**Vulnerable to Shape Wood** A wood golem targeted by __shape wood__ takes 2d8 damage per spell level, with a basic Fortitude save against the caster's spell DC. On a critical failure, the golem is also __immobilized__ for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Splinter
- action_cost: Reaction
- traits:
- - arcane
- - transmutation
- description:
- raw_description: "**Splinter [Reaction]** (__arcane__, __transmutation__) **Trigger** The wood golem takes physical damage; **Effect** A jagged, sizable splinter of wood lances out at the golem's attacker. The golem makes a splinter Strike against an adjacent creature without triggering reactions."
- generic_description:
- frequency:
- trigger: The wood golem takes physical damage
- effect: A jagged, sizable splinter of wood lances out at the golem's attacker. The golem makes a splinter Strike against an adjacent creature without triggering reactions.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 17
- traits:
- - magical
- damage:
- formula: 2d8+8
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: splinter
- to_hit: 16
- traits:
- - magical
- - range increment 30 feet
- damage:
- formula: 2d4+8
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Splinter Volley
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- description: The wood golem makes up to four splinter Strikes, each against a different target. These attacks count toward the wood golem's multiple attack penalty, but the multiple attack penalty doesn't increase until after the wood golem makes all of its attacks.
- raw_description: "**Splinter Volley** [Two Actions] (__arcane__, __evocation__) The wood golem makes up to four splinter Strikes, each against a different target. These attacks count toward the wood golem's multiple attack penalty, but the multiple attack penalty doesn't increase until after the wood golem makes all of its attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wooly Rhinoceros
- source:
- - abbr: Bestiary 2
- page_start: 228
- page_stop:
- description: >-
- Even bulkier than their non-woolly cousins, these rhinoceroses have a shaggy pelt of long, thick fur and a huge crescent-shaped horn. Woolly rhinos inhabit areas of arid tundra and cold steppes, spending much of their day grazing for sustenance.
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Animal
- senses:
- - Perception +11
- - scent (imprecise) 30 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Survival '
- bonus: 13
- misc:
- perception: 11
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 5
- int_mod: -4
- wis_mod: 3
- cha_mod: -1
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 11
- ref_misc:
- will: 15
- will_misc:
- misc: +2 status to all saves vs. cold
- hp: 100
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Cold Adaptation
- action_cost: None
- traits:
- description: The woolly rhinoceros treats __environmental cold effects__ as if they were one step less extreme.
- raw_description: '**Cold Adaptation** The woolly rhinoceros treats __environmental cold effects__ as if they were one step less extreme.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ferocity
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Ferocity** [Reaction] **Trigger** The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.'
- generic_description:
- frequency:
- trigger: The monster is reduced to 0 HP.
- effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: horn
- to_hit: 16
- traits:
- - reach 10 feet
- damage:
- formula: 2d12+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: foot
- to_hit: 16
- traits:
- damage:
- formula: 2d8+6
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Rhinoceros Charge
- action_cost: Two Actions
- traits:
- description: The wooly rhinoceros Strides twice, then makes a horn Strike. As long as the wooly rhinoceros moved at least 20 feet, the Strike's damage increases to 3d12+6. A Medium or smaller creature struck by this attack must succeed at a DC 24 Reflex save or be automatically __Shoved__ back 5 feet and knocked __prone__ by the force of the blow.
- raw_description: "**Rhinoceros Charge** [Two Actions] The wooly rhinoceros Strides twice, then makes a horn Strike. As long as the wooly rhinoceros moved at least 20 feet, the Strike's damage increases to 3d12+6. A Medium or smaller creature struck by this attack must succeed at a DC 24 Reflex save or be automatically __Shoved__ back 5 feet and knocked __prone__ by the force of the blow."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Medium or smaller, foot, DC 21
- raw_description: '**__Trample__** [Three Actions] Medium or smaller, foot, DC 21'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Worm That Walks Cultist
- source:
- - abbr: Bestiary 2
- page_start: 297
- page_stop:
- description: >-
- This worm that walks was a cultist of the Great Old One __Hastur__ in its prior life. It continues its conspiracies and strives to further its evil plots in its new life.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 34
- level: 14
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Aberration
- - Swarm
- senses:
- - Perception +25
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- - Aklo
- - Common
- skills:
- - name: 'Acrobatics '
- bonus: 24
- misc:
- - name: 'Deception '
- bonus: 28
- misc:
- - name: 'Intimidation '
- bonus: 26
- misc:
- - name: 'Occultism '
- bonus: 27
- misc:
- - name: 'Society '
- bonus: 23
- misc:
- - name: 'Stealth '
- bonus: 28
- misc:
- perception: 25
- ability_mods:
- str_mod: 5
- dex_mod: 8
- con_mod: 5
- int_mod: 5
- wis_mod: 4
- cha_mod: 8
- sense_abilities:
- items:
- ac: 36
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 28
- ref_misc:
- will: 26
- will_misc:
- misc:
- hp: 200
- hp_misc: fast healing 10fast healing 10
- immunities:
- - disease
- - paralyzed
- - poison
- - precision
- - swarm mind
- - unconscious
- resistances:
- - amount: 10
- type: physical
- weaknesses:
- - amount: 10
- type: area damage
- - amount: 10
- type: splash damage
- automatic_abilities:
- - name: Discorporate
- action_cost: None
- traits:
- description: >-
- When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.
-
-
- While the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or __splash__ weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.
- raw_description: >-
- **Discorporate** When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.
-
-
- While the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or __splash__ weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- melee:
- - action_cost: One Action
- name: tendril
- to_hit: 29
- traits:
- - reach 10 feet
- damage:
- formula: 4d8+14
- type: persistent piercing damage
- plus_damage:
- ranged:
- spell_lists:
- - name: Occult Spontaneous Spells
- dc: 34
- to_hit: 26
- misc: ''
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: phantasmal killer
- frequency:
- requirement:
- - name: visions of danger
- frequency:
- requirement:
- - name: warp mind
- frequency: 3 slots
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: dispel magic
- frequency:
- requirement:
- - name: dominate
- frequency:
- requirement:
- - name: paranoia
- frequency:
- requirement:
- - name: summon entity
- frequency: 4 slots
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: black tentacles
- frequency:
- requirement:
- - name: mind probe
- frequency:
- requirement:
- - name: phantom pain
- frequency:
- requirement:
- - name: subconscious suggestion
- frequency: 4 slots
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - name: modify memory
- frequency:
- requirement:
- - name: suggestion
- frequency:
- requirement:
- - name: veil
- frequency: 4 slots
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: dream message
- frequency:
- requirement:
- - name: haste
- frequency:
- requirement:
- - name: hypercognition
- frequency:
- requirement:
- - name: slow
- frequency: 4 slots
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: comprehend language
- frequency:
- requirement:
- - name: illusory creature
- frequency:
- requirement:
- - name: mirror image
- frequency:
- requirement:
- - name: undetectable alignment
- frequency: 4 slots
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency:
- requirement:
- - name: illusory disguise
- frequency:
- requirement:
- - name: mindlink
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency: 4 slots
- requirement:
- - level: 0
- heightened_level: 7
- spells:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: light
- frequency:
- requirement:
- - name: mage hand
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Squirming Embrace
- action_cost: One Action
- traits:
- description: The worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 basic Reflex save.
- raw_description: '**Squirming Embrace** The worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 basic Reflex save.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swarm Shape
- action_cost: One Action
- traits:
- - concentrate
- description: The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use __attack__ actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to __Squeeze__. It can use the same action to coalesce back into its normal form.
- raw_description: "**Swarm Shape** (__concentrate__) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use __attack__ actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to __Squeeze__. It can use the same action to coalesce back into its normal form."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wraith
- source:
- - abbr: Bestiary
- page_start: 335
- page_stop:
- description: >-
- Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reffect their hatred for the living, and shadowy claws are weapon enough to steal the vitality from their enemies. A wraith may be created by foul necromancy, but more often they are the result of a hermitic murderer or mutilator who even in death could not give up their wicked ways. Further complicating the matter is the fact that wraiths multiply by consuming and transforming the living into more of their foul kind—meaning a handful of wraiths left unchecked can easily turn into a horde of darkness.
-
-
-
-
- Wraiths weigh nothing and are unharmed by most physical attacks. They haunt any place where they can feed on the living, though their vulnerability to sunlight confines them to the shadowy places of the world—places where they can blend in seamlessly with their dark surroundings before silently engulfing their prey.
-
-
-
-
- Wraiths may form packs with others of their kind in places where death and mayhem are commonplace—countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish cultic rituals. In these places, the living do well to tread with sunrods and powerful clerics in tow. Ruins, sewers, and abandoned buildings provide sanctuary for wraiths during the day, as the creatures hunt exclusively at night or in dark places. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways and avoid open areas.
-
-
-
-
- As they're formed purely of anti-life from the Negative Energy Plane, wraiths pervade that unholy realm. Within nations and civilizations ruled by the undead, wraiths have places of power as assassins and spies. They're among the ruling class in Geb, but have greater numbers in Ustalav, where packs of wraiths roam graveyards and misty trails, consuming the populations of entire villages. In other parts of the world, wraiths tend not to wander and limit their activity to smaller environs, typically just the site of their chosen haunting and its immediate surroundings.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - LE
- - Medium
- - Incorporeal
- - Undead
- - Wraith
- senses:
- - Perception +14
- - darkvision
- - lifesense 60 feet
- languages:
- - Common
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 14
- ability_mods:
- str_mod: -5
- dex_mod: 4
- con_mod: 0
- int_mod: 2
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- - name: Lifesense
- action_cost: None
- traits:
- - divination
- - divine
- description: Wraiths sense the vital essence of living and undead creatures within the listed range.
- raw_description: '**Lifesense** (__divination__, __divine__) Wraiths sense the vital essence of living and undead creatures within the listed range.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 14
- ref_misc:
- will: 14
- will_misc:
- misc: +1 status to all saves vs. positive
- hp: 80
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 5
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance vs. non-magical)
- weaknesses:
- automatic_abilities:
- - name: Sunlight Powerlessness
- action_cost: None
- traits:
- description: A wraith caught in sunlight is stunned 2 and clumsy 2.
- raw_description: '**Sunlight Powerlessness** A wraith caught in sunlight is stunned 2 and clumsy 2.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: spectral hand
- to_hit: 17
- traits:
- - finesse
- damage:
- formula: 2d8+5
- type: negative
- plus_damage:
- - formula:
- type: drain life
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Drain Life
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points and the creature must succeed at a DC 23 Fortitude save or become __drained 1__. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of __drained 4__.
- raw_description: '**Drain Life** (__divine__, __necromancy__) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points and the creature must succeed at a DC 23 Fortitude save or become __drained 1__. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of __drained 4__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wraith Spawn
- action_cost: None
- traits:
- - divine
- - necromancy
- 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 __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__.
- raw_description: "**Wraith Spawn** (__divine__, __necromancy__) 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 __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__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wyrmwraith
- source:
- - abbr: 'Pathfinder #150: Broken Promises'
- page_start: 84
- page_stop:
- description: >-
- Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 41
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 41
- level: 17
- rarity: Rare
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Rare
- - CE
- - Gargantuan
- - Dragon
- - Incorporeal
- - Undead
- - Wraith
- senses:
- - Perception +29
- - darkvision
- - lifesense 120 feet
- languages:
- - Common
- - Draconic
- - Necril
- skills:
- - name: 'Acrobatics '
- bonus: 30
- misc:
- - name: 'Arcana '
- bonus: 30
- misc:
- - name: 'Intimidation '
- bonus: 33
- misc:
- - name: 'Religion '
- bonus: 33
- misc:
- - name: 'Stealth '
- bonus: 33
- misc:
- perception: 29
- ability_mods:
- str_mod: -5
- dex_mod: 9
- con_mod: 0
- int_mod: 7
- wis_mod: 7
- cha_mod: 9
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 29
- fort_misc:
- ref: 32
- ref_misc:
- will: 32
- will_misc:
- misc:
- hp: 280
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - paralyzed
- - poison
- - precision
- - unconscious
- resistances:
- - amount: 20
- type: all (except force
- - amount:
- type: ghost touch
- - amount:
- type: or positive
- - amount:
- type: double resistance vs. non-magical)
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 33
- raw_description: >-
- **Frightful Presence** 90 feet, DC 33 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Sunlight Powerlessness
- action_cost: None
- traits:
- description: A wyrmwraith in sunlight is __clumsy 2__ and __stunned 2__.
- raw_description: '**Sunlight Powerlessness** A wyrmwraith in sunlight is __clumsy 2__ and __stunned 2__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Positive Energy Transfer
- action_cost: Reaction
- traits:
- - divine
- - conjuration
- description:
- raw_description: '**Positive Energy Transfer** [Reaction] (__divine__, __conjuration__) **Trigger** The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect; **Effect** The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet.'
- generic_description:
- frequency:
- trigger: The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect
- effect: The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 50
- type: Land
- - amount: 80
- type: fly
- melee:
- - action_cost: One Action
- name: spectral jaws
- to_hit: 33
- traits:
- - reach 20 feet
- damage:
- formula: 7d8+8
- type: negative
- plus_damage:
- - formula:
- type: drain life
- - action_cost: One Action
- name: spectral claw
- to_hit: 33
- traits:
- - agile
- - reach 15 feet
- damage:
- formula: 7d6+8
- type: negative
- plus_damage:
- - formula:
- type: divine dispelling and drain life
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 35
- to_hit: 33
- misc: ''
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: charm
- frequency: undead targets only
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: divine wrath
- frequency: x3
- requirement:
- - name: finger of death
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: vampiric exsanguination
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: charm
- frequency: x3, undead targets only
- requirement:
- - name: darkness
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: bind undead
- frequency: at will
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 35
- to_hit:
- misc:
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: create undead
- frequency:
- requirement:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - divine
- - necromancy
- - negative
- description: The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__divine__, __necromancy__, __negative__) The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Divine Dispelling
- action_cost: None
- traits:
- - abjuration
- - divine
- description: A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with one of its spectral claws, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature.
- raw_description: "**Divine Dispelling** (__abjuration__, __divine__) A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with one of its spectral claws, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The wyrmwraith makes two claw Strikes and one jaws Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The wyrmwraith makes two claw Strikes and one jaws Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Drain Life
- action_cost: None
- traits:
- - divine
- - necromancy
- description: When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become __drained 2__. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 8__.
- raw_description: "**Drain Life** (__divine__, __necromancy__) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become __drained 2__. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of __drained 8__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ectoplasmic Form
- action_cost: One Action
- traits:
- - divine
- - necromancy
- description: A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith's AC increases to 43 and it gains 100 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage.
- raw_description: "**Ectoplasmic Form** (__divine__, __necromancy__) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith's AC increases to 43 and it gains 100 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Phase Lurch
- action_cost: One Action
- traits:
- - divine
- - move
- description:
- raw_description: '**Phase Lurch** (__divine__, __move__) **Requirements** The wyrmwraith is in ectoplasmic form; **Effect** As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though it were incorporeal. It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain.'
- generic_description:
- frequency:
- trigger:
- effect: The wyrmwraith is in ectoplasmic form
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Wyvern
- source:
- - abbr: Bestiary
- page_start: 133
- page_stop:
- 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 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 a wyvern lacks the strength to haul its prey all the way to its nest intact, it is far more likely to lift and drop its victim over a gully or canyon and let gravity do its work before it descends to pick apart the carcass.
-
-
-
-
- Conversation is of little interest to a wyvern, as the creature typically speaks only to taunt its prey, issue territorial claims, or demand tribute. Even so, many wyverns enjoy grim humor and tales of violent acts, particularly if those acts were committed by the storyteller. A wyvern properly appeased with meat, entertainment, and treasure sometimes agrees to provide assistance ranging from giving directions to serving as a mount for a powerful humanoid. However, these arrangements rarely last more than a few weeks before the wyvern's pride, malice, or insolence inspires it to flee or even betray its allies. Only the truly cruel can cow a wyvern into servitude for an extended period, as most wyverns are so self-interested that they go out of their way to avoid helping others.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Dragon
- senses:
- - Perception +13
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 12
- misc:
- perception: 13
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: -2
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- ac: 24
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 12
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- - paralyzed
- - unconscious
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Savage
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Savage** [Reaction] **Trigger** A creature grabbed by the wyvern critically fails a skill check to Escape. **Effect** The wyvern makes a stinger Strike against the triggering creature.'
- generic_description:
- frequency:
- trigger: A creature grabbed by the wyvern critically fails a skill check to Escape.
- effect: The wyvern makes a stinger Strike against the triggering creature.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 60
- type: fly
- melee:
- - action_cost: One Action
- name: Fangs
- to_hit: 17
- traits:
- damage:
- formula: 2d12+5
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: Claw
- to_hit: 17
- traits:
- damage:
- formula: 2d8+5
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: Stinger
- to_hit: 15
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 2d6+5
- type: piercing
- plus_damage:
- - formula:
- type: wyvern venom
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Powerful Dive
- action_cost: Two Actions
- traits:
- - move
- description: The wyvern Flies up to its fly Speed and must both move forward at least 20 feet and descend at least 10 feet. If it ends the movement within melee reach of at least one enemy its size or smaller, it can make a claw Strike against that enemy. If the claw hits, as a free action the wyvern can either automatically __Grab__ the target or knock it __prone__.
- raw_description: '**Powerful Dive** [Two Actions] (__move__) The wyvern Flies up to its fly Speed and must both move forward at least 20 feet and descend at least 10 feet. If it ends the movement within melee reach of at least one enemy its size or smaller, it can make a claw Strike against that enemy. If the claw hits, as a free action the wyvern can either automatically __Grab__ the target or knock it __prone__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Punishing Momentum
- action_cost: One Action
- traits:
- description:
- raw_description: '**Punishing Momentum** **Requirements** The wyvern grabbed a creature this turn using Powerful Dive. **Effect** The wyvern can Fly at half Speed while holding the creature in its claws, carrying that creature along with it and dropping it at the end of its movement. Alternatively, the wyvern can Strike the creature with its stinger with a +2 circumstance bonus.'
- generic_description:
- frequency:
- trigger:
- effect: The wyvern grabbed a creature this turn using Powerful Dive.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wyvern Poison
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 22; **Maximum Duration** 6 rounds; **Stage 1** 5d6 poison damage (1 round); **Stage 2** 6d6 poison damage (1 round); **Stage 3** 8d6 poison damage (1 round)'
- raw_description: '**Wyvern Poison** (__poison__) **Saving Throw** Fortitude DC 22; **Maximum Duration** 6 rounds; **Stage 1** 5d6 poison damage (1 round); **Stage 2** 6d6 poison damage (1 round); **Stage 3** 8d6 poison damage (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xill
- source:
- - abbr: Bestiary 2
- page_start: 299
- page_stop:
- description: >-
- Xills visit the __Material Plane__, where they're often known as ethereal stalkers, primarily to maraud and to kidnap creatures back to their native __Ethereal Plane__. These four-armed, warmongering monsters paralyze their victims before implanting them with eggs using an ovipositor normally kept retracted behind their mandibles. Their single-minded drive to expand and conquer is so all-encompassing that while they work together dutifully and without dissent, there is little else in their lives.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 24
-
-
- **__Recall Knowledge - Ethereal__ (__Occultism__)**: DC 24
- level: 6
- rarity: Uncommon
- type: Creature
- alignment: LE
- size: Medium
- traits:
- - Uncommon
- - LE
- - Medium
- - Aberration
- - Ethereal
- senses:
- - Perception +15
- - darkvision
- languages:
- - Aklo
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 12
- misc:
- - name: 'Intimidation '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- - name: 'Warfare Lore '
- bonus: 12
- misc:
- perception: 15
- ability_mods:
- str_mod: 4
- dex_mod: 5
- con_mod: 3
- int_mod: 0
- wis_mod: 3
- cha_mod: 0
- sense_abilities:
- items:
- - +1 longbow (40 arrows)
- - breastplate
- - scimitar (2)
- - steel shield (Hardness 5, HP 20, BT 10)
- ac: 24
- ac_special:
- - descr: 26 with shield raised
- saves:
- fort: 15
- fort_misc:
- ref: 17
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 100
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shield Block
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Shield Block** [Reaction] **Trigger** While you have your shield raised, you would take damage from a physical attack. **Effect** You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
- generic_description:
- frequency:
- trigger: While you have your shield raised, you would take damage from a physical attack.
- effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- melee:
- - action_cost: One Action
- name: scimitar
- to_hit: 16
- traits:
- - forceful
- - sweep
- damage:
- formula: 2d6+7
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: bite
- to_hit: 16
- traits:
- damage:
- formula: 2d8+7
- type: piercing
- plus_damage:
- - formula:
- type: xill paralysis
- ranged:
- - action_cost: One Action
- name: longbow
- to_hit: 17
- traits:
- - deadly 1d10
- - magical
- - range 100 feet
- - reload 0
- - volley 30 feet
- damage:
- formula: 2d8
- type: piercing
- plus_damage:
- spell_lists:
- - name: Occult Innate Spells
- dc: 24
- to_hit:
- misc:
- spell_groups:
- - level: 7
- heightened_level:
- spells:
- - name: plane shift
- frequency: to Ethereal Plane or Material Plane only, self only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Double Slash
- action_cost: One Action
- traits:
- - flourish
- description: The xill makes two scimitar Strikes against a single target. If both hit, combine their damage for the purpose of the target's resistances and weaknesses. The xill applies its multiple attack penalty to each strike normally.
- raw_description: "**Double Slash** (__flourish__) The xill makes two scimitar Strikes against a single target. If both hit, combine their damage for the purpose of the target's resistances and weaknesses. The xill applies its multiple attack penalty to each strike normally."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Implant
- action_cost: Two Actions
- traits:
- - manipulate
- description:
- raw_description: "**Implant** [Two Actions] (__manipulate__) **Requirements** The xill is adjacent to a __unconscious__, willing, or __paralyzed__ creature; **Effect** The xill implants xill eggs in the creature's flesh."
- generic_description:
- frequency:
- trigger:
- effect: The xill is adjacent to a __unconscious__, willing, or __paralyzed__ creature
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Xill Eggs
- action_cost: None
- traits:
- - disease
- description: The __sickened__ condition from xill eggs doesn't improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 __Medicine__ check and deals 4d6 slashing damage to the host; **Saving Throw** DC 24 Fortitude; **Maximum Duration** 24 hours; **Stage 1** infested with no ill effect (8 hours); **Stage 2** sickened 1 (8 hours); **Stage 3** sickened 2 (4 hours); **Stage 4** sickened 2 and 2d6 __persistent bleed damage__ as larval xills burrow out of the body and immediately fade away into the __Ethereal Plane__ (1 hour)
- raw_description: "**Xill Eggs** (__disease__) The __sickened__ condition from xill eggs doesn't improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 __Medicine__ check and deals 4d6 slashing damage to the host; **Saving Throw** DC 24 Fortitude; **Maximum Duration** 24 hours; **Stage 1** infested with no ill effect (8 hours); **Stage 2** sickened 1 (8 hours); **Stage 3** sickened 2 (4 hours); **Stage 4** sickened 2 and 2d6 __persistent bleed damage__ as larval xills burrow out of the body and immediately fade away into the __Ethereal Plane__ (1 hour)"
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Xill Paralysis
- action_cost: None
- traits:
- - incapacitation
- - occult
- description: "A creature hit by the xill's bite Strike must attempt a DC 24 Fortitude save. \n\n"
- raw_description: "**Xill Paralysis** (__incapacitation__, __occult__) A creature hit by the xill's bite Strike must attempt a DC 24 Fortitude save. \n\n**Critical Success** The creature is unaffected and is immune to xill paralysis for 1 minute. \n\n**Success** The creature is __slowed 1__ for 1 round. \n\n**Failure** The creature is __paralyzed__ for 1 round. \n\n**Critical Failure** The creature is paralyzed. It can attempt a new save at the end of each of its turns to recover, and the save DC decreases by 1 each round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is immune to xill paralysis for 1 minute.
- success: The creature is slowed 1 for 1 round.
- failure: The creature is paralyzed for 1 round.
- critical_failure: The creature is paralyzed. It can attempt a new save at the end of each of its turns to recover, and the save DC decreases by 1 each round.
- full_description:
-- name: Xilvirek
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 84
- page_stop:
- description: >-
- Xilvireks are the result of the strange evolution that takes place in __Zevgavizeb's__ Abyssal realm. These fiends resemble their dread demon lord and claim to be living embodiments of the Lord of Reptiles's snapping jaws.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 32
- level: 12
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Uncommon
- - CE
- - Large
- - Fiend
- senses:
- - Perception +23
- - darkvision
- - psionic scent (imprecise) 120 feet
- languages:
- - Abyssal
- skills:
- - name: 'Athletics '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- - name: 'Survival '
- bonus: 25
- misc:
- perception: 23
- ability_mods:
- str_mod: 7
- dex_mod: 5
- con_mod: 6
- int_mod: 0
- wis_mod: 5
- cha_mod: 4
- sense_abilities:
- - name: Psionic Scent
- action_cost: None
- traits:
- description: A xilvirek can sense the presence of creatures with an Intelligence of at least -3. Creatures that have silenced their thoughts through magic or other means can potentially counteract this sense at the GM's discretion.
- raw_description: "**Psionic Scent** A xilvirek can sense the presence of creatures with an Intelligence of at least -3. Creatures that have silenced their thoughts through magic or other means can potentially counteract this sense at the GM's discretion."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 34
- ac_special:
- saves:
- fort: 26
- fort_misc:
- ref: 21
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 215
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 10
- type: good
- - amount: 10
- type: lawful
- automatic_abilities:
- - name: Hypnotic Stench
- action_cost: None
- traits:
- - aura
- - emotion
- - enchantment
- - incapacitation
- - mental
- description: 30 feet. A creature that begins its turn in the area must succeed at a DC 32 Will save or become __fascinated__ with the xilvirek. If the creature is already fascinated by the xilvirek and fails its save, the creature is compelled to approach the xilvirek and allow itself to be __grabbed__, which ends the fascination.
- raw_description: '**Hypnotic Stench** (__aura__, __emotion__, __enchantment__, __incapacitation__, __mental__) 30 feet. A creature that begins its turn in the area must succeed at a DC 32 Will save or become __fascinated__ with the xilvirek. If the creature is already fascinated by the xilvirek and fails its save, the creature is compelled to approach the xilvirek and allow itself to be __grabbed__, which ends the fascination.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 25
- traits:
- - chaotic
- - evil
- - magical
- damage:
- formula: 3d10+13
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 27
- traits:
- - agile
- - chaotic
- - evil
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- - action_cost: One Action
- name: tail
- to_hit: 25
- traits:
- - chaotic
- - evil
- - magical
- - reach 15 feet
- - versatile P
- damage:
- formula: 3d6+13
- type: bludgeoning
- plus_damage:
- - formula:
- type: Knockdown
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: teleport
- frequency: self only
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: darkness
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Disgorge Bile
- action_cost: Two Actions
- traits:
- - acid
- - inhaled
- description: The xilvirek retches a small pool of debilitating, acrid bile onto itself. All creatures within 30 feet take 4d6 acid damage as they inhale the bile's noxious fumes (DC 32 basic Fortitude save; on a failure, the creature is __sickened 1__, or sickened 2 on a critical failure). The xilvirek can't Disgorge Bile again for 1d4 rounds.
- raw_description: "**Disgorge Bile** [Two Actions] (__acid__, __inhaled__) The xilvirek retches a small pool of debilitating, acrid bile onto itself. All creatures within 30 feet take 4d6 acid damage as they inhale the bile's noxious fumes (DC 32 basic Fortitude save; on a failure, the creature is __sickened 1__, or sickened 2 on a critical failure). The xilvirek can't Disgorge Bile again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Feasting Tentacles
- action_cost: None
- traits:
- description: The xilvirek has two tentacles on its back that it can use to suck the life from its prey. A creature that starts its turn grabbed by the xilvirek becomes __drained 1__, and the xilvirek regains 20 HP. The drained value increases by 1 on each subsequent round that the creature starts its turn grabbed, but the xilvirek doesn't regain additional HP from draining the same creature more than once per day.
- raw_description: "**Feasting Tentacles** The xilvirek has two tentacles on its back that it can use to suck the life from its prey. A creature that starts its turn grabbed by the xilvirek becomes __drained 1__, and the xilvirek regains 20 HP. The drained value increases by 1 on each subsequent round that the creature starts its turn grabbed, but the xilvirek doesn't regain additional HP from draining the same creature more than once per day."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xorn
- source:
- - abbr: Bestiary
- page_start: 146
- page_stop:
- description: >-
- These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Earth
- - Elemental
- senses:
- - Perception +15
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- - Common
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Geology Lore '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 0
- con_mod: 5
- int_mod: 0
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 11
- ref_misc:
- will: 13
- will_misc:
- misc:
- hp: 115
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- - amount: 5
- type: cold
- - amount: 5
- type: electricity
- - amount: 5
- type: fire
- weaknesses:
- - amount: 5
- type: bludgeoning
- automatic_abilities:
- speed:
- - amount: 20
- type: Land
- - amount: 20
- type: burrow
- - amount:
- type: earth glide
- melee:
- - action_cost: One Action
- name: jaw
- to_hit: 18
- traits:
- - deadly 1d10
- damage:
- formula: 2d10+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 18
- traits:
- - agile
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Claw Frenzy
- action_cost: Two Actions
- traits:
- 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.
- raw_description: "**Claw Frenzy** [Two Actions] 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Earth Glide
- action_cost: None
- traits:
- description: The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing.
- raw_description: '**Earth Glide** The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xotani
- source:
- - abbr: 'Pathfinder #150: Broken Promises'
- page_start: 81
- page_stop:
- description: >-
- A monstrosity of living flame and magma, Xotani may be the weakest of Rovagug's spawn, but it remains a formidable threat. Xotani was slain in 2104 ar by an alliance of spellcasters, but recently its deathlike slumber was interrupted. Its corpse twitches, signaling that it might be close to returning.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 50
- level: 20
- rarity: Rare
- type: Creature
- alignment: CE
- size: Gargantuan
- traits:
- - Rare
- - CE
- - Gargantuan
- - Beast
- - Fire
- senses:
- - Perception +39
- - blindsight (precise) 120 feet
- - darkvision
- languages:
- - Aklo
- - can't speak any language
- skills:
- - name: 'Athletics '
- bonus: 41
- misc:
- perception: 39
- ability_mods:
- str_mod: 10
- dex_mod: 8
- con_mod: 9
- int_mod: -4
- wis_mod: 7
- cha_mod: 6
- sense_abilities:
- items:
- ac: 48
- ac_special:
- saves:
- fort: 36
- fort_misc:
- ref: 33
- ref_misc:
- will: 30
- will_misc:
- misc:
- hp: 385
- hp_misc: regeneration 25
- immunities:
- - clumsy
- - disease
- - drained
- - enfeebled
- - fire
- - mental
- - paralyzed
- - petrified
- - poison
- - polymorph
- - stupefied
- resistances:
- - amount: 22
- type: electricity
- - amount: 22
- type: physical
- - amount: 22
- type: sonic
- weaknesses:
- - amount: 22
- type: cold
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 300 feet, DC 39
- raw_description: >-
- **Frightful Presence** 300 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Light Blindness
- action_cost: None
- traits:
- description: Xotani's light blindness is caused by only sunlight.
- raw_description: "**Light Blindness** Xotani's light blindness is caused by only sunlight."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Reactive
- action_cost: None
- traits:
- description: Xotani gains 3 reactions each round. It can still use only one reaction per trigger.
- raw_description: '**Reactive** Xotani gains 3 reactions each round. It can still use only one reaction per trigger.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Firebleed
- action_cost: Reaction
- traits:
- - fire
- description:
- raw_description: "**Firebleed** [Reaction] (__fire__) **Trigger** Xotani is damaged; **Effect** Xotani's wound erupts with magma in a 30-foot cone, dealing 6d8 fire damage and 6d8 persistent fire damage (DC 42 basic Reflex save)."
- generic_description:
- frequency:
- trigger: Xotani is damaged
- effect: Xotani's wound erupts with magma in a 30-foot cone, dealing 6d8 fire damage and 6d8 persistent fire damage (DC 42 basic Reflex save).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 60
- type: Land
- - amount: 40
- type: burrow
- - amount: 60
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 38
- traits:
- - reach 20 feet
- damage:
- formula: 5d10+8
- type: piercing
- plus_damage:
- - formula: 2d10
- type: persistent fire
- - action_cost: One Action
- name: claw
- to_hit: 38
- traits:
- - agile
- - reach 20 feet
- damage:
- formula: 5d8+8
- type: slashing
- plus_damage:
- - formula: 2d8
- type: persistent fire
- ranged:
- - action_cost: One Action
- name: lava bomb
- to_hit: 38
- traits:
- - range increment 80 feet
- damage:
- formula: 2d10+8
- type: bludgeoning
- plus_damage:
- - formula: 2d10
- type: persistent fire
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bomb Barrage
- action_cost: Two Actions
- traits:
- description: Xotani makes three lava bomb Strikes. These Strikes can be made against the same creature or different creatures, as long as all targets are within 40 feet of each other.
- raw_description: '**Bomb Barrage** [Two Actions] Xotani makes three lava bomb Strikes. These Strikes can be made against the same creature or different creatures, as long as all targets are within 40 feet of each other.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - fire
- description: Xotani breathes a blast of flame that deals 18d6 fire damage plus 4d6 persistent fire damage to all creatures in a 70-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) Xotani breathes a blast of flame that deals 18d6 fire damage plus 4d6 persistent fire damage to all creatures in a 70-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Huge, 8d6+8 bludgeoning plus 12d6 fire, Rupture 35
- raw_description: '**Swallow Whole** (__attack__) Huge, 8d6+8 bludgeoning plus 12d6 fire, Rupture 35'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, claw, DC 42. When Xotani Tramples, it can Stride up to triple its Speed.
- raw_description: '**Trample** [Three Actions] Huge or smaller, claw, DC 42. When Xotani Tramples, it can Stride up to triple its Speed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xotanispawn
- source:
- - abbr: 'Pathfinder #149: Against the Scarlet Triad'
- page_start: 91
- page_stop:
- description: >-
- Xotanispawn are monstrous versions of scavenging beetle larvae that have been corrupted and mutated by feeding on the remains of Xotani the Firebleeder, a slain Spawn of Rovagug buried beneath Pale Mountain in Katapesh. These creatures look vaguely like the minute insects they once were, with a sclerotized head and chitinous body plates, six legs, and numerous dorsal spines lining the joints and edges of each segment. However, by feeding on the unholy remains of Xotani, the spawn have manifested many of the traits of the infamous Firebleeder, most notably a blisteringly hot internal temperature and powerful fire attacks—to say nothing of their monstrous size.
-
-
-
-
- Internal heat radiates from every surface of a Xotanispawn, even from its mouth. Any contact with a Xotanispawn results in burns and the risk of catching on fire. Thankfully, Xotanispawn have also inherited Xotani's weaknesses to cold and sunlight. They are rarely encountered on the surface during the day, opting to emerge from their subterranean lairs only at night.
-
-
-
-
-
- **__Recall Knowledge - Animal__ (__Nature__)**: DC 41
- level: 17
- rarity: Rare
- type: Creature
- alignment: CE
- size: Large
- traits:
- - Rare
- - CE
- - Large
- - Animal
- - Fire
- senses:
- - Perception +29
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- skills:
- - name: 'Athletics '
- bonus: 34
- misc:
- - name: 'Stealth '
- bonus: 31
- misc:
- - name: 'Survival '
- bonus: 29
- misc:
- perception: 29
- ability_mods:
- str_mod: 9
- dex_mod: 6
- con_mod: 8
- int_mod: -5
- wis_mod: 4
- cha_mod: 5
- sense_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- description: ' (__aura__, __emotion__, __fear__, __mental__) 60 feet, DC 36'
- raw_description: >-
- **Frightful Presence** (__aura__, __emotion__, __fear__, __mental__) 60 feet, DC 36 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- items:
- ac: 40
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 29
- ref_misc:
- will: 23
- will_misc:
- misc:
- hp: 340
- hp_misc:
- immunities:
- - chaotic
- - evil
- - fire
- resistances:
- - amount: 20
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Explosion
- action_cost: None
- traits:
- - fire
- description: >-
- When a Xotanispawn dies, it explodes, dealing 15d8 fire damage to creatures in a 30-foot emanation (DC 39 basic Reflex save).
-
-
- __**Light Blindness**__
- raw_description: >-
- **Explosion** (__fire__) When a Xotanispawn dies, it explodes, dealing 15d8 fire damage to creatures in a 30-foot emanation (DC 39 basic Reflex save).
-
-
- __**Light Blindness**__
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Internal Furnace
- action_cost: Reaction
- traits:
- - fire
- description:
- raw_description: '**Internal Furnace** [Reaction] (__fire__) **Trigger** A creature adjacent to the Xotanispawn touches it or hits it with a physical attack; **Effect** The triggering creature takes 5d8 __persistent__ fire damage (DC 37 Reflex save to negate).'
- generic_description:
- frequency:
- trigger: A creature adjacent to the Xotanispawn touches it or hits it with a physical attack
- effect: The triggering creature takes 5d8 __persistent__ fire damage (DC 37 Reflex save to negate).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: burrow
- - amount: 40
- type: climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 30
- traits:
- - reach 10 feet
- damage:
- formula: 4d8+9
- type: piercing
- plus_damage:
- - formula: 2d8
- type: persistent fire and Grab
- - action_cost: One Action
- name: claw
- to_hit: 30
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 4d6+9
- type: slashing
- plus_damage:
- - formula: 2d8
- type: persistent fire
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - fire
- description: The Xotanispawn sprays a 60-foot cone of magma that deals 10d10 fire damage and 2d6 __persistent__ fire damage to all creatures in the area (DC 39 basic Reflex save). The Xotanispawn can't use its Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) The Xotanispawn sprays a 60-foot cone of magma that deals 10d10 fire damage and 2d6 __persistent__ fire damage to all creatures in the area (DC 39 basic Reflex save). The Xotanispawn can't use its Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Heat Surge
- action_cost: None
- traits:
- description: When the Xotanispawn critically hits, its body surges with heat, increasing the damage of its Internal Furnace to 10d8 until the start of its next turn.
- raw_description: '**Heat Surge** When the Xotanispawn critically hits, its body surges with heat, increasing the damage of its Internal Furnace to 10d8 until the start of its next turn.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xulgath Bilebearer
- source:
- - abbr: 'Pathfinder #151: The Show Must Go On'
- page_start: 87
- page_stop:
- description: >-
- While many xulgaths impose their will by strength or sheer numbers, some resort to more nefarious—and grotesque—means to take care of matters. The bilebearer takes its name from its eponymous bile, a putrid substance that oozes from gill-like folds in its colorful, bulging neck. Bilebearers coat their weapons with the viscous substance or secrete a concentrated dose that suffuses the air around them and disables foes.
-
-
-
-
- A bilebearer's neck bulges with folds of scaled flesh that extend almost to the creature's shoulders, containing its namesake bile productions glands inside. These folds expand and contract with each breath, and each fold has a vertical line of muscled pores that gradually exudes the thick substance, providing a perpetual supply for coating weapons. Bilebearers' necks also contain inflatable bladders, which they can quickly pressurize to expel a blast of vaporized bile in a noxious, overwhelming cloud.
-
-
-
-
- Bilebearers serve their clutches by kidnapping or slaying specific enemies. They frequently accompany their kin, particularly xulgath skulkers, to raid rival clutches or intercept foes. A bilebearer's mode of attack typically involves sneaking in, overwhelming any guards with a noxious blast of bile, and then turning their attention to the primary target. The xulgath either shreds the rapidly weakening victim on the spot or drags them away for future violence.
-
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- - Xulgath
- senses:
- - Perception +6
- - darkvision
- languages:
- - Draconic
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 6
- misc:
- - name: 'Deception '
- bonus: 5
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Thievery '
- bonus: 8
- misc:
- perception: 6
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 1
- wis_mod: 0
- cha_mod: -1
- sense_abilities:
- items:
- - dagger (2)
- ac: 18
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 30
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is __sickened 1__, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. A xulgath bilebearer can activate or deactivate its stench aura as a free action.
- raw_description: "**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is __sickened 1__, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. A xulgath bilebearer can activate or deactivate its stench aura as a free action."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: dagger
- to_hit: 12
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4+4
- type: piercing
- plus_damage:
- - formula:
- type: xulgath bile
- - action_cost: One Action
- name: jaws
- to_hit: 10
- traits:
- damage:
- formula: 2d4+4
- type: piercing
- plus_damage:
- - formula:
- type: xulgath bile
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- - agile
- damage:
- formula: 1d6+4
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 12
- traits:
- - agile
- - finesse
- - thrown 10 feet
- - versatile s
- damage:
- formula: 1d4+4
- type: piercing
- plus_damage:
- - formula:
- type: xulgath bile
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Putrid Blast
- action_cost: Two Actions
- traits:
- - olfactory
- - poison
- description:
- raw_description: '**Putrid Blast** [Two Actions] (__olfactory__, __poison__) **Frequency** once per minute; **Effect** All adjacent creatures must attempt a DC 18 Fortitude save. On a failure, the creature is __slowed 1__ (slowed 2 on a critical failure) until the end of its next turn and takes a -2 circumstance penalty to Fortitude saves against xulgath bile for 1 minute.'
- generic_description:
- frequency: once per minute
- trigger:
- effect: All adjacent creatures must attempt a DC 18 Fortitude save. On a failure, the creature is __slowed 1__ (slowed 2 on a critical failure) until the end of its next turn and takes a -2 circumstance penalty to Fortitude saves against xulgath bile for 1 minute.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Xulgath Bile
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** Fortitude DC 16; **Maximum Duration** 1 hour; **Stage 1** __fatigued__ (1 minute); **Stage 2** fatigued and __unconscious__ (1 minute).'
- raw_description: '**Xulgath Bile** (__poison__) **Saving Throw** Fortitude DC 16; **Maximum Duration** 1 hour; **Stage 1** __fatigued__ (1 minute); **Stage 2** fatigued and __unconscious__ (1 minute).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xulgath Deepmouth
- source:
- - abbr: 'Pathfinder #155: Lord of the Black Sands'
- page_start: 85
- page_stop:
- description: >-
- Xulgath deepmouths wield the powers of the __Abyss__ against their clutch's enemies and invoke righteous fear in their followers. The vast majority of deepmouths worship demon lords, most commonly __Zevgavizeb__. Scalescribing—the warping of xulgath flesh into imitations of __Abyssal__ script—is a widespread practice among deepmouths, enabling them to channel the power of the Abyss through their fanatical devotees' own bodies.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 32
- level: 12
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Humanoid
- - Xulgath
- senses:
- - Perception +26
- - darkvision
- languages:
- - Draconic
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Crafting '
- bonus: 22
- misc:
- - name: 'Diplomacy '
- bonus: 25
- misc:
- - name: 'Intimidation '
- bonus: 25
- misc:
- - name: 'Medicine '
- bonus: 25
- misc:
- - name: 'Religion '
- bonus: 25
- misc:
- - name: 'Society '
- bonus: 22
- misc:
- perception: 26
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 2
- int_mod: 4
- wis_mod: 7
- cha_mod: 5
- sense_abilities:
- items:
- - bone religious symbol of Zevgavizeb
- - +1 hide armor
- - +1 striking spiked gauntlet
- - material component pouch
- ac: 33
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 22
- ref_misc:
- will: 25
- will_misc:
- misc:
- hp: 215
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Blood Eruption
- action_cost: Reaction
- traits:
- description:
- raw_description: >-
- **Blood Eruption [Reaction]** **Trigger** A creature lands a critical hit with a melee Strike against the vitalia **Effect** The vitalia sprays blood at the triggering creature. The creature must succeed at a DC 39 Reflex save or become __dazzled__ for 1
-
-
- round (or __blinded__ for 1 round on a critical failure).
- generic_description:
- frequency:
- trigger: A creature lands a critical hit with a melee Strike against the vitalia
- effect: >-
- The vitalia sprays blood at the triggering creature. The creature must succeed at a DC 39 Reflex save or become __dazzled__ for 1
-
-
- round (or __blinded__ for 1 round on a critical failure).
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: spiked gauntlet
- to_hit: 21
- traits:
- - agile
- - free-hand
- - magical
- damage:
- formula: 2d4+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- damage:
- formula: 2d6+6
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d4+6
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Divine Prepared Spells
- dc: 33
- to_hit: 27
- misc: ''
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: divine wrath
- frequency:
- requirement:
- - name: harm
- frequency: ×6
- requirement:
- - name: repulsion
- frequency: ×2
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: heal
- frequency: ×2
- requirement:
- - name: ravening maw
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: air walk
- frequency: ×2
- requirement:
- - name:
- frequency: APG
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: heroism
- frequency:
- requirement:
- - name: meld into stone
- frequency:
- requirement:
- - name: vampiric touch
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: status
- frequency: ×3
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: protection
- frequency:
- requirement:
- - name: ray of enfeeblement
- frequency: ×2
- requirement:
- - level: 0
- heightened_level: 6
- spells:
- - name: chill touch
- frequency:
- requirement:
- - name: daze
- frequency:
- requirement:
- - name: detect magic
- frequency:
- requirement:
- - name: shield
- frequency:
- requirement:
- - name: Cleric Domain Spells
- dc: 33
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: commanding lash
- frequency:
- requirement:
- - name: vibrant thorns
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 1
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: commune
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: consecrate
- frequency:
- requirement:
- proactive_abilities:
- - name: Devourer's Dictum
- action_cost: One Action
- traits:
- - concentrate
- description: The deepmouth warps part of a scalescribed creature's flesh into a mouthed tentacle, then wills it to lash out. The deepmouth makes a jaws Strike that originates from any living scalescribed creature within 120 feet; this Strike also has __reach 15 feet__ and deals an additional 2d8 negative damage. If the Strike originates from a creature other than the deepmouth, that creature triggers reactions as though it had made the Strike.
- raw_description: "**Devourer's Dictum** (__concentrate__) The deepmouth warps part of a scalescribed creature's flesh into a mouthed tentacle, then wills it to lash out. The deepmouth makes a jaws Strike that originates from any living scalescribed creature within 120 feet; this Strike also has __reach 15 feet__ and deals an additional 2d8 negative damage. If the Strike originates from a creature other than the deepmouth, that creature triggers reactions as though it had made the Strike."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Scalescribe
- action_cost: None
- traits:
- - manipulate
- description: With 10 minutes of work, a deepmouth can carve a magical rune called a scalescript on the flesh of a living, willing xulgath (including the deepmouth itself). A creature cannot be inscribed with more than one scalescribe rune at a time, and a deepmouth can create and maintain no more than three scalescripts at a time. If the deepmouth Scalescribed itself, it can provide material and somatic components while Casting a Spell without a free hand.
- raw_description: '**Scalescribe** (__manipulate__) With 10 minutes of work, a deepmouth can carve a magical rune called a scalescript on the flesh of a living, willing xulgath (including the deepmouth itself). A creature cannot be inscribed with more than one scalescribe rune at a time, and a deepmouth can create and maintain no more than three scalescripts at a time. If the deepmouth Scalescribed itself, it can provide material and somatic components while Casting a Spell without a free hand.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xulgath Gutrager
- source:
- - abbr: 'Pathfinder #154: Siege of the Dinosaurs'
- page_start: 85
- page_stop:
- description: >-
- Xulgath gutragers exhibit more extreme developments along the same physiological path as their __bilebearer__ cousins. They are stockier and faster, with necks and limbs corded with muscle. They are also denser, with multiple stomachs full of fluids even more caustic than those of the bilebearer. Like the bilebearer, gutragers lack the distinctive stench typical of most xulgaths.
-
-
-
-
- A gutrager's torso conceals its most disturbing feature—a densely coiled esophagus. Pressurized bladders and a muscular throat allow the gutrager to propel its esophagus outward in an explosion of yellow flesh and acidic bile; caustic stomach acid coating the esophagus makes even brief physical contact with the organ dangerous. As a last resort, the gutrager can intentionally accelerate the corrosion in its esophagus, releasing vile acid in a burst that also ends its life.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- - Xulgath
- senses:
- - Perception +19
- - darkvision
- languages:
- - Draconic
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 22
- misc:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- perception: 19
- ability_mods:
- str_mod: 4
- dex_mod: 6
- con_mod: 7
- int_mod: -2
- wis_mod: 1
- cha_mod: -1
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 22
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 190
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: acid
- weaknesses:
- automatic_abilities:
- - name: Caustic Fog
- action_cost: None
- traits:
- - acid
- - aura
- description: 10 feet. Whenever a gutrager is within another xulgath's stench aura, a fog appears around the gutrager; creatures in the fog (including the gutrager) can see as normal, but they are __concealed__ from creatures outside the fog. Non-xulgaths that begin their turn in the fog take 2d6 acid damage. Strong winds suppress this ability.
- raw_description: "**Caustic Fog** (__acid__, __aura__) 10 feet. Whenever a gutrager is within another xulgath's stench aura, a fog appears around the gutrager; creatures in the fog (including the gutrager) can see as normal, but they are __concealed__ from creatures outside the fog. Non-xulgaths that begin their turn in the fog take 2d6 acid damage. Strong winds suppress this ability."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Self-Detonate
- action_cost: Two Actions
- traits:
- - acid
- description:
- raw_description: '**Self-Detonate** [Two Actions] (__acid__) **Requirements** The gutrager has 45 or fewer HP; **Effect** The gutrager compresses its gut and explodes in a burst of viscera, dying instantly and dealing 8d8 acid damage to creatures and unattended objects in a 20-foot emanation centered on the gutrager (DC 31 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect: The gutrager has 45 or fewer HP
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- damage:
- formula: 2d6+8
- type: piercing
- plus_damage:
- - formula: 2d6
- type: acid
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- - finesse
- damage:
- formula: 2d8+8
- type: slashing
- plus_damage:
- ranged:
- - action_cost: Two Actions
- name: bile jet
- to_hit: 23
- traits:
- - acid
- - range increment 60 feet
- damage:
- formula: 4d8+7
- type: acid
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Corrosive Kiss
- action_cost: Two Actions
- traits:
- - acid
- description:
- raw_description: '**Corrosive Kiss** [Two Actions] (__acid__) **Frequency** once per round; **Effect** The gutrager propels its esophagus out of its body to deliver an acidic blow. It makes an unarmed Strike against a creature or unattended object within 30 feet with a +23 attack bonus. On a hit, the target takes 2d6+8 bludgeoning plus 4d6 acid damage. On a critical hit, the target also takes 2d6 __persistent acid damage__. The gutrager is __clumsy 1__ for 1 round as it re-coils its esophagus.'
- generic_description:
- frequency: once per round
- trigger:
- effect: The gutrager propels its esophagus out of its body to deliver an acidic blow. It makes an unarmed Strike against a creature or unattended object within 30 feet with a +23 attack bonus. On a hit, the target takes 2d6+8 bludgeoning plus 4d6 acid damage. On a critical hit, the target also takes 2d6 __persistent acid damage__. The gutrager is __clumsy 1__ for 1 round as it re-coils its esophagus.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xulgath Leader
- source:
- - abbr: Bestiary
- page_start: 337
- page_stop:
- description: >-
- Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath tribes are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or slaves.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- - Xulgath
- senses:
- - Perception +9
- - darkvision
- languages:
- - Draconic
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 11
- misc:
- - name: 'Intimidation '
- bonus: 6
- misc:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 1
- con_mod: 2
- int_mod: -1
- wis_mod: 2
- cha_mod: 1
- sense_abilities:
- items:
- - breastplate
- - greataxe
- - javelin (4)
- ac: 20
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 6
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 44
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature that enters the area must attempt a DC 19 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 19 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: greataxe
- to_hit: 11
- traits:
- - sweep
- damage:
- formula: 1d10+6
- type: slashing
- plus_damage:
- - formula:
- type: Weakening Strike
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d6+6
- type: piercing
- plus_damage:
- - formula:
- type: Weakening Strike
- - action_cost: One Action
- name: claw
- to_hit: 11
- traits:
- - agile
- damage:
- formula: 1d4+6
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: javelin
- to_hit: 8
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Weakening Strike
- action_cost: One Action
- traits:
- description: The target must succeed at a DC 20 Fortitude save or become __enfeebled 1__ (or __enfeebled 2__ on a critical hit) for 1 round.
- raw_description: '**Weakening Strike** The target must succeed at a DC 20 Fortitude save or become __enfeebled 1__ (or __enfeebled 2__ on a critical hit) for 1 round.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xulgath Skulker
- source:
- - abbr: Bestiary
- page_start: 337
- page_stop:
- 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.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- - Xulgath
- senses:
- - Perception +7
- - darkvision
- languages:
- - Draconic
- - Undercommon
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Stealth '
- bonus: 8
- misc:
- - name: 'Thievery '
- bonus: 8
- misc:
- perception: 7
- ability_mods:
- str_mod: 3
- dex_mod: 4
- con_mod: 2
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - dagger (4)
- ac: 19
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 5
- will_misc:
- misc:
- hp: 28
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stench Suppression
- action_cost: Free Action
- traits:
- description: A xulgath skulker can suppress its stench aura as a free action to better hide its presence. The skulker can resume its stench aura as a free action.
- raw_description: '**Stench Suppression** [Free Action] A xulgath skulker can suppress its stench aura as a free action to better hide its presence. The skulker can resume its stench aura as a free action.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: dagger
- to_hit: 10
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- damage:
- formula: 1d6+3
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 10
- traits:
- - agile
- - finesse
- damage:
- formula: 1d4+3
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: dagger
- to_hit: 10
- traits:
- - agile
- - thrown 10 feet
- - versatile S
- damage:
- formula: 1d4+3
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Hidden Movement
- action_cost: None
- traits:
- description: If a xulgath skulker starts its turn undetected by a creature or merely hidden from it, that creature is __flat-footed__ against the skulker's attacks until the end of the skulker's turn.
- raw_description: "**Hidden Movement** If a xulgath skulker starts its turn undetected by a creature or merely hidden from it, that creature is __flat-footed__ against the skulker's attacks until the end of the skulker's turn."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures.
- raw_description: '**__Sneak Attack__** A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures. '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xulgath Spinesnapper
- source:
- - abbr: 'Pathfinder #152: Legacy of the Lost God'
- page_start: 84
- page_stop:
- description: >-
- Xulgath physiological diversity doesn't always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most xulgaths call such siblings spinesnappers, though terms like bonebreaker, marrowvent, or similarly violent epithets are equally common. A typical spinesnapper is 9 feet tall and weighs 350 pounds.
-
-
-
-
- In battle, spinesnappers have all the speed, grace, and strength of a sledgehammer. They are ideal shock troops and make a good first line of defense. When an inter-clutch conflict leads to a duel, spinesnappers are typically called upon to rise to the challenge. In this case, a spinesnapper representative from each clutch squares off for what is in theory a nonlethal wrestling match, after which the winner scrapes off some of the loser's scales as a trophy.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 20
- level: 5
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Humanoid
- - Xulgath
- senses:
- - Perception +11
- - darkvision
- languages:
- - Draconic
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 11
- misc:
- perception: 11
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 4
- int_mod: 0
- wis_mod: 2
- cha_mod: 0
- sense_abilities:
- items:
- - maul
- ac: 21
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 10
- ref_misc:
- will: 9
- will_misc:
- misc:
- hp: 95
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature that enters the aura must attempt a DC 21 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stench for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the aura must attempt a DC 21 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stench for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: maul
- to_hit: 15
- traits:
- - shove
- damage:
- formula: 1d12+10
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 15
- traits:
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- - agile
- damage:
- formula: 2d4+8
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Brutal Blow
- action_cost: Two Actions
- traits:
- description: "The spinesnapper makes a claw or weapon Strike. If it hits, in addition to dealing damage, the creature must attempt a DC 22 Fortitude saving throw, with the following effects. \n\n"
- raw_description: "**Brutal Blow** [Two Actions] The spinesnapper makes a claw or weapon Strike. If it hits, in addition to dealing damage, the creature must attempt a DC 22 Fortitude saving throw, with the following effects. \n\n**Critical Success** The creature is unaffected and the spinesnapper is flat-footed until the start of its next turn.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is pushed 10 feet.\n\n**Critical Failure** The target is pushed 10 feet and knocked prone."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and the spinesnapper is flat-footed until the start of its next turn.
- success: The creature is unaffected.
- failure: The creature is pushed 10 feet.
- critical_failure: The target is pushed 10 feet and knocked prone.
- full_description:
- - name: Choke Slam
- action_cost: One Action
- traits:
- description:
- raw_description: '**Choke Slam** **Frequency** once per round; **Requirements** The spinesnapper has a creature grabbed or restrained; **Effect** The spinesnapper slams the creature against a nearby surface. The target and the surface struck each take 4d6 bludgeoning damage, and the target must succeed at a DC 22 Fortitude save or become slowed 1 for 1 round, or stunned for 1 round on a critical failure.'
- generic_description:
- frequency: once per round
- trigger:
- effect: The spinesnapper has a creature grabbed or restrained
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xulgath Stoneliege
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 84
- page_stop:
- description: >-
- Stonelieges are xulgaths magically infused with living earth—the very bones of the world. They are created through a process xulgaths call stone-binding, which can be performed with complex alchemy, powerful psychic magic, or Abyssal rituals. Their scales are like stone slabs, and their bones are as dense as bedrock, so they are among the hardiest and longest-lived xulgaths. To stonelieges, earth is as mutable as water, and their innate power to shape the soil and stone beneath their feet makes them integral members of xulgath society (as well as formidable combatants).
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - Uncommon
- - CE
- - Medium
- - Humanoid
- - Xulgath
- senses:
- - Perception +14
- - darkvision
- - tremorsense (imprecise) 30 feet
- languages:
- - Draconic
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Cave Lore '
- bonus: 15
- misc:
- - name: 'Geology Lore '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 18
- misc:
- perception: 14
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 6
- int_mod: 1
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 26
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 12
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- resistances:
- - amount: 8
- type: physical
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature that enters the area must attempt a DC 24 Fortitude save. On a failure, the creature is __sickened 1__, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 24 Fortitude save. On a failure, the creature is __sickened 1__, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 10
- type: burrow
- melee:
- - action_cost: One Action
- name: digging bar
- to_hit: 18
- traits:
- - fatal d12
- - forceful
- - versatile B
- damage:
- formula: 2d10+9
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 19
- traits:
- - agile
- damage:
- formula: 2d6+9
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: shape stone
- frequency: x3
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Earthen Blow
- action_cost: One Action
- traits:
- - earth
- - transmutation
- description:
- raw_description: "**Earthen Blow** (__earth__, __transmutation__) **Frequency** once per round; **Effect** The stoneliege commands nearby earth to attack a foe. The stoneliege makes a claw Strike against a creature that is within 60 feet of the stoneliege and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface's square and has a reach of 10 feet. On a critical hit, the target is also knocked __prone__."
- generic_description:
- frequency: once per round
- trigger:
- effect: The stoneliege commands nearby earth to attack a foe. The stoneliege makes a claw Strike against a creature that is within 60 feet of the stoneliege and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface's square and has a reach of 10 feet. On a critical hit, the target is also knocked __prone__.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Earthen Torrent
- action_cost: Two Actions
- traits:
- - earth
- - transmutation
- description:
- raw_description: '**Earthen Torrent** [Two Actions] (__earth__, __transmutation__) **Frequency** once per minute; **Requirements** The stoneliege is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material; **Effect** The stoneliege creates a violent wave of roiling earth. Creatures in a 15-foot cone take 7d8 bludgeoning damage (DC 26 basic Reflex save; on a critical failure, creatures are also knocked __prone__).'
- generic_description:
- frequency: once per minute
- trigger:
- effect: The stoneliege is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Stone Throes
- action_cost: One Action
- traits:
- - earth
- - transmutation
- description: The stoneliege turns their own body into solid stone like a statue and immediately becomes __petrified__. Any creature grappled or restrained by the stoneliege becomes __immobilized__; to get free, the creature must damage the statue enough to break it or succeed at a DC 28 __Acrobatics__ check to __Escape__.
- raw_description: '**Stone Throes** (__earth__, __transmutation__) The stoneliege turns their own body into solid stone like a statue and immediately becomes __petrified__. Any creature grappled or restrained by the stoneliege becomes __immobilized__; to get free, the creature must damage the statue enough to break it or succeed at a DC 28 __Acrobatics__ check to __Escape__.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Xulgath Warrior
- source:
- - abbr: Bestiary
- page_start: 336
- page_stop:
- 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' 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.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 15
- level: 1
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Humanoid
- - Xulgath
- senses:
- - Perception +6
- - darkvision
- languages:
- - Draconic
- - Undercommon
- skills:
- - name: 'Athletics '
- bonus: 7
- misc:
- - name: 'Stealth '
- bonus: 5
- misc:
- perception: 6
- ability_mods:
- str_mod: 4
- dex_mod: 2
- con_mod: 3
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- items:
- - club
- - javelin (3)
- ac: 16
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 7
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 21
- hp_misc:
- immunities:
- resistances:
- - amount:
- type: '>'
- weaknesses:
- automatic_abilities:
- - name: Stench
- action_cost: None
- traits:
- - aura
- - olfactory
- description: 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute.
- raw_description: "**Stench** (__aura__, __olfactory__) 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: club
- to_hit: 9
- traits:
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: jaws
- to_hit: 9
- traits:
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 9
- traits:
- - agile
- damage:
- formula: 1d4+4
- type: slashing
- plus_damage:
- ranged:
- - action_cost: One Action
- name: club
- to_hit: 7
- traits:
- - thrown 10 feet
- damage:
- formula: 1d6+4
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: javelin
- to_hit: 7
- traits:
- - thrown 30 feet
- damage:
- formula: 1d6+4
- type: piercing
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Yaganty
- source:
- - abbr: "Pathfinder #153: Life's Long Shadow"
- page_start: 85
- page_stop:
- description: >-
- Yaganties are lean, hairy humanoids with lanky torsos, horned heads, and bulbous black eyes. The elongated fingers of one their hands are made of candlestick wax, and their fingertips, which have wicks instead of nails, burn endlessly. In the dead of night, the flickering light of a yaganty's fingertips casts dramatic shadows across their face and highlights their trollish visage.
-
-
-
-
- Yaganty fables follow a common formula. A wayward pedestrian, traveling at night and usually in a forest, follows distant lights with the hope that the lights belong to a fellow wayfarer, only to come face-to-face with a gangly monster. The story ends in one of three ways: the traveler appeals to the yaganty with a gift of gold (the exact sum necessary varies wildly by the telling), the yaganty slays the traveler over some incomprehensible transgression, or, even more inexplicably, the yaganty offers the lost traveler five candles in simple charity so that the light might guide them home.
-
-
-
-
- **__Recall Knowledge - Fey__ (__Nature__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: LN
- size: Large
- traits:
- - Uncommon
- - LN
- - Large
- - Fey
- senses:
- - Perception +20
- - greater darkvision
- languages:
- - Common
- - Infernal
- - Sylvan
- skills:
- - name: 'Deception '
- bonus: 23
- misc:
- - name: 'Nature '
- bonus: 21
- misc:
- - name: 'Occultism '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 23
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 5
- con_mod: 5
- int_mod: 2
- wis_mod: 5
- cha_mod: 7
- sense_abilities:
- items:
- ac: 29
- ac_special:
- saves:
- fort: 23
- fort_misc:
- ref: 17
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 200
- hp_misc:
- immunities:
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- - amount: 10
- type: cold iron
- automatic_abilities:
- - name: Light in the Darkness
- action_cost: None
- traits:
- - aura
- - light
- - mental
- - primal
- - visual
- description: 60 feet. The flames from a yaganty's fingers shed bright light in a 10-foot radius and are visible even in areas affected by magical darkness, but they do not shed dim light beyond that radius. Any creature within 60 feet in an area of darkness or dim light that sees the yaganty's candle fingers must succeed at a DC 27 Will save or become fascinated by the yaganty for 1 minute or until the yaganty uses a hostile action against the creature, whichever comes first.
- raw_description: "**Light in the Darkness** (__aura__, __light__, __mental__, __primal__, __visual__) 60 feet. The flames from a yaganty's fingers shed bright light in a 10-foot radius and are visible even in areas affected by magical darkness, but they do not shed dim light beyond that radius. Any creature within 60 feet in an area of darkness or dim light that sees the yaganty's candle fingers must succeed at a DC 27 Will save or become fascinated by the yaganty for 1 minute or until the yaganty uses a hostile action against the creature, whichever comes first."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vulnerability to Extinguishing
- action_cost: None
- traits:
- description: A yaganty who is doused with water or otherwise has their candle fingers extinguished takes 3d6 __persistent mental damage__, becomes __quickened__ 1, and screams in agony until they reignite their candles (typically by casting __produce flame__ and lighting their fingers with an Interact action).
- raw_description: '**Vulnerability to Extinguishing** A yaganty who is doused with water or otherwise has their candle fingers extinguished takes 3d6 __persistent mental damage__, becomes __quickened__ 1, and screams in agony until they reignite their candles (typically by casting __produce flame__ and lighting their fingers with an Interact action).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- melee:
- - action_cost: One Action
- name: candle fingers
- to_hit: 20
- traits:
- - fire
- - magical
- - reach 10 feet
- damage:
- formula: 3d10+5
- type: fire
- plus_damage:
- - action_cost: One Action
- name: claw
- to_hit: 22
- traits:
- - agile
- - magical
- - reach 10 feet
- damage:
- formula: 2d8+9
- type: slashing
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- - name: Occult Innate Spells
- dc: 29
- to_hit: 23
- misc: ''
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: darkness
- frequency:
- requirement:
- - level: 3
- heightened_level:
- spells:
- - name: burning hands
- frequency: x2
- requirement:
- - level: 0
- heightened_level: 5
- spells:
- - name: produce flame
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Fling Wax
- action_cost: Two Actions
- traits:
- - fire
- description: >+
- The yaganty whips a stream of scalding wax in a 30-foot line. Each glob deals 1d6 persistent fire damage. An affected creature or adjacent ally can remove one glob of wax by spending an Interact action to scrape it off. The yaganty can't use Fling Wax again for 1d4 rounds. Creatures in the area must attempt a DC 27 Reflex save.
-
- raw_description: >-
- **Fling Wax** [Two Actions] (__fire__) The yaganty whips a stream of scalding wax in a 30-foot line. Each glob deals 1d6 persistent fire damage. An affected creature or adjacent ally can remove one glob of wax by spending an Interact action to scrape it off. The yaganty can't use Fling Wax again for 1d4 rounds. Creatures in the area must attempt a DC 27 Reflex save.
-
-
- **Critical Success** The creature is unaffected.
-
-
- **Success** The creature is splattered with 1d2+1 globs of wax.
-
-
- **Failure** The creature is splattered with 1d4+2 globs of wax.
-
-
- **Critical Failure** As failure, and the creature is __blinded__ until it removes the globs of wax.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is splattered with 1d2+1 globs of wax.
- failure: The creature is splattered with 1d4+2 globs of wax.
- critical_failure: As failure, and the creature is blinded until it removes the globs of wax.
- full_description:
-- name: Yamaraj
- source:
- - abbr: Bestiary 2
- page_start: 211
- page_stop:
- description: >-
- The greatest judges among the psychopomps are the massive yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or __Pharasma__ herself. A yamaraj resembles an immense dragon with dark, feathery scales and an emotionless, dispassionate gaze behind a feathered mask. When not serving as the senior magistrates, lords, and generals of the __Boneyard__, yamarajes pursue highly individualistic hobbies, such as gardening or literature. They are willing to halt in their duties to converse with mortals whose expertise matches their interests.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 42
- level: 20
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Huge
- traits:
- - Uncommon
- - N
- - Huge
- - Monitor
- - Psychopomp
- senses:
- - Perception +37
- - darkvision
- - lifesense 240 feet
- - true seeing
- languages:
- - Abyssal
- - Celestial
- - Infernal
- - Requian
- - telepathy 120 feet
- - tongues
- skills:
- - name: 'Acrobatics '
- bonus: 33
- misc:
- - name: 'Athletics '
- bonus: 36
- misc:
- - name: 'Boneyard Lore '
- bonus: 40
- misc:
- - name: 'Deception '
- bonus: 34
- misc:
- - name: 'Diplomacy '
- bonus: 34
- misc:
- - name: 'Intimidation '
- bonus: 36
- misc:
- - name: 'Legal Lore '
- bonus: 40
- misc:
- - name: 'Occultism '
- bonus: 38
- misc:
- - name: 'Religion '
- bonus: 38
- misc:
- - name: 'Society '
- bonus: 38
- misc:
- perception: 37
- ability_mods:
- str_mod: 10
- dex_mod: 7
- con_mod: 7
- int_mod: 10
- wis_mod: 7
- cha_mod: 6
- sense_abilities:
- items:
- ac: 45
- ac_special:
- saves:
- fort: 33
- fort_misc:
- ref: 31
- ref_misc:
- will: 35
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 375
- hp_misc: fast healing 20, lightning drinker
- immunities:
- - death effects
- - disease
- - electricity (see lightning drinker)
- resistances:
- - amount: 20
- type: negative
- - amount: 20
- type: poison
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 60 feet, DC 39
- raw_description: >-
- **Frightful Presence** 60 feet, DC 39 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Lightning Drinker
- action_cost: None
- traits:
- description: Whenever a yamaraj would take electricity damage if not for its immunity, its fast healing increases to 40 on its next turn. During that turn, if it uses its breath weapon, the beetles crackle with electricity and deal 2d12 additional electricity damage.
- raw_description: '**Lightning Drinker** Whenever a yamaraj would take electricity damage if not for its immunity, its fast healing increases to 40 on its next turn. During that turn, if it uses its breath weapon, the beetles crackle with electricity and deal 2d12 additional electricity damage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 50
- type: fly
- - amount: 30
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 38
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 4d8+18
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab and yamaraj venom and spirit touch
- - action_cost: One Action
- name: claw
- to_hit: 38
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 4d4+18
- type: slashing
- plus_damage:
- - formula:
- type: spirit touch
- - action_cost: One Action
- name: tail
- to_hit: 38
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 4d10+18
- type: bludgeoning
- plus_damage:
- - formula:
- type: spirit touch
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 44
- to_hit:
- misc:
- spell_groups:
- - level: 10
- heightened_level:
- spells:
- - name: miracle
- frequency:
- requirement:
- - name: revival
- frequency:
- requirement:
- - level: 9
- heightened_level:
- spells:
- - name: bind soul
- frequency:
- requirement:
- - name: harm
- frequency:
- requirement:
- - name: heal
- frequency:
- requirement:
- - name: wail of the banshee
- frequency:
- requirement:
- - level: 8
- heightened_level:
- spells:
- - name: chain lightning
- frequency: ×3
- requirement:
- - name: dispel magic
- frequency: ×3
- requirement:
- - name: spirit song
- frequency:
- requirement:
- - name: wall of force
- frequency:
- requirement:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - name: mind probe
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 10
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 44
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: call spirit
- frequency:
- requirement:
- - name: resurrect
- frequency:
- requirement:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - divine
- - evocation
- description: "The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8 slashing damage and 4d8 __persistent slashing damage__ to creatures in the area (DC 42 Reflex save). It can't use Breath Weapon again for 1d4 rounds. \n\n"
- raw_description: "**Breath Weapon** [Two Actions] (__divine__, __evocation__) The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8 slashing damage and 4d8 __persistent slashing damage__ to creatures in the area (DC 42 Reflex save). It can't use Breath Weapon again for 1d4 rounds. \n\n**Critical Success** The creature takes no damage. \n\n**Success** The creature takes half damage and is __sickened 1__. \n\n**Failure** The creature takes full damage and is sickened 2. \n\n**Critical Failure** The creature takes double damage and is sickened 3."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature takes no damage.
- success: The creature takes half damage and is sickened 1.
- failure: The creature takes full damage and is sickened 2.
- critical_failure: The creature takes double damage and is sickened 3.
- full_description:
- - name: Final Judgment
- action_cost: None
- traits:
- description: A yamaraj's miracle spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the __Boneyard__, or banish a creature from the Boneyard.
- raw_description: "**Final Judgment** A yamaraj's miracle spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the __Boneyard__, or banish a creature from the Boneyard."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spirit Touch
- action_cost: None
- traits:
- description: A yamaraj's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 3d6 negative damage to living creatures and 3d6 positive damage to undead.
- raw_description: "**Spirit Touch** A yamaraj's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 3d6 negative damage to living creatures and 3d6 positive damage to undead."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Yamaraj Venom
- action_cost: None
- traits:
- - poison
- description: While a creature is __clumsy__ from this poison, it is __doomed__ with the same value; **Saving Throw** DC 42 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 3d8 poison damage and clumsy 1 (1 round); **Stage 2** 5d8 poison damage and clumsy 2 (1 round); **Stage 3** 7d8 poison damage and clumsy 3 (1 round)
- raw_description: '**Yamaraj Venom** (__poison__) While a creature is __clumsy__ from this poison, it is __doomed__ with the same value; **Saving Throw** DC 42 Fortitude; **Maximum Duration** 10 rounds; **Stage 1** 3d8 poison damage and clumsy 1 (1 round); **Stage 2** 5d8 poison damage and clumsy 2 (1 round); **Stage 3** 7d8 poison damage and clumsy 3 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Yellow Musk Brute
- source:
- - abbr: Bestiary 2
- page_start: 301
- page_stop:
- description: >-
- A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Large
- traits:
- - N
- - Large
- - Mindless
- - Plant
- senses:
- - Perception +4
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 9
- misc:
- perception: 4
- ability_mods:
- str_mod: 5
- dex_mod: -3
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- - name: Slow
- action_cost: None
- traits:
- description: A yellow musk brute is permanently __slowed 1__ and can't use reactions.
- raw_description: "**Slow** A yellow musk brute is permanently __slowed 1__ and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 3
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 45
- hp_misc:
- immunities:
- - mental
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Entangling Tendrils
- action_cost: None
- traits:
- - aura Entangling Tendrils
- description: 5 feet. Grasping tendrils extend out from the brute. When the brute ends its movement next to a creature, or a creature ends its turn next to the brute, that creature must succeed at a DC 15 Reflex save or be __grabbed__ by the tendrils.
- raw_description: '**Entangling Tendrils** (__aura Entangling Tendrils__) 5 feet. Grasping tendrils extend out from the brute. When the brute ends its movement next to a creature, or a creature ends its turn next to the brute, that creature must succeed at a DC 15 Reflex save or be __grabbed__ by the tendrils.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 11
- traits:
- - reach 10 feet
- damage:
- formula: 1d12+5
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Push 5 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Limb Extension
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Limb Extension** [Free Action] **Trigger** The yellow musk brute is reduced to 15 HP or fewer; **Effect** Creeper tendrils tear through the brute's limbs, causing its forearms to tear loose. The brute's melee reach increases by 5 feet."
- generic_description:
- frequency:
- trigger: The yellow musk brute is reduced to 15 HP or fewer
- effect: Creeper tendrils tear through the brute's limbs, causing its forearms to tear loose. The brute's melee reach increases by 5 feet.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pollen Touch
- action_cost: None
- traits:
- description: "When the brute strikes a creature, that creature is exposed to yellow musk creeper pollen. The affected creature must attempt a DC 15 Will save. Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours. \n\n"
- raw_description: "**Pollen Touch** When the brute strikes a creature, that creature is exposed to yellow musk creeper pollen. The affected creature must attempt a DC 15 Will save. Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is __fascinated__. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the brute as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act. \n\n**Critical Failure** As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected.
- failure: The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the brute as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act.
- critical_failure: As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end.
- full_description:
-- name: Yellow Musk Creeper
- source:
- - abbr: Bestiary 2
- page_start: 300
- page_stop:
- description: >-
- Made up of thick, green vines with numerous yellow flowers, the yellow musk creeper grows at places where the ground is enriched with spilled blood and corpses, like battlefields and graveyards. An ideal environment for the yellow musk creeper isn't inhabited, but draws occasional humanoid visitors the plant can transform into thralls. The yellow musk creeper enraptures creatures with its bright yellow pollen to bring them close. It then physically alters their brains with its tendrils, implanting a seed in each to turn the creatures into mindless thralls. The yellow musk creeper might try to take over a sleeping creature, but it lacks the faculties to sneak up on anyone, and is likely to wake victims before it can drag itself close enough.
-
-
-
-
- The plant's pollen can spread far on the wind but quickly becomes too diffuse to cause harm. Wilderness scouts learn to sniff out the distinctive musky scent of the pollen, which stays potent even in harmless quantities. A sprouting creeper is also easy to detect, since it grows from the rotting, messy corpse of a thrall creature.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Mindless
- - Plant
- senses:
- - Perception +4
- - tremorsense (imprecise) 30 feet
- languages:
- skills:
- - name: 'Stealth '
- bonus: 6
- misc:
- perception: 4
- ability_mods:
- str_mod: 3
- dex_mod: 2
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -1
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 6
- ref_misc:
- will: 4
- will_misc:
- misc:
- hp: 34
- hp_misc:
- immunities:
- - mental
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 5
- type: Land
- melee:
- - action_cost: One Action
- name: tendril
- to_hit: 9
- traits:
- - reach 10 feet
- damage:
- formula: 1d10+3
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Bore into Brain
- action_cost: Three Actions
- traits:
- - manipulate
- - mental
- description: The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large __humanoid__ creature that's __unconscious__, willing, or __fascinated__ by Spray Pollen, and within reach of the creeper's tendrils. The creature must succeed at a DC 18 Fortitude save or become __stupefied 1__ (stupefied 2 on a critical failure). Subsequent failed saves against Bore into Brain increase the stupefied value. If the creature reaches stupefied 5, it is turned into a __yellow musk thrall__Boring into a creature's brain doesn't end fascination caused by Spray Pollen.
- raw_description: "**Bore into Brain** [Three Actions] (__manipulate__, __mental__) The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large __humanoid__ creature that's __unconscious__, willing, or __fascinated__ by Spray Pollen, and within reach of the creeper's tendrils. The creature must succeed at a DC 18 Fortitude save or become __stupefied 1__ (stupefied 2 on a critical failure). Subsequent failed saves against Bore into Brain increase the stupefied value. If the creature reaches stupefied 5, it is turned into a __yellow musk thrall__Boring into a creature's brain doesn't end fascination caused by Spray Pollen."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Spray Pollen
- action_cost: Two Actions
- traits:
- - mental
- - poison
- description: "The yellow musk creeper blasts yellow pollen in either a 30-foot line or a 15-foot cone. Each creature in the emanation must attempt a DC 20 Will save. Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours. \n\n"
- raw_description: "**Spray Pollen** [Two Actions] (__mental__, __poison__) The yellow musk creeper blasts yellow pollen in either a 30-foot line or a 15-foot cone. Each creature in the emanation must attempt a DC 20 Will save. Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is __fascinated__. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act. \n\n**Critical Failure** As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected.
- failure: The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act.
- critical_failure: As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end.
- full_description:
-- name: Yellow Musk Thrall
- source:
- - abbr: Bestiary 2
- page_start: 301
- page_stop:
- description: >-
- A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours.
-
-
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: N
- size: Medium
- traits:
- - N
- - Medium
- - Mindless
- - Plant
- senses:
- - Perception +0
- - low-light vision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 5
- misc:
- perception: 0
- ability_mods:
- str_mod: 3
- dex_mod: -2
- con_mod: 2
- int_mod: -5
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- - name: Slow
- action_cost: None
- traits:
- description: A yellow musk thrall is permanently __slowed 1__ and can't use reactions.
- raw_description: "**Slow** A yellow musk thrall is permanently __slowed 1__ and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 14
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 0
- ref_misc:
- will: 2
- will_misc:
- misc:
- hp: 12
- hp_misc:
- immunities:
- - mental
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Entangling Tendrils
- action_cost: None
- traits:
- - aura
- description: >-
- 5 feet. Grasping tendrils extend out from the thrall. When the
-
-
- thrall ends its movement next to a creature, or a creature ends its turn next to the
-
-
- thrall, that creature must succeed at a DC 14 Reflex save or be __grabbed__ by the tendrils.
- raw_description: >-
- **Entangling Tendrils** (__aura__) 5 feet. Grasping tendrils extend out from the thrall. When the
-
-
- thrall ends its movement next to a creature, or a creature ends its turn next to the
-
-
- thrall, that creature must succeed at a DC 14 Reflex save or be __grabbed__ by the tendrils.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 7
- traits:
- damage:
- formula: 1d4+3
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab and pollen touch
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Limb Extension
- action_cost: Free Action
- traits:
- description:
- raw_description: "**Limb Extension** [Free Action] **Trigger** The yellow musk thrall is reduced to 4 HP or fewer; **Effect** Creeper tendrils tear through the thrall's limbs, causing its forearms to tear loose. The thrall's melee reach increases by 5 feet."
- generic_description:
- frequency:
- trigger: The yellow musk thrall is reduced to 4 HP or fewer
- effect: Creeper tendrils tear through the thrall's limbs, causing its forearms to tear loose. The thrall's melee reach increases by 5 feet.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Pollen Touch
- action_cost: None
- traits:
- description: "When the thrall strikes a creature, that creature is exposed to yellow musk creeper pollen. The affected creature must attempt a DC 14 Will save. Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours. \n\n"
- raw_description: "**Pollen Touch** When the thrall strikes a creature, that creature is exposed to yellow musk creeper pollen. The affected creature must attempt a DC 14 Will save. Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is __fascinated__. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the thrall as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act. \n\n**Critical Failure** As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success: The creature is unaffected.
- failure: The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the thrall as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act.
- critical_failure: As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end.
- full_description:
-- name: Yeth Hound
- source:
- - abbr: Bestiary 2
- page_start: 302
- page_stop:
- description: >-
- Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble lean, sleek dogs with overlarge ears and narrow paws that can tread on air as easily as the ground. Despite their canine appearance, yeth hounds are remarkably intelligent, although they rarely display this intelligence except when devising intricate tactics to ensnare their quarry. Their eerie bays echo across the countryside when they are engaged in a hunt, and they particularly enjoy baying to frighten and disorient intelligent creatures. Yeth hound packs can number as many as a dozen members, each working in uncanny communion with its packmates to corner and kill their prey. Yeth hounds like to drag their victims back to their lairs to eat at their leisure, so these lairs often contain discarded treasures from the hounds' previous meals.
-
-
-
-
- Yeth hounds despise two things: sunlight and other canines. They hunt only at night if they can, often breaking off their hunt at dawn to retreat to a subterranean lair or den, no matter how close they had come to catching their prey. Yeth hounds usually attack __wargs__, __wolves__, and similar creatures on sight, working to drive larger or more powerful canines from their hunting areas when then can't simply overpower and kill them.
-
-
-
-
- Evil rangers, bestial __demons__, and wicked cults are frequently gifted yeth hound servants by fiendish patrons. Such hounds often serve as spies and are quick to turn against those who fail to advance the patrons' wicked aims. The cult of __Lamashtu__, in particular, is fond of using yeth hounds as temple guardians.
-
-
-
-
- **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 18
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: CE
- size: Medium
- traits:
- - CE
- - Medium
- - Beast
- - Fiend
- senses:
- - Perception +9
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Abyssal
- - (can't speak any language)
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Athletics '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- - name: 'Survival '
- bonus: 8
- misc:
- perception: 9
- ability_mods:
- str_mod: 4
- dex_mod: 3
- con_mod: 2
- int_mod: -2
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- ac: 18
- ac_special:
- saves:
- fort: 9
- fort_misc:
- ref: 12
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 55
- hp_misc:
- immunities:
- resistances:
- weaknesses:
- - amount: 5
- type: silver
- automatic_abilities:
- speed:
- - amount: 40
- type: Land
- - amount: 6
- type: air walk
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 11
- traits:
- damage:
- formula: 1d8+6
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil
- - formula:
- type: Knockdown
- - formula:
- type: sinister bite
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 20
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 4
- spells:
- - name: air walk
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Bay
- action_cost: Three Actions
- traits:
- - auditory
- - concentrate
- - divine
- - enchantment
- - fear
- - mental
- description: The yeth hound emits an unearthly howl audible up to 300 feet away. Any non-__fiend__ creature that hears the howl must succeed at a DC 20 Will save or become __frightened 1__. Any creature that critically fails and is within 60 feet of the yeth hound is instead frightened 3 and __fleeing__ for 1d4 rounds (or until it recovers from its frightened condition). Whether it succeeds or fails the saving throw, the creature is then temporarily immune to Bay for 24 hours.
- raw_description: '**Bay** [Three Actions] (__auditory__, __concentrate__, __divine__, __enchantment__, __fear__, __mental__) The yeth hound emits an unearthly howl audible up to 300 feet away. Any non-__fiend__ creature that hears the howl must succeed at a DC 20 Will save or become __frightened 1__. Any creature that critically fails and is within 60 feet of the yeth hound is instead frightened 3 and __fleeing__ for 1d4 rounds (or until it recovers from its frightened condition). Whether it succeeds or fails the saving throw, the creature is then temporarily immune to Bay for 24 hours.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sinister Bite
- action_cost: None
- traits:
- description: A good creature bitten by a yeth hound must attempt a DC 20 Will save. On a critical success, the creature is temporarily immune to sinister bite for 1 minute. A creature that fails becomes __frightened 1__, or increases the value of its frightened condition by 1 if already frightened.
- raw_description: '**Sinister Bite** A good creature bitten by a yeth hound must attempt a DC 20 Will save. On a critical success, the creature is temporarily immune to sinister bite for 1 minute. A creature that fails becomes __frightened 1__, or increases the value of its frightened condition by 1 if already frightened.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Yeti
- source:
- - abbr: Bestiary
- page_start: 338
- page_stop:
- description: >-
- Nearly a myth, the yeti is rarely seen—and even when it is, it is 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, fur-covered humanoids who leave strange and bloody tracks in the snow.
-
-
-
-
- Normally yetis seek to protect the world rather than hunt its other civilized denizens. They do so by lairing near eldritch portals that form links between the Material Plane and other, much stranger dimensions of reality. From within these snow-covered arches and ancient stone doorways, aliens, living nightmares, fiends, and worse can emerge through dimensional networks into the world. Yetis who guard these portals sometimes succumb to these horrors and are corrupted, taking on the bloodthirsty urges and horrific behaviors of the very monsters they strive to protect the world against. Yetis who manifest such violent tendencies are driven out of their clan and forced to wander the mountaintops alone, thus giving rise to the myth of the legendary abominable snowman. Forced to fend for themselves, these exiled yetis often fully embrace the corrupting elements that caused their exile in the first place, growing more powerful and more deadly as a result. The most vile of these yetis turn to cannibalism, not out of need, but out of a sheer joy at the terror they inflict upon their kin. Invariably such cannibalistic yetis attract the attention of wendigos, which makes a bad situation all the worse.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 22
- level: 5
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Humanoid
- senses:
- - Perception +15
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Aklo
- skills:
- - name: 'Athletics '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 12
- misc: +15 in snow
- - name: 'Survival '
- bonus: 11
- misc:
- perception: 15
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 4
- int_mod: -1
- wis_mod: 4
- cha_mod: -1
- sense_abilities:
- - name: Snowblind
- action_cost: None
- traits:
- description: When Hiding, the yeti is concealed by any snowfall, even if it's not thick enough to make other creatures concealed.
- raw_description: "**Snowblind** When Hiding, the yeti is concealed by any snowfall, even if it's not thick enough to make other creatures concealed."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 15
- fort_misc:
- ref: 11
- ref_misc:
- will: 13
- will_misc:
- misc: +4 status to all saves vs. fear and dreams
- hp: 115
- hp_misc:
- immunities:
- - cold
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Nightmare Guardian
- action_cost: None
- traits:
- description: Yetis gain a +4 status bonus to saves against fear and against spells and abilities that affect dreams. A yeti that falls prey to a supernatural nightmare loses this ability and becomes permanently enraged, gaining a +1 status bonus to attack and damage rolls and a -1 status penalty to AC.
- raw_description: '**Nightmare Guardian** Yetis gain a +4 status bonus to saves against fear and against spells and abilities that affect dreams. A yeti that falls prey to a supernatural nightmare loses this ability and becomes permanently enraged, gaining a +1 status bonus to attack and damage rolls and a -1 status penalty to AC.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Vanish
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Vanish** [Reaction] **Trigger** The yeti is hidden or undetected while not in combat, and a creature would observe it. **Effect** The yeti Strides or Climbs up to half its Speed to a location where it can Hide, then Hides. If its new Stealth check result meets or exceeds the triggering creature's Perception DC, the yeti remains hidden."
- generic_description:
- frequency:
- trigger: The yeti is hidden or undetected while not in combat, and a creature would observe it.
- effect: The yeti Strides or Climbs up to half its Speed to a location where it can Hide, then Hides. If its new Stealth check result meets or exceeds the triggering creature's Perception DC, the yeti remains hidden.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 20
- type: climb
- melee:
- - action_cost: One Action
- name: claw
- to_hit: 15
- traits:
- damage:
- formula: 2d10+5
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Grizzly Arrival
- action_cost: Free Action
- traits:
- - emotion
- - fear
- - mental
- description:
- raw_description: "**Grizzly Arrival** [Free Action] (__emotion__, __fear__, __mental__) **Trigger** The yeti hits a creature in the first round of combat 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__."
- generic_description:
- frequency:
- trigger: The yeti hits a creature in the first round of combat 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__.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Rend
- action_cost: One Action
- traits:
- description: claw
- raw_description: A Rend entry lists a Strike the monster has. **Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. **Effect** The monster automatically deals that Strike's damage again to the enemy.
- generic_description:
- frequency:
- trigger:
- effect: The monster automatically deals that Strike's damage again to the enemy.
- requirements: The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Black Dragon
- source:
- - abbr: Bestiary
- page_start: 105
- page_stop:
- 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 with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures 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.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Acid
- - Amphibious
- - Dragon
- senses:
- - Perception +15
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Arcana '
- bonus: 12
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- perception: 15
- ability_mods:
- str_mod: 6
- dex_mod: 3
- con_mod: 4
- int_mod: 1
- wis_mod: 2
- cha_mod: 2
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 12
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 125
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 23
- raw_description: >-
- **Frightful Presence** 90 feet, DC 23 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Tail Lash
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Tail Lash** [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."
- generic_description:
- frequency:
- 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.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 100
- type: fly
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 19
- traits:
- - acid
- - reach 10 feet
- damage:
- formula: 2d10+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: acid
- - action_cost: One Action
- name: claw
- to_hit: 19
- traits:
- - agile
- damage:
- formula: 2d6+9
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 17
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+7
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 17
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+7
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - arcane
- - evocation
- 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 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__acid__, __arcane__, __evocation__) 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 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horns Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Blue Dragon
- source:
- - abbr: Bestiary
- page_start: 107
- page_stop:
- description: >-
- Blue dragons are the sleek and poised cosmopolitans of the chromatic 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, 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 been known to use these tactics even with their own chromatic cousins.
-
-
-
-
- Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.
-
-
-
-
- Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.
-
-
-
-
- The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Dragon
- - Electricity
- senses:
- - Perception +18
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Arcana '
- bonus: 16
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Diplomacy '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Society '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 3
- int_mod: 1
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- - name: Sound Imitation
- action_cost: None
- traits:
- description: The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so.
- raw_description: '**Sound Imitation** The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 18
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 170
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 26
- raw_description: >-
- **Frightful Presence** 90 feet, DC 26 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The dragon is targeted with an attack.
- effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 15
- type: burrow
- - amount: 100
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - electricity
- - reach 15 feet
- damage:
- formula: 2d8+11
- type: piercing
- plus_damage:
- - formula: 1d12
- type: electricity
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- damage:
- formula: 2d8+11
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 19
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+9
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 19
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+9
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: create water
- frequency: at will, see desert thirst
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: ghost sound
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - electricity
- - evocation
- 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 for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __electricity__, __evocation__) 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 for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Desert Thirst
- action_cost: None
- traits:
- - arcane
- - transmutation
- 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 (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.
- raw_description: "**Desert Thirst** (__arcane__, __transmutation__) 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 (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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horns Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horns Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Brass Dragon
- source:
- - abbr: Bestiary
- page_start: 117
- page_stop:
- description: >-
- Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.
-
-
-
-
- These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.
-
-
-
-
- Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.
-
-
-
-
- Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 23
- level: 7
- rarity: Common
- type: Creature
- alignment: CG
- size: Large
- traits:
- - CG
- - Large
- - Dragon
- - Fire
- senses:
- - Perception +15
- - darkvision
- - scent (imprecise) 60 feet
- - tremorsense (imprecise) 30 feet
- languages:
- - Common
- - Draconic
- - Gnomish
- - Halfling
- - Sylvan
- - speak with animals
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Diplomacy '
- bonus: 15
- misc:
- - name: 'Society '
- bonus: 14
- misc:
- perception: 15
- ability_mods:
- str_mod: 5
- dex_mod: 2
- con_mod: 3
- int_mod: 1
- wis_mod: 1
- cha_mod: 2
- sense_abilities:
- items:
- ac: 25
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 15
- ref_misc:
- will: 14
- will_misc:
- misc:
- hp: 125
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 23
- raw_description: >-
- **Frightful Presence** 90 feet, DC 23 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The dragon is targeted with an attack.
- effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 30
- type: burrow
- - amount: 120
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 19
- traits:
- - fire
- - reach 10 feet
- damage:
- formula: 2d6+8
- type: piercing
- plus_damage:
- - formula: 1d8
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 19
- traits:
- - agile
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 17
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+7
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 2
- spells:
- - name: speak with animals
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - fire
- 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 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) 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 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one jaws Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one jaws Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Brine Dragon
- source:
- - abbr: Bestiary 2
- page_start: 87
- page_stop:
- description: >-
- Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.
-
-
-
-
- Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.
-
-
-
-
- Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 26
- level: 8
- rarity: Uncommon
- type: Creature
- alignment: LN
- size: Large
- traits:
- - Uncommon
- - LN
- - Large
- - Amphibious
- - Dragon
- - Elemental
- - Water
- senses:
- - Perception +16
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Aquan
- - Common
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Deception '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Nature '
- bonus: 16
- misc:
- - name: 'Society '
- bonus: 16
- misc:
- - name: 'Survival '
- bonus: 14
- misc:
- perception: 16
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: 2
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 18
- fort_misc:
- ref: 16
- ref_misc:
- will: 16
- will_misc:
- misc:
- hp: 142
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 24
- raw_description: >-
- **Frightful Presence** 90 feet, DC 24 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Brine Spit
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Brine Spit [Reaction]** **Trigger **A creature the brine dragon observes within 30 feet uses a __concentrate__ action; **Effect **The dragon spits a glob of caustic salt water at the creature. The creature takes 3d6 acid damage (DC 26 basic Reflex save). On a failure, the concentrate action is disrupted.'
- generic_description:
- frequency:
- trigger: A creature the brine dragon observes within 30 feet uses a __concentrate__ action
- effect: The dragon spits a glob of caustic salt water at the creature. The creature takes 3d6 acid damage (DC 26 basic Reflex save). On a failure, the concentrate action is disrupted.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 100
- type: fly
- - amount: 50
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- - acid
- - reach 10 feet
- damage:
- formula: 2d10+8
- type: piercing
- plus_damage:
- - formula: 2d4
- type: acid
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d8+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 18
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+8
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 18
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d12+8
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 26
- to_hit: 18
- misc: ''
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: hydraulic push
- frequency: ×2
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - acid
- - evocation
- - primal
- description: The dragon breathes a spray of acidic salt water that deals 9d6 acid damage in an 80-foot line (DC 26 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__acid__, __evocation__, __primal__) The dragon breathes a spray of acidic salt water that deals 9d6 acid damage in an 80-foot line (DC 26 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one wing Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Bronze Dragon
- source:
- - abbr: Bestiary
- page_start: 119
- page_stop:
- description: >-
- Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.
-
-
-
-
- Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.
-
-
-
-
- While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: LG
- size: Large
- traits:
- - LG
- - Large
- - Amphibious
- - Dragon
- - Water
- senses:
- - Perception +18
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Aquan
- - Common
- - Draconic
- - Dwarven
- - Elven
- - speak with animals
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Arcana '
- bonus: 20
- misc:
- - name: 'Athletics '
- bonus: 18
- misc:
- - name: 'Diplomacy '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Occultism '
- bonus: 18
- misc:
- - name: 'Society '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- perception: 18
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 3
- int_mod: 3
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 17
- ref_misc:
- will: 19
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 170
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 26
- raw_description: >-
- **Frightful Presence** 90 feet, DC 26 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 120
- type: fly
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - electricity
- - reach 10 feet
- damage:
- formula: 2d8+11
- type: piercing
- plus_damage:
- - formula: 1d12
- type: electricity
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- damage:
- formula: 2d8+11
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 19
- traits:
- - reach 10 feet
- damage:
- formula: 1d8+9
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: -1
- heightened_level: 2
- spells:
- - name: speak with animals
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. \n\n * **Lightning** (__arcane__, __electricity__, __evocation__); The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 basic Reflex save).\n\n * **Repulsion Gas** (__abjuration__, __arcane__, __incapacitation__, __mental__); The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Lightning
- action_cost: None
- traits:
- - arcane
- - electricity
- - evocation
- description: The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 basic Reflex save).
- raw_description: '**Lightning** (__arcane__, __electricity__, __evocation__); The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Repulsion Gas
- action_cost: None
- traits:
- - abjuration
- - arcane
- - incapacitation
- - mental
- description: The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
- raw_description: '**Repulsion Gas** (__abjuration__, __arcane__, __incapacitation__, __mental__); The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Water Mastery
- action_cost: None
- traits:
- - arcane
- - transmutation
- - water
- description: For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.
- raw_description: '**Water Mastery** (__arcane__, __transmutation__, __water__) For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Cloud Dragon
- source:
- - abbr: Bestiary 2
- page_start: 89
- page_stop:
- description: >-
- At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.
-
-
-
-
- A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw—they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.
-
-
-
-
- Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 29
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 29
- level: 10
- rarity: Uncommon
- type: Creature
- alignment: N
- size: Large
- traits:
- - Uncommon
- - N
- - Large
- - Air
- - Dragon
- - Elemental
- senses:
- - Perception +22
- - darkvision
- - mist vision
- - scent (imprecise) 60 feet
- languages:
- - Auran
- - Common
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 20
- misc:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Deception '
- bonus: 20
- misc:
- - name: 'Diplomacy '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Nature '
- bonus: 18
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 16
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 2
- con_mod: 5
- int_mod: 2
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- - name: Mist Vision
- action_cost: None
- traits:
- description: Fog and mist don't impair a cloud dragon's vision; they ignore the __concealed__ condition from fog and mist.
- raw_description: "**Mist Vision** Fog and mist don't impair a cloud dragon's vision; they ignore the __concealed__ condition from fog and mist."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 18
- ref_misc:
- will: 20
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - electricity
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 26
- raw_description: >-
- **Frightful Presence** 90 feet, DC 26 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Deflecting Cloud
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Deflecting Cloud [Reaction]** **Trigger **The dragon is the target of a ranged attack; **Requirements **The dragon is aware of the attack and has a free wing; **Effect **The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were __hidden__ for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack.'
- generic_description:
- frequency:
- trigger: The dragon is the target of a ranged attack
- effect: The dragon is aware of the attack and has a free wing
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 140
- type: fly
- - amount:
- type: cloud walk
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - electricity
- - reach 10 feet
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- - formula: 1d12
- type: electricity
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- damage:
- formula: 2d8+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 21
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+13
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 21
- traits:
- - deadly d8
- - reach 10 feet
- damage:
- formula: 1d12+11
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: obscuring mist
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: gust of wind
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - electricity
- - evocation
- - primal
- description: The dragon breathes a thundercloud that deals 11d6 electricity damage in a 40-foot cone (DC 29 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__electricity__, __evocation__, __primal__) The dragon breathes a thundercloud that deals 11d6 electricity damage in a 40-foot cone (DC 29 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cloud Walk
- action_cost: None
- traits:
- description: The cloud dragon can tread on clouds or fog as though on solid ground.
- raw_description: '**Cloud Walk** The cloud dragon can tread on clouds or fog as though on solid ground.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horn Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Copper Dragon
- source:
- - abbr: Bestiary
- page_start: 121
- page_stop:
- 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 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 the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.
-
-
-
-
- Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.
-
-
-
-
- A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: CG
- size: Large
- traits:
- - CG
- - Large
- - Dragon
- - Earth
- senses:
- - Perception +16
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Gnomish
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Crafting '
- bonus: 14
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Performance '
- bonus: 16
- misc:
- - name: 'Society '
- bonus: 16
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 16
- ability_mods:
- str_mod: 5
- dex_mod: 3
- con_mod: 2
- int_mod: 2
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 17
- ref_misc:
- will: 16
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 150
- hp_misc:
- immunities:
- - acid
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 23
- raw_description: >-
- **Frightful Presence** 90 feet, DC 23 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail** [Reaction] **Trigger** A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action."
- generic_description:
- frequency:
- trigger: A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.
- effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 120
- type: fly
- - amount: 30
- type: climb stone
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- - acid
- - reach 10 feet
- damage:
- formula: 2d8+8
- type: piercing
- plus_damage:
- - formula: 1d8
- type: acid
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 18
- traits:
- - reach 15 feet
- damage:
- formula: 1d8+7
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: grease
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. \n\n * **Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 basic Fortitude save).\n\n * **Slowing Gas** (__arcane__, __transmutation__); The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude save or be __slowed 1__ for 1 round (or __slowed 2__ on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Acid
- action_cost: None
- traits:
- - acid
- - arcane
- - evocation
- description: The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 basic Fortitude save).
- raw_description: '**Acid** (__acid__, __arcane__, __evocation__); The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 basic Fortitude save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Slowing Gas
- action_cost: None
- traits:
- - arcane
- - transmutation
- description: The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude save or be __slowed 1__ for 1 round (or __slowed 2__ on a critical failure).
- raw_description: '**Slowing Gas** (__arcane__, __transmutation__); The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude save or be __slowed 1__ for 1 round (or __slowed 2__ on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Climb Stone
- action_cost: None
- traits:
- description: The dragon's climb speed functions only when climbing stone surfaces.
- raw_description: "**Climb Stone** The dragon's climb speed functions only when climbing stone surfaces."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Crystal Dragon
- source:
- - abbr: Bestiary 2
- page_start: 91
- page_stop:
- description: >-
- Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.
-
-
-
-
- Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.
-
-
-
-
- Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 25
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 25
- level: 7
- rarity: Uncommon
- type: Creature
- alignment: NG
- size: Large
- traits:
- - Uncommon
- - NG
- - Large
- - Dragon
- - Earth
- - Elemental
- senses:
- - Perception +15
- - darkvision
- - scent (imprecise) 60 feet
- - tremorsense (imprecise) 30 feet
- languages:
- - Common
- - Draconic
- - Terran
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Deception '
- bonus: 15
- misc:
- - name: 'Intimidation '
- bonus: 15
- misc:
- - name: 'Nature '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 18
- misc:
- - name: 'Survival '
- bonus: 15
- misc:
- perception: 15
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 3
- int_mod: 1
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- ac: 27
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 14
- ref_misc:
- will: 15
- will_misc:
- misc:
- hp: 105
- hp_misc:
- immunities:
- - paralyzed
- - sleep
- resistances:
- - amount: 5
- type: sonic
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 25
- raw_description: >-
- **Frightful Presence** 90 feet, DC 25 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail [Reaction]** **Trigger **A creature within reach of the dragon's tail uses a __move__ action or leaves a square during a move action it's using; **Effect **The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
- generic_description:
- frequency:
- trigger: A creature within reach of the dragon's tail uses a __move__ action or leaves a square during a move action it's using
- effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 30
- type: burrow
- - amount: 100
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 18
- traits:
- - sonic
- - reach 10 feet
- damage:
- formula: 2d8+8
- type: slashing
- plus_damage:
- - formula: 2d6
- type: piercing
- - action_cost: One Action
- name: claw
- to_hit: 18
- traits:
- - agile
- damage:
- formula: 2d6+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 16
- traits:
- - reach 15 feet
- damage:
- formula: 1d10+8
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 25
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: color spray
- frequency:
- requirement:
- - level: 0
- heightened_level: 3
- spells:
- - name: dancing lights
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - primal
- description: The dragon breathes a flurry of piercing crystals that deal 8d6 piercing damage in a 30-foot cone (DC 25 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __primal__) The dragon breathes a flurry of piercing crystals that deal 8d6 piercing damage in a 30-foot cone (DC 25 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they critically hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they critically hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Gold Dragon
- source:
- - abbr: Bestiary
- page_start: 124
- page_stop:
- description: >-
- Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course.
-
-
-
-
- When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.
-
-
- A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.
-
-
- Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28
- level: 11
- rarity: Common
- type: Creature
- alignment: LG
- size: Large
- traits:
- - LG
- - Large
- - Dragon
- - Fire
- senses:
- - Perception +21
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Elven
- - Sylvan
- skills:
- - name: 'Acrobatics '
- bonus: 17
- misc:
- - name: 'Arcana '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 23
- misc:
- - name: 'Diplomacy '
- bonus: 23
- misc:
- - name: 'Medicine '
- bonus: 21
- misc:
- - name: 'Religion '
- bonus: 21
- misc:
- - name: 'Society '
- bonus: 18
- misc:
- perception: 21
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: 3
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- items:
- ac: 32
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 20
- ref_misc:
- will: 22
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 230
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 27
- raw_description: >-
- **Frightful Presence** 90 feet, DC 27 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 140
- type: fly
- - amount: 40
- type: swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 24
- traits:
- - fire
- - reach 10 feet
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- - formula: 2d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 24
- traits:
- - agile
- damage:
- formula: 2d10+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 22
- traits:
- - reach 10 feet
- damage:
- formula: 2d10+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 22
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d12+10
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 29
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: locate
- frequency: gems only
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: evil only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. \n\n * **Flame** (__arcane__, __evocation__, __fire__); The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic Reflex save).\n\n * **Weakening Gas** (__arcane__, __necromancy__); The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude save or become __enfeebled 1__ for 1 minute (or __enfeebled 2__ on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Flame
- action_cost: None
- traits:
- - arcane
- - evocation
- - fire
- description: The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic Reflex save).
- raw_description: '**Flame** (__arcane__, __evocation__, __fire__); The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Weakening Gas
- action_cost: None
- traits:
- - arcane
- - necromancy
- description: The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude save or become __enfeebled 1__ for 1 minute (or __enfeebled 2__ on a critical failure).
- raw_description: '**Weakening Gas** (__arcane__, __necromancy__); The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude save or become __enfeebled 1__ for 1 minute (or __enfeebled 2__ on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The gold dragon makes two claw Strikes and one horns Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The gold dragon makes two claw Strikes and one horns Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the gold dragon scores a critical hit with a Strike, it recharges Breath Weapon.
- raw_description: '**Draconic Momentum** When the gold dragon scores a critical hit with a Strike, it recharges Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Green Dragon
- source:
- - abbr: Bestiary
- page_start: 109
- page_stop:
- 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, 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.
-
-
-
-
- Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.
-
-
-
-
- Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.
-
-
-
-
- Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 24
- level: 8
- rarity: Common
- type: Creature
- alignment: LE
- size: Large
- traits:
- - LE
- - Large
- - Amphibious
- - Dragon
- senses:
- - Perception +16
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Arcana '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 17
- misc:
- - name: 'Deception '
- bonus: 14
- misc:
- - name: 'Diplomacy '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 16
- misc:
- - name: 'Nature '
- bonus: 14
- misc:
- - name: 'Occultism '
- bonus: 17
- misc:
- - name: 'Society '
- bonus: 14
- misc:
- - name: 'Stealth '
- bonus: 15
- misc:
- perception: 16
- ability_mods:
- str_mod: 5
- dex_mod: 1
- con_mod: 3
- int_mod: 2
- wis_mod: 2
- cha_mod: 4
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 16
- ref_misc:
- will: 17
- will_misc:
- misc:
- hp: 135
- hp_misc:
- immunities:
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 24
- raw_description: >-
- **Frightful Presence** 90 feet, DC 24 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Twisting Tail
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Twisting Tail** [Reaction] **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using. **Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
- generic_description:
- frequency:
- trigger: A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.
- effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 120
- type: fly
- - amount: 30
- type: swim
- - amount:
- type: woodland stride
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 20
- traits:
- - poison
- - reach 10 feet
- damage:
- formula: 2d10+8
- type: piercing
- plus_damage:
- - formula: 2d4
- type: poison
- - action_cost: One Action
- name: claw
- to_hit: 20
- traits:
- - agile
- damage:
- formula: 2d8+8
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 18
- traits:
- - reach 15 feet
- damage:
- formula: 2d8+7
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horn
- to_hit: 18
- traits:
- - reach 10 feet
- damage:
- formula: 1d12+7
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 26
- to_hit:
- misc:
- spell_groups:
- - level: 2
- heightened_level:
- spells:
- - name: entangle
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: charm
- frequency: x2
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - poison
- 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 for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __poison__) 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 for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horn Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Woodland Stride
- action_cost: None
- traits:
- description: The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
- raw_description: '**Woodland Stride** The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Magma Dragon
- source:
- - abbr: Bestiary 2
- page_start: 94
- page_stop:
- description: >-
- Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.
-
-
-
-
- Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 28
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 28
- level: 9
- rarity: Uncommon
- type: Creature
- alignment: CN
- size: Large
- traits:
- - Uncommon
- - CN
- - Large
- - Dragon
- - Elemental
- - Fire
- senses:
- - Perception +18
- - darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Ignan
- skills:
- - name: 'Acrobatics '
- bonus: 16
- misc:
- - name: 'Athletics '
- bonus: 19
- misc:
- - name: 'Deception '
- bonus: 14
- misc:
- - name: 'Intimidation '
- bonus: 18
- misc:
- - name: 'Nature '
- bonus: 15
- misc:
- - name: 'Stealth '
- bonus: 16
- misc:
- - name: 'Survival '
- bonus: 18
- misc:
- perception: 18
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 19
- fort_misc:
- ref: 16
- ref_misc:
- will: 18
- will_misc:
- misc:
- hp: 175
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- description: ' (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 24'
- raw_description: >-
- **Frightful Presence** (__aura__, __emotion__, __fear__, __mental__) 90 feet, DC 24 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection [Reaction]** **Trigger **The dragon is targeted with an attack; **Effect **The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.'
- generic_description:
- frequency:
- trigger: The dragon is targeted with an attack
- effect: The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 100
- type: fly
- - amount: 30
- type: swim
- - amount:
- type: magma swim
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 21
- traits:
- - fire
- - reach 10 feet
- damage:
- formula: 2d10+10
- type: piercing
- plus_damage:
- - formula: 2d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 21
- traits:
- - agile
- damage:
- formula: 2d10+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 19
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+10
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: horns
- to_hit: 19
- traits:
- - reach 10 feet
- damage:
- formula: 1d10+10
- type: piercing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 26
- to_hit: 18
- misc: ''
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: burning hands
- frequency: at will
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: produce flame
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - evocation
- - fire
- - primal
- 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). They can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__evocation__, __fire__, __primal__) 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). They can't use Breath Weapon again for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one horn Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one horn Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Magma Swim
- action_cost: None
- traits:
- description: A magma dragon's swim Speed functions only when the dragon is __Swimming__ through magma or molten lava.
- raw_description: "**Magma Swim** A magma dragon's swim Speed functions only when the dragon is __Swimming__ through magma or molten lava."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Red Dragon
- source:
- - abbr: Bestiary
- page_start: 112
- page_stop:
- description: >-
- The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes—only unquestioned fact.
-
-
-
-
- Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.
-
-
-
-
- Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance.
-
-
-
-
- As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Dragon
- - Fire
- senses:
- - Perception +20
- - darkvision
- - scent (imprecise) 60 feet
- - smoke vision
- languages:
- - Common
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 15
- misc:
- - name: 'Arcana '
- bonus: 17
- misc:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Deception '
- bonus: 19
- misc:
- - name: 'Diplomacy '
- bonus: 19
- misc:
- - name: 'Intimidation '
- bonus: 21
- misc:
- - name: 'Stealth '
- bonus: 17
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 1
- con_mod: 4
- int_mod: 1
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- - name: Smoke Vision
- action_cost: None
- traits:
- description: Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke.
- raw_description: "**Smoke Vision** Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 30
- ac_special:
- saves:
- fort: 21
- fort_misc:
- ref: 18
- ref_misc:
- will: 19
- will_misc:
- misc:
- hp: 210
- hp_misc:
- immunities:
- - fire
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: cold
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 27
- raw_description: >-
- **Frightful Presence** 90 feet, DC 27 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 120
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - fire
- - reach 10 feet
- damage:
- formula: 2d12+12
- type: piercing
- plus_damage:
- - formula: 2d6
- type: fire
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- damage:
- formula: 2d10+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 21
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+10
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 21
- traits:
- - agile
- - reach 10 feet
- damage:
- formula: 1d10+10
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 27
- to_hit:
- misc:
- spell_groups:
- - level: 0
- heightened_level: 4
- spells:
- - name: detect magic
- frequency:
- requirement:
- - name: read aura
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - evocation
- - fire
- 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 for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __evocation__, __fire__) 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 for 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one wing Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Silver Dragon
- source:
- - abbr: Bestiary
- page_start: 126
- page_stop:
- description: >-
- Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil.
-
-
-
-
- Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.
-
-
-
-
- Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.
-
-
-
-
- Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 27
- level: 10
- rarity: Common
- type: Creature
- alignment: LG
- size: Large
- traits:
- - LG
- - Large
- - Cold
- - Dragon
- senses:
- - Perception +20
- - darkvision
- - fog vision
- - scent (imprecise) 60 feet
- languages:
- - Aquan
- - Common
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 14
- misc:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Diplomacy '
- bonus: 18
- misc:
- - name: 'Intimidation '
- bonus: 20
- misc:
- - name: 'Medicine '
- bonus: 20
- misc:
- - name: 'Religion '
- bonus: 18
- misc:
- - name: 'Society '
- bonus: 14
- misc:
- perception: 20
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 3
- int_mod: 2
- wis_mod: 4
- cha_mod: 4
- sense_abilities:
- - name: Fog Vision
- action_cost: None
- traits:
- description: The silver dragon ignores the concealed condition from fog and clouds.
- raw_description: '**Fog Vision** The silver dragon ignores the concealed condition from fog and clouds.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 20
- fort_misc:
- ref: 17
- ref_misc:
- will: 21
- will_misc:
- misc:
- hp: 200
- hp_misc:
- immunities:
- - cold
- - paralyzed
- - sleep
- resistances:
- - amount: 10
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 28
- raw_description: >-
- **Frightful Presence** 90 feet, DC 28 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Wing Deflection
- action_cost: Reaction
- traits:
- description:
- raw_description: '**Wing Deflection** [Reaction] **Trigger** The silver dragon is targeted with an attack. **Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.'
- generic_description:
- frequency:
- trigger: The silver dragon is targeted with an attack.
- effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 100
- type: fly
- - amount:
- type: cloud walk
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 23
- traits:
- - cold
- - reach 10 feet
- damage:
- formula: 2d10+12
- type: piercing
- plus_damage:
- - formula: 2d6
- type: cold
- - action_cost: One Action
- name: claw
- to_hit: 23
- traits:
- - agile
- damage:
- formula: 2d8+12
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 21
- traits:
- - reach 15 feet
- damage:
- formula: 1d10+10
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Arcane Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: detect alignment
- frequency: evil only
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- description: The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. \n\n * **Frost** (__arcane__, __cold__, __evocation__); The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 basic Reflex save).\n\n * **Paralyzing Gas** (__arcane__, __enchantment__, __incapacitation__); The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude save or be __slowed 1__ for 1 round (or __paralyzed__ for 1 round on a critical failure)."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- - name: Frost
- action_cost: None
- traits:
- - arcane
- - cold
- - evocation
- description: The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 basic Reflex save).
- raw_description: '**Frost** (__arcane__, __cold__, __evocation__); The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 basic Reflex save).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Paralyzing Gas
- action_cost: None
- traits:
- - arcane
- - enchantment
- - incapacitation
- description: The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude save or be __slowed 1__ for 1 round (or __paralyzed__ for 1 round on a critical failure).
- raw_description: '**Paralyzing Gas** (__arcane__, __enchantment__, __incapacitation__); The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude save or be __slowed 1__ for 1 round (or __paralyzed__ for 1 round on a critical failure).'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Cloud Walk
- action_cost: None
- traits:
- description: The silver dragon can tread on clouds or fog as though on solid ground.
- raw_description: '**Cloud Walk** The silver dragon can tread on clouds or fog as though on solid ground.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The silver dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The silver dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
- raw_description: '**Draconic Momentum** When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young Umbral Dragon
- source:
- - abbr: Bestiary 2
- page_start: 96
- page_stop:
- description: >-
- While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.
-
-
-
-
- For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 30
- level: 11
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Large
- traits:
- - Uncommon
- - NE
- - Large
- - Dragon
- - Shadow
- senses:
- - Perception +22
- - greater darkvision
- - scent (imprecise) 60 feet
- languages:
- - Common
- - Draconic
- - Shadowtongue
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 22
- misc:
- - name: 'Deception '
- bonus: 22
- misc:
- - name: 'Intimidation '
- bonus: 22
- misc:
- - name: 'Nature '
- bonus: 20
- misc:
- - name: 'Stealth '
- bonus: 20
- misc:
- - name: 'Survival '
- bonus: 22
- misc:
- perception: 22
- ability_mods:
- str_mod: 7
- dex_mod: 3
- con_mod: 5
- int_mod: 3
- wis_mod: 5
- cha_mod: 3
- sense_abilities:
- items:
- ac: 31
- ac_special:
- saves:
- fort: 22
- fort_misc:
- ref: 20
- ref_misc:
- will: 22
- will_misc:
- misc:
- hp: 195
- hp_misc:
- immunities:
- - negative
- - paralyzed
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 26
- raw_description: >-
- **Frightful Presence** 90 feet, DC 26 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description: Jaws only.
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 140
- type: fly
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 24
- traits:
- - negative
- - reach 10 feet
- damage:
- formula: 2d10+13
- type: piercing
- plus_damage:
- - formula: 2d6
- type: negative
- - action_cost: One Action
- name: claw
- to_hit: 24
- traits:
- - agile
- damage:
- formula: 2d10+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 22
- traits:
- - reach 15 feet
- damage:
- formula: 2d12+13
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: wing
- to_hit: 22
- traits:
- - reach 10 feet
- damage:
- formula: 1d10+13
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 30
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: darkness
- frequency: ×3
- requirement:
- - level: 0
- heightened_level: 4
- spells:
- - name: detect magic
- frequency:
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - necromancy
- - negative
- - primal
- description: The dragon breathes a blast of darkness that deals 12d6 negative energy damage in a 30-foot cone (DC 30 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Undead creatures take 14d6 force damage instead of the negative damage.
- raw_description: "**Breath Weapon** [Two Actions] (__necromancy__, __negative__, __primal__) The dragon breathes a blast of darkness that deals 12d6 negative energy damage in a 30-foot cone (DC 30 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Undead creatures take 14d6 force damage instead of the negative damage."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one wing Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one wing Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
- raw_description: '**Draconic Momentum** The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ghost Bane
- action_cost: None
- traits:
- description: An umbral dragon's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon's jaws deal an additional 4d6 force damage to __undead__.
- raw_description: "**Ghost Bane** An umbral dragon's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune, and an umbral dragon's jaws deal an additional 4d6 force damage to __undead__."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Young White Dragon
- source:
- - abbr: Bestiary
- page_start: 113
- page_stop:
- description: >-
- The most feral and least intelligent of all the chromatic dragons, 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 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 relentless.
-
-
-
-
- Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Cold
- - Dragon
- senses:
- - Perception +13
- - darkvision
- - scent (imprecise) 60 feet
- - snow vision
- languages:
- - Draconic
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Arcana '
- bonus: 7
- misc:
- - name: 'Athletics '
- bonus: 16
- misc:
- - name: 'Intimidation '
- bonus: 12
- misc:
- - name: 'Stealth '
- bonus: 14
- misc:
- perception: 13
- ability_mods:
- str_mod: 6
- dex_mod: 2
- con_mod: 4
- int_mod: -1
- wis_mod: 1
- cha_mod: 0
- sense_abilities:
- - name: Snow Vision
- action_cost: None
- traits:
- description: Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall.
- raw_description: "**Snow Vision** Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 23
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 14
- ref_misc:
- will: 11
- will_misc:
- misc:
- hp: 115
- hp_misc:
- immunities:
- - cold
- - paralyzed
- - sleep
- resistances:
- - amount: 5
- type: fire
- weaknesses:
- automatic_abilities:
- - name: Frightful Presence
- action_cost: None
- traits:
- - aura
- - emotion
- - fear
- - mental
- description: 90 feet, DC 20
- raw_description: >-
- **Frightful Presence** 90 feet, DC 20 A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
-
- Critical Success The creature is unaffected by the presence.
-
- Success The creature is frightened 1.
-
- Failure The creature is frightened 2.
-
- Critical Success The creature is frightened 4.
- generic_description: A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected by the presence.
- success: The creature is frightened 1.
- failure: The creature is frightened 2.
- critical_failure: The creature is frightened 4.
- full_description:
- - name: Freezing Blood
- action_cost: Reaction
- traits:
- - arcane
- - cold
- description:
- raw_description: "**Freezing Blood** [Reaction] (__arcane__, __cold__); **Trigger** An adjacent creature deals piercing or slashing damage to the dragon. **Effect** The dragon's blood sprays on the creature, dealing 1d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round."
- generic_description:
- frequency:
- trigger: An adjacent creature deals piercing or slashing damage to the dragon.
- effect: The dragon's blood sprays on the creature, dealing 1d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 30
- type: Land
- - amount: 80
- type: fly
- - amount: 30
- type: ice climb
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 17
- traits:
- - cold
- - reach 10 feet
- damage:
- formula: 2d8+9
- type: piercing
- plus_damage:
- - formula: 1d6
- type: cold
- - action_cost: One Action
- name: claw
- to_hit: 17
- traits:
- - agile
- damage:
- formula: 2d6+9
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 15
- traits:
- - reach 15 feet
- damage:
- formula: 1d8+8
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Breath Weapon
- action_cost: Two Actions
- traits:
- - arcane
- - cold
- - evocation
- 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 1d4 rounds.
- raw_description: "**Breath Weapon** [Two Actions] (__arcane__, __cold__, __evocation__) 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 1d4 rounds."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Frenzy
- action_cost: Two Actions
- traits:
- description: The dragon makes two claw Strikes and one tail Strike in any order.
- raw_description: '**Draconic Frenzy** [Two Actions] The dragon makes two claw Strikes and one tail Strike in any order.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Draconic Momentum
- action_cost: None
- traits:
- description: When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
- raw_description: '**Draconic Momentum** When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ground Slam
- action_cost: One Action
- traits:
- 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.
- raw_description: "**Ground Slam** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Ice Climb
- action_cost: None
- traits:
- 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.
- raw_description: "**Ice Climb** 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."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Shape Ice
- action_cost: Two Actions
- traits:
- - arcane
- - transmutation
- - water
- description: The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or __Acrobatics__ check. On a failure, the creature falls __prone__ atop the ice; on a critical failure, it falls off the ice entirely and is also prone.
- raw_description: '**Shape Ice** [Two Actions] (__arcane__, __transmutation__, __water__) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or __Acrobatics__ check. On a failure, the creature falls __prone__ atop the ice; on a critical failure, it falls off the ice entirely and is also prone.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Zaramuun
- source:
- - abbr: Bestiary
- page_start: 339
- page_stop:
- description: >-
- Zaramuuns are beings of elemental sand that hide in deserts and wastelands. They disguise themselves as massive dunes before rising up to attack living creatures. The most infamous zaramuuns kill any living creatures they find, but others simply rob their victims of all metal and stone possessions before fleeing. Although zaramuuns insist they are only reclaiming what was taken from their ancestral earth, this is simple self-delusion; most zaramuuns use their stolen goods as payment and material components to conjure fiends, for Zaramuuns were exiled from the Plane of Earth after worshipping fiends who promised to give them power over other elementals. This worship gradually transformed into servitude, and now many zaramuuns believe that if they send enough souls to their masters, they will be set free.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 35
- level: 16
- rarity: Common
- type: Creature
- alignment: CE
- size: Large
- traits:
- - CE
- - Large
- - Earth
- - Elemental
- senses:
- - Perception +30
- - darkvision
- - tremorsense 60 feet
- languages:
- - Abyssal
- - Terran
- skills:
- - name: 'Athletics '
- bonus: 31
- misc: +35 to disarm stone or metal objects
- - name: 'Religion '
- bonus: 26
- misc:
- - name: 'Stealth '
- bonus: 27
- misc: +30 in sandy terrain
- perception: 30
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 6
- int_mod: 0
- wis_mod: 5
- cha_mod: -1
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 34
- fort_misc:
- ref: 30
- ref_misc:
- will: 25
- will_misc:
- misc:
- hp: 291
- hp_misc:
- immunities:
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 35
- type: Land
- - amount: 35
- type: burrow
- - amount:
- type: sand glide
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 33
- traits:
- damage:
- formula: 4d12+13
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: rock or metal debris
- to_hit: 29
- traits:
- - range increment 120 feet
- damage:
- formula: 4d8+13
- type: bludgeoning
- plus_damage:
- spell_lists:
- - name: Divine Innate Spells
- dc: 37
- to_hit: 31
- misc: ''
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: dimensional anchor
- frequency: at will
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: disintegrate
- frequency:
- requirement:
- - name: spirit blast
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: suggestion
- frequency: at will
- requirement:
- - level: -1
- heightened_level: 8
- spells:
- - name: dimensional anchor
- frequency:
- requirement:
- ritual_lists:
- - name: Divine Rituals
- dc: 37
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: planar ally
- frequency:
- requirement:
- proactive_abilities:
- - name: Dune
- action_cost: One Action
- traits:
- - concentrate
- description: Until the next time it acts, the zaramuun appears to be a sand dune. It has an automatic result of 47 (50 in sandy terrain) on __Deception__ and __Stealth__ checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun moves into its body and is Engulfed.
- raw_description: '**Dune** (__concentrate__) Until the next time it acts, the zaramuun appears to be a sand dune. It has an automatic result of 47 (50 in sandy terrain) on __Deception__ and __Stealth__ checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun moves into its body and is Engulfed.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Engulf
- action_cost: Two Actions
- traits:
- description: DC 35, 4d12 bludgeoning damage and __dimensional anchor__, Escape DC 32, Rupture 28
- raw_description: '**Engulf** [Two Actions] DC 35, 4d12 bludgeoning damage and __dimensional anchor__, Escape DC 32, Rupture 28'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Raking Sand
- action_cost: One Action
- traits:
- description:
- raw_description: '**Raking Sand** **Requirements** The zaramuun hit with a melee Strike with its last action, or it has a creature Engulfed. **Effect** The zaramuun attempts to Disarm one primarily metal or stone object from the Struck or Engulfed creature and casts its innate dimensional anchor on the target creature. '
- generic_description:
- frequency:
- trigger:
- effect: The zaramuun hit with a melee Strike with its last action, or it has a creature Engulfed.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sand Glide
- action_cost: None
- traits:
- description: The zaramuun can __Burrow__ through sand and dirt (but not stone) at its full burrow Speed, leaving no tunnel or sign of its passing. Any Engulfed creatures are left behind when it Burrows. Loose sand and scree are not difficult terrain for a zaramuun.
- raw_description: '**Sand Glide** The zaramuun can __Burrow__ through sand and dirt (but not stone) at its full burrow Speed, leaving no tunnel or sign of its passing. Any Engulfed creatures are left behind when it Burrows. Loose sand and scree are not difficult terrain for a zaramuun. '
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sandblast
- action_cost: Two Actions
- traits:
- - earth
- 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 for 1d4 rounds. \n\n"
- raw_description: "**Sandblast** [Two Actions] (__earth__) 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 for 1d4 rounds. \n\n**Critical Success** No effect.\n\n**Success** Half damage.\n\n**Failure** Full damage.\n\n**Critical Failure** Full damage and blinded for 1 round."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: No effect.
- success: Half damage.
- failure: Full damage.
- critical_failure: Full damage and blinded for 1 round.
- full_description:
-- name: Zebub
- source:
- - abbr: Bestiary 2
- page_start: 72
- page_stop:
- description: >-
- Zebubs serve as __Hell's__ messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful—not only to other devils, but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs' whims. While arrogant and deceitful, zebubs lack the cunning and confidence of most devils, and thus their schemes often focus on satisfying self-serving or self-destructive ambitions. Zebubs form from the souls of childish and craven mortals, reshaped by the archdevil Baalzebul in the frozen, filthy wastes of Hell's seventh layer, Cocytus.
-
-
-
-
- **__Recall Knowledge - Fiend__ (__Religion__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: LE
- size: Small
- traits:
- - LE
- - Small
- - Devil
- - Fiend
- senses:
- - Perception +12
- - greater darkvision
- languages:
- - Celestial
- - Draconic
- - Infernal
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 10
- misc:
- - name: 'Arcana '
- bonus: 7
- misc:
- - name: 'Deception '
- bonus: 8
- misc:
- - name: 'Religion '
- bonus: 9
- misc:
- - name: 'Stealth '
- bonus: 10
- misc:
- perception: 12
- ability_mods:
- str_mod: 1
- dex_mod: 4
- con_mod: 1
- int_mod: 0
- wis_mod: 3
- cha_mod: 1
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 8
- fort_misc:
- ref: 10
- ref_misc:
- will: 8
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 30
- hp_misc:
- immunities:
- - fire
- resistances:
- - amount: 5
- type: physical (except silver)
- - amount: 5
- type: poison
- weaknesses:
- - amount: 5
- type: good
- automatic_abilities:
- speed:
- - amount: 15
- type: Land
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: mandibles
- to_hit: 12
- traits:
- - evil
- - finesse
- - magical
- damage:
- formula: 1d10+3
- type: piercing
- plus_damage:
- - formula: 1d6
- type: evil and Cocytan filth
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: dimension door
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: dimension door
- frequency: at will
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: invisibility
- frequency: at will, self only
- requirement:
- - name: summon animal
- frequency: swarm creatures only
- requirement:
- - level: 0
- heightened_level: 2
- spells:
- - name: message
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 17
- to_hit:
- misc:
- spell_groups:
- - level: 1
- heightened_level:
- spells:
- - name: infernal pact
- frequency:
- requirement:
- proactive_abilities:
- - name: Cocytan Filth
- action_cost: None
- traits:
- - disease
- - virulent
- description: '**Saving Throw **DC 18 Fortitude; **Onset **1d4 days; **Stage 1 **__enfeebled 1__ (1 day); **Stage 2 **enfeebled 2 (1 day); **Stage 3 **enfeebled 3 (1 day)'
- raw_description: '**Cocytan Filth** (__disease__, __virulent__) **Saving Throw **DC 18 Fortitude; **Onset **1d4 days; **Stage 1 **__enfeebled 1__ (1 day); **Stage 2 **enfeebled 2 (1 day); **Stage 3 **enfeebled 3 (1 day)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Infernal Eye
- action_cost: Three Actions
- traits:
- - divine
- - divination
- description: The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can't ever recall those events again.
- raw_description: "**Infernal Eye** [Three Actions] (__divine__, __divination__) The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can't ever recall those events again."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Sneak Attack
- action_cost: None
- traits:
- description: The zebub's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures.
- raw_description: "**__Sneak Attack__** The zebub's Strikes deal an additional 1d6 precision damage to __flat-footed__ creatures."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Zelekhut
- source:
- - abbr: Bestiary 2
- page_start: 9
- page_stop:
- description: >-
- A zelekhut is a bounty hunter and executioner. The zelekhut resembles a mechanical centaur crafted from silvery metal with golden clockwork wings adorning its back. Instead of hands, the zelekhut's arms end in long, barbed chains that crackle with electricity. Whether sent by the powers of Axis or summoned by mortal authorities, the zelekhut seeks out those who continually evade justice—either through active flight, or by abusing their power and station—so as to bring justice to the multiverse's most notorious fugitives and criminals. Indeed, many a zelekhut's quarry are as famous for their ability to evade capture as for the crimes they commit.
-
-
-
-
- Though the zelekhut is implacable and unrelenting in enforcing sentences, it does not pass judgments of its own or take the initiative in pursuing targets of opportunity. While hunting a condemned serial killer or notorious thief across half a dozen planes, the zelekhut wouldn't shift a single hoof to capture a corrupt ruler whose offenses are far greater. All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut's job to moralize, merely to obey its rightful assignments and track down those who seek to flee their punishment.
-
-
-
-
- **__Recall Knowledge - Monitor__ (__Religion__)**: DC 26
- level: 9
- rarity: Common
- type: Creature
- alignment: LN
- size: Large
- traits:
- - LN
- - Large
- - Aeon
- - Inevitable
- - Monitor
- senses:
- - Perception +21
- - darkvision
- - true seeing
- languages:
- - Celestial
- - Infernal
- - Utopian
- - truespeech
- skills:
- - name: 'Acrobatics '
- bonus: 18
- misc:
- - name: 'Athletics '
- bonus: 21
- misc:
- - name: 'Axis Lore '
- bonus: 15
- misc:
- - name: 'Diplomacy '
- bonus: 16
- misc:
- - name: 'Survival '
- bonus: 21
- misc: +23 when tracking
- perception: 21
- ability_mods:
- str_mod: 6
- dex_mod: 5
- con_mod: 4
- int_mod: 0
- wis_mod: 3
- cha_mod: 3
- sense_abilities:
- - name: Truespeech
- action_cost: None
- traits:
- description: A zelekhut can speak with and understand any creature with a language.
- raw_description: '**Truespeech** A zelekhut can speak with and understand any creature with a language.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 28
- ac_special:
- saves:
- fort: 17
- fort_misc:
- ref: 20
- ref_misc:
- will: 18
- will_misc:
- misc: +1 status to all saves vs. magic
- hp: 160
- hp_misc:
- immunities:
- - death effects
- - disease
- - emotion
- - poison
- - unconscious
- resistances:
- - amount: 10
- type: chaotic
- weaknesses:
- automatic_abilities:
- - name: Attack of Opportunity
- action_cost: Reaction
- traits:
- description:
- raw_description: "**Attack of Opportunity** [Reaction] **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike."
- generic_description:
- frequency:
- trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
- effect: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 40
- type: Land
- - amount: 40
- type: fly
- melee:
- - action_cost: One Action
- name: chain
- to_hit: 21
- traits:
- - lawful
- - magical
- - reach 10 feet
- damage:
- formula: 2d10+6
- type: slashing
- plus_damage:
- - formula: 2d6
- type: electricity and 1d6 lawful
- ranged:
- spell_lists:
- - name: Divine Innate Spells
- dc: 28
- to_hit:
- misc:
- spell_groups:
- - level: 5
- heightened_level:
- spells:
- - name: locate
- frequency:
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: clairaudience
- frequency:
- requirement:
- - name: clairvoyance
- frequency:
- requirement:
- - name: dimensional anchor
- frequency:
- requirement:
- - name: dispel magic
- frequency:
- requirement:
- - name: paralyze
- frequency: ×3
- requirement:
- - level: -1
- heightened_level: 6
- spells:
- - name: true seeing
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 32
- to_hit:
- misc:
- spell_groups:
- - level: 3
- heightened_level:
- spells:
- - name: geas
- frequency:
- requirement:
- proactive_abilities:
- - name: Double Attack
- action_cost: Two Actions
- traits:
- description: The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut's multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. If the zelekhut subsequently uses the __Knockdown__ action, it affects all creatures it hit with Double Attack.
- raw_description: "**Double Attack** [Two Actions] The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut's multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. If the zelekhut subsequently uses the __Knockdown__ action, it affects all creatures it hit with Double Attack."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Zephyr Hawk
- source:
- - abbr: Bestiary
- page_start: 144
- page_stop:
- description: >-
- Zephyr hawks drift among the currents of the Plane of Air in great flocks.
-
-
-
-
- **__Recall Knowledge - Elemental__ (__Arcana__, __Nature__)**: DC 18
- level: 3
- rarity: Common
- type: Creature
- alignment: N
- size: Small
- traits:
- - N
- - Small
- - Air
- - Elemental
- senses:
- - Perception +7
- - darkvision
- languages:
- skills:
- - name: 'Acrobatics '
- bonus: 13
- misc:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 7
- ability_mods:
- str_mod: 2
- dex_mod: 4
- con_mod: 1
- int_mod: -4
- wis_mod: 0
- cha_mod: 0
- sense_abilities:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 13
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 36
- hp_misc:
- immunities:
- - bleed
- - paralyzed
- - poison
- - sleep
- resistances:
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 50
- type: fly
- melee:
- - action_cost: One Action
- name: wing
- to_hit: 11
- traits:
- - agile
- - finesse
- damage:
- formula: 1d8+4
- type: slashing
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Circling Attack
- action_cost: Two Actions
- traits:
- 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 until after it makes both attacks.
- raw_description: "**Circling Attack** [Two Actions] 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 until after it makes both attacks."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Zombie Brute
- source:
- - abbr: Bestiary
- page_start: 341
- page_stop:
- description: >-
- Necromantic augmentations have granted this zombie increased size and power.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 16
- level: 2
- rarity: Common
- type: Creature
- alignment: NE
- size: Large
- traits:
- - NE
- - Large
- - Mindless
- - Undead
- - Zombie
- senses:
- - Perception +4
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 9
- misc:
- perception: 4
- ability_mods:
- str_mod: 5
- dex_mod: -3
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- - name: Slow
- action_cost: None
- traits:
- description: A zombie is permanently slowed 1 and can't use reactions.
- raw_description: "**Slow** A zombie is permanently slowed 1 and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 15
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 3
- ref_misc:
- will: 6
- will_misc:
- misc:
- hp: 70
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - mental
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 10
- type: positive
- - amount: 10
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 11
- traits:
- - reach 10 feet
- damage:
- formula: 1d12+5
- type: bludgeoning
- plus_damage:
- - formula:
- type: Improved Push 5 feet
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
-- name: Zombie Hulk
- source:
- - abbr: Bestiary
- page_start: 341
- page_stop:
- description: >-
- These towering horrors are animated from the corpses of monstrosities.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 22
- level: 6
- rarity: Common
- type: Creature
- alignment: NE
- size: Huge
- traits:
- - NE
- - Huge
- - Mindless
- - Undead
- - Zombie
- senses:
- - Perception +8
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 18
- misc:
- perception: 8
- ability_mods:
- str_mod: 7
- dex_mod: -1
- con_mod: 4
- int_mod: -5
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- - name: Slow
- action_cost: None
- traits:
- description: A zombie is permanently slowed 1 and can't use reactions.
- raw_description: "**Slow** A zombie is permanently slowed 1 and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 21
- ac_special:
- saves:
- fort: 16
- fort_misc:
- ref: 9
- ref_misc:
- will: 12
- will_misc:
- misc:
- hp: 160
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - mental
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 10
- type: positive
- - amount: 10
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: hunk of meat
- to_hit: 17
- traits:
- - reach 15 feet
- damage:
- formula: 2d10+9
- type: bludgeoning
- plus_damage:
- ranged:
- - action_cost: One Action
- name: hunk of meat
- to_hit: 9
- traits:
- - thrown 10 feet
- damage:
- formula: 2d10+9
- type: bludgeoning
- plus_damage:
- - action_cost: One Action
- name: corpse
- to_hit: 17
- traits:
- - brutal
- - range increment 30 feet
- damage:
- formula: 2d6+9
- type: bludgeoning
- plus_damage:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Corpse Throwing
- action_cost: None
- traits:
- 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.
- raw_description: "**Corpse Throwing** 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. "
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Wide Swing
- action_cost: One Action
- traits:
- 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 penalty.
- raw_description: "**Wide Swing** 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 penalty."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Zombie Shambler
- source:
- - abbr: Bestiary
- page_start: 340
- page_stop:
- description: >-
- A zombie shambler is a slow-moving horror dangerous in larger groups.
-
-
-
-
- **__Recall Knowledge - Undead__ (__Religion__)**: DC 13
- level: -1
- rarity: Common
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - NE
- - Medium
- - Mindless
- - Undead
- - Zombie
- senses:
- - Perception +0
- - darkvision
- languages:
- skills:
- - name: 'Athletics '
- bonus: 5
- misc:
- perception: 0
- ability_mods:
- str_mod: 3
- dex_mod: -2
- con_mod: 2
- int_mod: -5
- wis_mod: 0
- cha_mod: -2
- sense_abilities:
- - name: Slow
- action_cost: None
- traits:
- description: A zombie is permanently slowed 1 and can't use reactions.
- raw_description: "**Slow** A zombie is permanently slowed 1 and can't use reactions."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- items:
- ac: 12
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 0
- ref_misc:
- will: 2
- will_misc:
- misc:
- hp: 20
- hp_misc: negative healing
- immunities:
- - death effects
- - disease
- - mental
- - paralyzed
- - poison
- - unconscious
- resistances:
- - amount: 5
- type: positive
- - amount: 5
- type: slashing
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fist
- to_hit: 7
- traits:
- damage:
- formula: 1d6+3
- type: bludgeoning
- plus_damage:
- - formula:
- type: Grab
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Jaws
- action_cost: One Action
- traits:
- - attack
- description:
- raw_description: '**Jaws** (__attack__) **Requirement** The zombie has a creature grabbed or restrained. **Effect** The zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing damage.'
- generic_description:
- frequency:
- trigger:
- effect: The zombie has a creature grabbed or restrained.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Zomok
- source:
- - abbr: Bestiary 2
- page_start: 303
- page_stop:
- description: >-
- Mighty plant-dragons, zomoks prowl the woodlands, defending their homes from destructive forces while healing and restoring the woods following natural disasters and ravaging intruders. Zomoks vary in appearance with the seasons, growing verdant green in the spring and summer, changing to autumnal colors in the fall, and decaying to brown in winter. While zomoks can and often do swallow their foes, they have no real need to eat. Any creature they gulp down is typically left behind as a mangled corpse the next time the zomok travels via their Forest Step ability. Zomoks reach 35 to 40 feet in length and weigh 30 tons.
-
-
-
-
- **__Recall Knowledge - Dragon__ (__Arcana__)**: DC 35
-
-
- **__Recall Knowledge - Plant__ (__Nature__)**: DC 35
- level: 16
- rarity: Common
- type: Creature
- alignment: N
- size: Gargantuan
- traits:
- - N
- - Gargantuan
- - Dragon
- - Plant
- senses:
- - Perception +28
- - darkvision
- - tremorsense (imprecise) 60 feet
- languages:
- - Arboreal
- - Common
- - Sylvan
- - Terran
- - speak with plants
- skills:
- - name: 'Acrobatics '
- bonus: 27
- misc:
- - name: 'Athletics '
- bonus: 33
- misc:
- - name: 'Nature '
- bonus: 29
- misc:
- - name: 'Stealth '
- bonus: 29
- misc:
- - name: 'Survival '
- bonus: 30
- misc:
- perception: 28
- ability_mods:
- str_mod: 9
- dex_mod: 5
- con_mod: 9
- int_mod: 3
- wis_mod: 6
- cha_mod: 6
- sense_abilities:
- items:
- ac: 39
- ac_special:
- saves:
- fort: 31
- fort_misc:
- ref: 25
- ref_misc:
- will: 28
- will_misc:
- misc:
- hp: 310
- hp_misc:
- immunities:
- - paralyzed
- - poison
- - sleep
- - stunned
- resistances:
- - amount: 15
- type: fire
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 30
- type: Land
- - amount: 80
- type: fly
- - amount: 215
- type: pass without trace
- melee:
- - action_cost: One Action
- name: jaws
- to_hit: 33
- traits:
- - magical
- - reach 15 feet
- damage:
- formula: 3d12+17
- type: piercing
- plus_damage:
- - formula:
- type: Improved Grab
- - action_cost: One Action
- name: claw
- to_hit: 33
- traits:
- - agile
- - magical
- - reach 15 feet
- damage:
- formula: 3d8+17
- type: slashing
- plus_damage:
- - action_cost: One Action
- name: tail
- to_hit: 33
- traits:
- - magical
- - reach 20 feet
- damage:
- formula: 3d10+17
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- - name: Primal Innate Spells
- dc: 34
- to_hit: 26
- misc: ''
- spell_groups:
- - level: 8
- heightened_level:
- spells:
- - name: charm
- frequency: plant creatures only
- requirement:
- - level: 7
- heightened_level:
- spells:
- - name: wall of thorns
- frequency:
- requirement:
- - level: 6
- heightened_level:
- spells:
- - name: tangling creepers
- frequency:
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: pass without trace
- frequency:
- requirement:
- - level: -1
- heightened_level: 4
- spells:
- - name: speak with plants
- frequency:
- requirement:
- ritual_lists:
- - name: Rituals
- dc: 34
- to_hit:
- misc:
- spell_groups:
- - level: 6
- heightened_level:
- spells:
- - name: primal call
- frequency: doesn't require secondary casters
- requirement:
- - level: 4
- heightened_level:
- spells:
- - name: blight
- frequency:
- requirement:
- - name: plant growth
- frequency:
- requirement:
- proactive_abilities:
- - name: Entombing Breath
- action_cost: Two Actions
- traits:
- - conjuration
- - earth
- - primal
- description: >-
- The zomok blasts forth a 60-foot cone of earth and gravel, dealing 17d6 bludgeoning damage (DC 34 basic Reflex save); __prone__ creatures take a -2 circumstance penalty to this saving throw. Creatures touching the ground that fail their saves take a 10-foot circumstance penalty to their Speeds and are __restrained__ (__Escape__ DC 34) on a critical failure. The zomok can't use Entombing Breath again for 1d4 rounds.
-
-
- The bodies of creatures slain by Entombing Breath instantly decompose and are destroyed—they can be restored to life only by a 7th-level or higher spell or ritual that restores life. The creature's equipment is unharmed but buried under 5 feet of earth.
- raw_description: >-
- **Entombing Breath** [Two Actions] (__conjuration__, __earth__, __primal__) The zomok blasts forth a 60-foot cone of earth and gravel, dealing 17d6 bludgeoning damage (DC 34 basic Reflex save); __prone__ creatures take a -2 circumstance penalty to this saving throw. Creatures touching the ground that fail their saves take a 10-foot circumstance penalty to their Speeds and are __restrained__ (__Escape__ DC 34) on a critical failure. The zomok can't use Entombing Breath again for 1d4 rounds.
-
-
- The bodies of creatures slain by Entombing Breath instantly decompose and are destroyed—they can be restored to life only by a 7th-level or higher spell or ritual that restores life. The creature's equipment is unharmed but buried under 5 feet of earth.
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Forest Step
- action_cost: One Action
- traits:
- - conjuration
- - healing
- - necromancy
- - primal
- - teleportation
- description:
- raw_description: "**Forest Step** (__conjuration__, __healing__, __necromancy__, __primal__, __teleportation__) **Frequency** three times per day; **Effect** The zomok teleports itself with the effects of a 5th-level __dimension door__ spell, but the zomok must begin and end the teleportation effect in forest terrain. The zomok regains 10d10 Hit Points during this teleportation. Creatures swallowed by the zomok are left behind. The zomok can't use Forest Step again for 1d6+1 rounds."
- generic_description:
- frequency: three times per day
- trigger:
- effect: The zomok teleports itself with the effects of a 5th-level __dimension door__ spell, but the zomok must begin and end the teleportation effect in forest terrain. The zomok regains 10d10 Hit Points during this teleportation. Creatures swallowed by the zomok are left behind. The zomok can't use Forest Step again for 1d6+1 rounds.
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Swallow Whole
- action_cost: One Action
- traits:
- - attack
- description: Huge, 3d12+9 bludgeoning, Rupture 35
- raw_description: '**Swallow Whole** (__attack__) Huge, 3d12+9 bludgeoning, Rupture 35'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- - name: Trample
- action_cost: Three Actions
- traits:
- description: Huge or smaller, tail, DC 32
- raw_description: '**Trample** [Three Actions] Huge or smaller, tail, DC 32'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
-- name: Zuipnyrn
- source:
- - abbr: 'Pathfinder #152: Legacy of the Lost God'
- page_start: 85
- page_stop:
- description: >-
- This spectacularly odd creature appears every now and again in various traveling circuses around the Inner Sea. Although carnival barkers make any number of claims about this strange being's origins, the so-called "moon mole" is in fact an alien creature called a zuipnyrn, hailing from a distant planet beyond Golarion's star system.
-
-
-
-
- In their infancy, zuipnyrns are spherical and furry, with few features other than a single eye stalk and a round, toothless feeding hole. A zuipnyrn's body is particularly soft and malleable, allowing it to withstand falls and other hazards. Its eye stalk has the ability to produce a blinding burst of light as a defensive measure, which allows a zuipnyrn just enough time to escape in times of danger. Even more incredibly, a zuipnyrn can emit a hypnotic aura from its eye to entrance those around it—an ability it uses to avoid conflict and to persuade bystanders into helping it escape perilous situations. As they age and grow, zuipnyrns adapt to their environment by growing additional limbs, sprouting additional sensory organs, developing gills, or otherwise altering their anatomy to suit the area.
-
-
-
-
- **__Recall Knowledge - Aberration__ (__Occultism__)**: DC 23
- level: 3
- rarity: Rare
- type: Creature
- alignment: N
- size: Small
- traits:
- - Rare
- - N
- - Small
- - Aberration
- senses:
- - Perception +9
- - greater darkvision
- languages:
- - Common
- - (can't speak any language)
- skills:
- - name: 'Stealth '
- bonus: 11
- misc:
- perception: 9
- ability_mods:
- str_mod: 1
- dex_mod: 3
- con_mod: 3
- int_mod: -2
- wis_mod: 2
- cha_mod: 5
- sense_abilities:
- items:
- ac: 20
- ac_special:
- saves:
- fort: 10
- fort_misc:
- ref: 10
- ref_misc:
- will: 7
- will_misc:
- misc:
- hp: 35
- hp_misc:
- immunities:
- resistances:
- - amount: 3
- type: bludgeoning
- weaknesses:
- automatic_abilities:
- - name: Alluring Aspect
- action_cost: None
- traits:
- - aura
- - occult
- - visual
- description: 30 feet. When a creature ends its turn in the aura, it must attempt a DC 22 Will save. On a failure, it becomes fascinated with the zuipnyrn for 1 minute. Once the fascination ends, the creature is temporarily immune to this ability for 1 hour. The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait.
- raw_description: '**Alluring Aspect** (__aura__, __occult__, __visual__) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 22 Will save. On a failure, it becomes fascinated with the zuipnyrn for 1 minute. Once the fascination ends, the creature is temporarily immune to this ability for 1 hour. The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait.'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description:
- speed:
- - amount: 20
- type: Land
- - amount: 10
- type: climb
- melee:
- - action_cost: One Action
- name: eye stalk
- to_hit: 8
- traits:
- - agile
- damage:
- formula: 2d4+2
- type: bludgeoning
- plus_damage:
- ranged:
- spell_lists:
- ritual_lists:
- proactive_abilities:
- - name: Beguiling Gaze
- action_cost: Three Actions
- traits:
- - occult
- - visual
- description: "The zuipnyrn attempts to charm a creature within 30 feet that is currently fascinated by the zuipnyrn. The target must attempt a DC 22 Will save. Whether it succeeds or fails the save, the target is temporarily immune for 1 hour. \n\n"
- raw_description: "**Beguiling Gaze** [Three Actions] (__occult__, __visual__) The zuipnyrn attempts to charm a creature within 30 feet that is currently fascinated by the zuipnyrn. The target must attempt a DC 22 Will save. Whether it succeeds or fails the save, the target is temporarily immune for 1 hour. \n\n**Critical Success** The creature is unaffected and is no longer fascinated.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is helpful toward the zuipnyrn for 1 hour.\n\n**Critical Failure** The creature is helpful toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn and even risk its life for it."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected and is no longer fascinated.
- success: The creature is unaffected.
- failure: The creature is helpful toward the zuipnyrn for 1 hour.
- critical_failure: The creature is helpful toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn and even risk its life for it.
- full_description:
- - name: Blinding Flare
- action_cost: Two Actions
- traits:
- - occult
- - visual
- description: "The zuipnyrn's eye produces a bright flash of light. Each creature in a 30-foot cone must attempt a DC 22 Fortitude save. The zuipnyrn can't use Blinding Flare again for 1 minute. \n\n"
- raw_description: "**Blinding Flare** [Two Actions] (__occult__, __visual__) The zuipnyrn's eye produces a bright flash of light. Each creature in a 30-foot cone must attempt a DC 22 Fortitude save. The zuipnyrn can't use Blinding Flare again for 1 minute. \n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is dazzled for 1 round.\n\n**Failure** The creature is blinded for 1 round and dazzled for 1 minute.\n\n**Critical Failure** The creature is blinded for 1 minute."
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success: The creature is unaffected.
- success: The creature is dazzled for 1 round.
- failure: The creature is blinded for 1 round and dazzled for 1 minute.
- critical_failure: The creature is blinded for 1 minute.
- full_description:
-- name: Zyss Serpentfolk
- source:
- - abbr: Bestiary 2
- page_start: 237
- page_stop:
- description: >-
- Even the least among zyss serpentfolk consider themselves greater than any mammal. Their magical abilities, most notably their telepathy, are all the reason they need to hold this view. And it's true enough that the instinctual skill and magic of any zyss is enough to best the average human.
-
-
-
-
- **__Recall Knowledge - Humanoid__ (__Society__)**: DC 18
- level: 2
- rarity: Uncommon
- type: Creature
- alignment: NE
- size: Medium
- traits:
- - Uncommon
- - NE
- - Medium
- - Humanoid
- - Serpentfolk
- senses:
- - Perception +8
- - darkvision
- - scent (imprecise) 30 feet
- languages:
- - Aklo
- - Common
- - Undercommon
- - telepathy 100 feet
- skills:
- - name: 'Acrobatics '
- bonus: 8
- misc:
- - name: 'Arcana '
- bonus: 8
- misc:
- - name: 'Deception '
- bonus: 9
- misc:
- - name: 'Occultism '
- bonus: 8
- misc:
- - name: 'Society '
- bonus: 8
- misc:
- perception: 8
- ability_mods:
- str_mod: -1
- dex_mod: 4
- con_mod: 2
- int_mod: 4
- wis_mod: 2
- cha_mod: 3
- sense_abilities:
- items:
- - dagger
- - shortbow (30 arrows)
- ac: 18
- ac_special:
- saves:
- fort: 6
- fort_misc:
- ref: 8
- ref_misc:
- will: 8
- will_misc: +4 status vs. mental
- misc: +1 status to all saves vs. magic
- hp: 25
- hp_misc:
- immunities:
- resistances:
- - amount: 5
- type: poison
- weaknesses:
- automatic_abilities:
- speed:
- - amount: 25
- type: Land
- melee:
- - action_cost: One Action
- name: fangs
- to_hit: 10
- traits:
- - finesse
- damage:
- formula: 1d6+1
- type: piercing
- plus_damage:
- - formula:
- type: serpentfolk venom
- - action_cost: One Action
- name: dagger
- to_hit: 10
- traits:
- - agile
- - finesse
- - versatile S
- damage:
- formula: 1d4+1
- type: piercing
- plus_damage:
- - formula:
- type: serpentfolk venom
- ranged:
- - action_cost: One Action
- name: shortbow
- to_hit: 10
- traits:
- - deadly 1d10
- - range increment 60 feet
- damage:
- formula: 1d6+2
- type: piercing
- plus_damage:
- - formula:
- type: serpentfolk venom
- spell_lists:
- - name: Occult Innate Spells
- dc: 18
- to_hit:
- misc:
- spell_groups:
- - level: 4
- heightened_level:
- spells:
- - name: suggestion
- frequency:
- requirement:
- - level: 2
- heightened_level:
- spells:
- - name: mirror image
- frequency: at will
- requirement:
- - level: 1
- heightened_level:
- spells:
- - name: illusory disguise
- frequency: at will
- requirement:
- - name: ventriloquism
- frequency: at will
- requirement:
- ritual_lists:
- proactive_abilities:
- - name: Serpentfolk Venom
- action_cost: None
- traits:
- - poison
- description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)'
- raw_description: '**Serpentfolk Venom** (__poison__) **Saving Throw** DC 16 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d4 poison damage and __enfeebled 1__ (1 round); **Stage 2** 2d4 poison damage and enfeebled 1 (1 round)'
- generic_description:
- frequency:
- trigger:
- effect:
- requirements:
- range:
- effects:
- critical_success:
- success:
- failure:
- critical_failure:
- full_description: