From 898b39e3d2110e3ada13ec1669590449fed4a766 Mon Sep 17 00:00:00 2001 From: James Ryland Miller Date: Wed, 22 Apr 2020 20:27:19 -0500 Subject: [PATCH] add ac_special: null to monsters.yaml; related to #89 --- data/yaml/deprecated/monsters.yaml | 46990 +++++++++++++++++++++++ data/yaml/deprecated/tmp-ac-special.py | 25 + data/yaml/monsters.yaml | 550 +- 3 files changed, 47487 insertions(+), 78 deletions(-) create mode 100644 data/yaml/deprecated/monsters.yaml create mode 100644 data/yaml/deprecated/tmp-ac-special.py diff --git a/data/yaml/deprecated/monsters.yaml b/data/yaml/deprecated/monsters.yaml new file mode 100644 index 0000000..e276fb0 --- /dev/null +++ b/data/yaml/deprecated/monsters.yaml @@ -0,0 +1,46990 @@ +- ability_mods: + cha_mod: 0 + con_mod: 0 + dex_mod: 2 + int_mod: -5 + str_mod: -4 + wis_mod: 0 + ac: 13 + automatic_abilities: + - description: An unseen servant is invisible, though it normally doesn’t Sneak, + so it is usually only hidden. + name: Invisible + traits: null + description: This creature can be summoned with the spell *Unseen Servant*. + hp: 4 + immunities: + - disease + - mental + - non-magical attacks + - paralysis + - poison + - precision + - unconscious + innate_spells: null + languages: ' - (understands its creator)' + level: -1 + melee: null + name: Unseen Servant + perception: 0 + proactive_abilities: + - description: An unseen servant’s physical body is made of force. It can’t use + 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. + name: Force Body + traits: null + ranged: null + resistances: + - amount: 5 + type: all damage (except force or ghost touch) + saves: + fort: 0 + ref: 4 + will: 0 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Stealth: 8 + speed: + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - No Alignment + - Medium + - Mindless + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 6 + dex_mod: 1 + int_mod: 3 + str_mod: 5 + wis_mod: 5 + ac: 23 + automatic_abilities: + - description: 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. + name: Mucus Cloud + range: 5 feet + traits: + - aura + - disease + description: Aboleths form the core of alghollthu society, and while they are the + “common folk” of their own societies, they see themselves as masters of all others. + 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. + hp: 135 + immunities: null + innate_spells: + - frequency: at will + level: 7 + name: project image + - frequency: at will + level: 7 + name: veil + - frequency: x3 + level: 6 + name: dominate + - frequency: x3 + level: 6 + name: illusory scene + - frequency: at will + level: 5 + name: illusory object + - frequency: at will + level: 4 + name: hallucinatory terrain + languages: + - Aklo + - Alghollthu + - Aquan + - Common + - Undercommon + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d8+10 plus slime + type: bludgeoning + name: tentacle + to_hit: 16 + traits: + - agile + - magical + - reach 15 feet + name: Alghollthu Master (Aboleth) + perception: 17 + proactive_abilities: + - description: '**Saving Throw** Fortitude DC 25; **Stage 1** no ill effect (1 round); + **Stage 2** the victim’s skin softens, inflicting drained 1 (1 round); **Stage + 3** the victim’s skin transforms into a clear, slimy membrane, inflicting drained + 2 until the curse ends; every hour this membrane remains dry, the creature’s + drained condition increases by 1 (permanent). A remove disease spell can counteract + this curse, but immunity to disease offers no protection against it.' + name: Slime + traits: + - curse + - occult + - virulent + ranged: null + resistances: null + saves: + fort: 15 + ref: 10 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 16 + Deception: 15 + Intimidation: 15 + Lore: 14 + Occultism: 16 + speed: + - amount: 10 + type: Land + - amount: 60 + type: Swim + spell_attack_to_hit: null + spell_dc: 25 + traits: + - Uncommon + - LE + - Huge + - Aberration + - Aquatic + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 1 + int_mod: 0 + str_mod: 4 + wis_mod: 0 + ac: 16 + automatic_abilities: null + 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.”' + hp: 40 + immunities: null + innate_spells: null + languages: + - Alghollthu + - Undercommon + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 + type: piercing + name: trident + to_hit: 10 + traits: null + - action_cost: One Action + damage: + formula: 1d6+4 + type: slashing + name: claw + to_hit: 10 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d4+4 + type: piercing + name: fangs + to_hit: 10 + traits: null + name: Skum (Ulat-Kini) + perception: 6 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d8+3 + type: piercing + name: trident + to_hit: 7 + traits: + - thrown 20 feet + resistances: + - amount: 5 + type: cold + saves: + fort: 7 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 8 + Intimidation: 4 + Stealth: 7 + speed: + - amount: 20 + type: Land + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Amphibious + - Humanoid + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 3 + dex_mod: 3 + int_mod: 0 + str_mod: 4 + wis_mod: 2 + ac: 21 + automatic_abilities: null + 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. + hp: 60 + immunities: null + innate_spells: + - frequency: constant + level: 5 + name: tongues + languages: + - Alghollthu + - Aquan + - Common + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d8+6 + type: slashing + name: longsword + to_hit: 14 + traits: + - versatile P + - action_cost: One Action + damage: + formula: 2d6+6 plus Grab + type: slashing + name: claw + to_hit: 12 + traits: + - agile + name: Faceless Stalker (Ugothol) + perception: 10 + proactive_abilities: + - 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. + name: Assume Form + traits: + - concentrate + - occult + - polymorph + - transmutation + - action_cost: One Action + 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. + name: Blood Nourishment + traits: null + - 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. + name: Compression + traits: null + - action_cost: Free Action + description: 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. + name: Revert Form + traits: null + - description: The faceless stalker deals 1d6 extra precision damage to flat-footed + creatures. + name: Sneak Attack + traits: null + ranged: null + resistances: + - amount: 5 + type: bludgeoning + saves: + fort: 9 + ref: 9 + will: 12 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. auditory and visual + senses: + - darkvision + skills: + Acrobatics: 12 + Athletics: 12 + Deception: 13 + Stealth: 13 + Thievery: 9 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: 19 + traits: + - CE + - Medium + - Aberration + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 8 + dex_mod: 6 + int_mod: 7 + str_mod: 6 + wis_mod: 5 + ac: 34 + automatic_abilities: + - description: 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. + name: Mucus Cloud + range: 30 feet + traits: + - aura + - disease + 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! + hp: 270 + immunities: + - controlled + - electricity + - mental + innate_spells: + - frequency: at will + level: 9 + name: project image + - frequency: at will + level: 8 + name: illusory scene + - frequency: at will + level: 8 + name: suggestion + - frequency: at will + level: 7 + name: veil + - frequency: x3 + level: 6 + name: dominate + - frequency: x3 + level: 5 + name: dimension door + - frequency: x3 + level: 5 + name: hallucinatory terrain + - frequency: x3 + level: 5 + name: illusory object + - frequency: at will + level: 3 + name: hypnotic pattern + - frequency: at will + level: 3 + name: levitate + - frequency: at will + level: 3 + name: mind reading + - frequency: at will + level: 3 + name: secret page + - frequency: constant + level: 5 + name: tongues + languages: + - Aklo + - Alghollthu + - Aquan + - Common + - Undercommon + level: 14 + melee: + - action_cost: One Action + damage: + formula: 3d10+12 plus slime + type: slashing + name: claw + to_hit: 30 + traits: + - agile + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 3d8+12 plus slime and consume memories + type: piercing + name: fangs + to_hit: 28 + traits: + - agile + - magical + - reach 10 feet + - versatile S + - action_cost: One Action + damage: + formula: 7d6 plus thoughtlance + type: electricity + name: tentacle + to_hit: 28 + traits: + - agile + - electricity + - magical + - reach 20 feet + name: Veiled Master (Vidileth) + perception: 25 + proactive_abilities: + - action_cost: Free Action + description: Once per round, a veiled master can take on the appearance of a humanoid + of Large, Medium, or Small size or resume its true form. While in humanoid form, + the veiled master’s Speed is 30 feet, and it loses its mucus cloud aura and + 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. + name: Change Shape + traits: + - concentrate + - occult + - polymorph + - transmutation + - description: When a veiled master makes a fangs Strike against a creature, it + can consume some of that creature’s memories. The target must succeed at a DC + 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). + name: Consume Memories + traits: + - mental + - 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. + name: Delayed Suggestion + traits: + - enchantment + - occult + - description: '**Saving Throw** Fortitude DC 36; **Stage 1** no ill effect (1 round); + **Stage 2** the victim’s skin softens, inflicting drained 1 (1 round); **Stage + 3** the victim’s skin transforms into a clear, slimy membrane, inflicting drained + 2 until the curse ends; every hour this membrane remains dry, the creature’s + drained condition increases by 1 (permanent). A remove disease spell can counteract + this curse, but immunity to disease offers no protection against it.' + name: Slime + traits: + - curse + - occult + - virulent + - action_cost: Two Actions + 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. + name: Tentacle Flurry + traits: null + - 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. + name: Thoughtlance + traits: + - curse + - enchantment + - occult + ranged: null + resistances: + - amount: 20 + type: cold + saves: + fort: 26 + ref: 22 + will: 24 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. magic + senses: + - darkvision + skills: + Arcana: 27 + Athletics: 24 + Deception: 28 + Intimidation: 26 + Lore: 29 + Occultism: 29 + Society: 27 + Stealth: 24 + speed: + - amount: 10 + type: Land + - amount: 80 + type: Swim + spell_attack_to_hit: null + spell_dc: 37 + traits: + - Rare + - LE + - Large + - Aberration + - Aquatic + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 1 + wis_mod: 2 + ac: 16 + automatic_abilities: + - 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. + name: Locate Inevitable + traits: null + 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. + hp: 22 + immunities: + - death effects + - disease + - emotion + - poison + - unconscious + innate_spells: + - level: 4 + name: read omens + items: + - shortsword + languages: + - Celestial + - Common + - Infernal + - Utopian + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+1 plus 1d4 lawful + type: piercing + name: shortsword + to_hit: 9 + traits: + - agile + - finesse + - lawful + - magical + - versatile S + name: Arbiter + perception: 7 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Electrical Burst + traits: + - divine + - electricity + - evocation + ranged: null + resistances: + - amount: 3 + type: electricity + saves: + fort: 5 + ref: 7 + will: 7 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*detect alignment* (chaotic only)' + - locate inevitable + skills: + Acrobatics: 9 + Diplomacy: 6 + Stealth: 9 + speed: + - amount: 20 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LN + - Tiny + - Aeon + - Inevitable + - Monitor + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 3 + dex_mod: 4 + int_mod: 5 + str_mod: 5 + wis_mod: 5 + ac: 26 + automatic_abilities: null + 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. + hp: 155 + immunities: + - disease + - emotion + - fear + innate_spells: + - level: 5 + name: telekinetic haul + - frequency: lawful + level: 4 + name: dispel magic + - frequency: lawful + level: 4 + name: divine wrath + - frequency: lawful + level: 4 + name: lightning bolt + - frequency: x3 + level: 3 + name: haste + - frequency: x3 + level: 3 + name: paralyze + - level: 2 + name: telekinetic maneuver + - frequency: at will + level: 1 + name: true strike + languages: + - Abyssal + - Celestial + - Common + - Draconic + - Infernal + - Utopian + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d8+11 plus 1d6 lawful + type: bludgeoning + name: warhammer + to_hit: 20 + traits: + - lawful + - magical + - shove + - action_cost: One Action + damage: + formula: 1d8+5 plus 1d6 lawful + type: bludgeoning + name: fist + to_hit: 17 + traits: + - agile + - lawful + - magical + name: Axiomite + perception: 19 + proactive_abilities: + - action_cost: One Action + 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. + name: Crystalline Dust Form + traits: + - polymorph + ranged: null + resistances: + - amount: 10 + type: electricity + - amount: 10 + type: mental + saves: + fort: 13 + ref: 16 + will: 18 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 16 + Crafting: 21 + Diplomacy: 15 + Occultism: 17 + Religion: 17 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: 17 + spell_dc: null + traits: + - LN + - Medium + - Aeon + - Monitor + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 5 + dex_mod: 4 + int_mod: 1 + str_mod: 7 + wis_mod: 4 + ac: 34 + automatic_abilities: + - description: A kolyarut can speak with and understand any creature that has a + language. + name: Truespeech + traits: null + 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. + hp: 215 + immunities: + - death effects + - disease + - emotion + - poison + - unconscious + innate_spells: + - level: 8 + name: discern location + - level: 5 + name: command + - frequency: at will + level: 4 + name: illusory disguise + - frequency: at will + level: 4 + name: suggestion + - frequency: x2 + level: 3 + name: paralyze + - frequency: self only + level: 2 + name: silence + items: + - +1 striking bastard sword + languages: + - Celestial + - Infernal + - Utopian + level: 12 + melee: + - action_cost: One Action + damage: + formula: 2d8+13 plus 1d6 lawful + type: slashing + name: bastard sword + to_hit: 26 + traits: + - lawful + - magical + - two-hand d12 + - action_cost: One Action + damage: + formula: 1d10+11 plus 1d6 lawful + type: bludgeoning + name: fist + to_hit: 23 + traits: + - agile + - lawful + - magical + name: Kolyarut + perception: 23 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 23 + ref: 24 + will: 22 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - (+27 to detect lies) + skills: + Acrobatics: 22 + Athletics: 27 + Deception: 20 + Diplomacy: 20 + Survival: 22 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LN + - Medium + - Aeon + - Inevitable + - Monitor + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 6 + dex_mod: 7 + int_mod: 8 + str_mod: 6 + wis_mod: 9 + ac: 45 + automatic_abilities: + - description: Pleromas care little for communication with other creatures, but + when they do convey information, they do so wordlessly through a series of psychic + projections. This acts as telepathy with a range of but is understandable to + all creatures regardless of whether they have a language, though the aeon’s + meaning to non-aeons can be vague and is often mysterious. An aeon can use this + ability to communicate flawlessly with any other aeon on the same plane as itself. + name: Envisioning + range: 100 feet + traits: null + 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. + hp: 335 + immunities: + - negative + - positive + innate_spells: + - level: 10 + name: alter reality + - level: 9 + name: banishment + - level: 9 + name: blade barrier + - level: 9 + name: disjunction + - level: 9 + name: overwhelming presence + - frequency: x2 + level: 8 + name: disintegrate + - frequency: x2 + level: 8 + name: unrelenting observation + - level: 7 + name: plane shift + - level: 7 + name: retrocognition + - frequency: at will + level: 5 + name: creation + - frequency: at will + level: 4 + name: create food + - frequency: at will + level: 4 + name: shape stone + - frequency: at will + level: 3 + name: hypercognition + - frequency: at will + level: 2 + name: detect alignment + - frequency: at will + level: 2 + name: shape wood + - frequency: at will + level: 1 + name: create water + - frequency: constant + level: 8 + name: true seeing + - frequency: constant + level: 8 + name: freedom of movement + - frequency: constant + level: 4 + name: freedom of movement + languages: ' envisioning' + level: 20 + melee: + - action_cost: One Action + damage: + formula: 5d8+18 or negative damage plus 1d6 lawful + type: positive + name: energy touch + to_hit: null + traits: + - agile + - lawful + - magical + name: Pleroma + perception: 37 + proactive_abilities: + - description: A pleroma’s touch deals its choice of positive or negative damage, + but neither energy can be used to heal a creature. + name: Energy Touch + traits: null + - action_cost: Two Actions + 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. + name: Sphere of Creation + traits: + - incapacitation + - magical + - action_cost: Two Actions + 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. + name: Sphere of Oblivion + traits: + - incapacitation + - magical + ranged: + - action_cost: One Action + name: Sphere of Oblivion + to_hit: 37 + traits: + - magical + resistances: null + saves: + fort: 32 + ref: 31 + will: 37 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - lifesense 120 feet + - '*true seeing*' + skills: + Acrobatics: 33 + Arcana: 38 + Deception: 34 + Diplomacy: 34 + Occultism: 38 + Religion: 39 + Stealth: 35 + speed: + - amount: 40 + type: Fly + spell_attack_to_hit: 37 + spell_dc: null + traits: + - LN + - Large + - Aeon + - Monitor + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 1 + int_mod: -1 + str_mod: -1 + wis_mod: 1 + ac: 18 + automatic_abilities: null + 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. + hp: 20 + immunities: null + innate_spells: + - level: 4 + name: read omens + - frequency: at will, evil only + level: 1 + name: detect alignment + - frequency: at will, evil only + level: 1 + name: heal + languages: + - Celestial + - Common + - Draconic + - Infernal + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6-1 plus 1d4 good + type: bludgeoning + name: headbutt + to_hit: 6 + traits: + - agile + - finesse + - good + - magical + name: Cassisian (Archive Angel) + perception: 6 + proactive_abilities: + - action_cost: One Action + description: A cassisian can take the appearance of a dove, a winged humanoid, + a dog, or a fish. Normally, this doesn’t change its Speed or the attack and + 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. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - action_cost: Two Actions + description: The cassisian releases beams of heat or cold from its eyes, dealing + 2d6 cold or fire damage (DC 17 basic Reflex save) to all creatures in a 15-foot + line. It can’t use Eye Beams again for 1d4 rounds. + name: Eye Beams + traits: + - concentrate + - divine + - evocation + - description: While the cassisian isn't particularly intelligent, it has perfect + memory and can remember everything it sears or hears. This allows it to attempt + Lore checks on any topic, provided (at the GM's discretion) the cassisian has + encountered the topic in question before. The cassisian’s limited intellect + often prevents it from acting upon its knowledge, making it a better resource + than agent in matters of information use. + name: Repository of Lore + traits: null + ranged: null + resistances: + - amount: 3 + type: cold + - amount: 3 + type: fire + saves: + fort: 7 + ref: 6 + will: 4 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. evil creatures + senses: + - darkvision + skills: + Acrobatics: 6 + Diplomacy: 6 + Religion: 6 + Stealth: 6 + speed: + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NG + - Tiny + - Angel + - Celestial + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 2 + dex_mod: 4 + int_mod: 3 + str_mod: 1 + wis_mod: 4 + ac: 24 + automatic_abilities: null + 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." + hp: 100 + immunities: null + innate_spells: + - frequency: at will + level: 3 + name: heal + - frequency: at will + level: 3 + name: remove curse + - frequency: at will + level: 3 + name: remove disease + - frequency: at will + level: 3 + name: remove fear + - frequency: at will + level: 3 + name: sound burst + - frequency: at will, self only + level: 2 + name: invisibility + - frequency: at will, self only + level: 2 + name: sound burst + - frequency: at will + level: 1 + name: counter performance + - frequency: constant + level: 5 + name: tongues + languages: + - Celestial + - Draconic + - Infernal + level: 6 + melee: + - action_cost: One Action + damage: + formula: 3d6+1 plus 1d6 good + type: bludgeoning + name: fist + to_hit: 14 + traits: + - agile + - finesse + - good + - magical + name: Choral (Choir Angel) + perception: 14 + proactive_abilities: + - description: for 1 minute. + name: Deafening Aria + traits: null + - action_cost: One Action + description: . + name: Harmonize + traits: null + ranged: + - action_cost: One Action + damage: + formula: 4d6 damage plus 1d6 good and deafening aria + type: sonic + name: piercing hymn + to_hit: 17 + traits: + - good + - magical + - range 90 feet + - sonic + resistances: + - amount: 5 + type: sonic + saves: + fort: 10 + ref: 14 + will: 16 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 12 + Diplomacy: 15 + Performance: 17 + Religion: 14 + speed: + - amount: 30 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: 13 + spell_dc: null + traits: + - NG + - Small + - Angel + - Celestial + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 2 + int_mod: 1 + str_mod: 5 + wis_mod: 6 + ac: 26 + automatic_abilities: null + 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. + hp: 145 + immunities: null + innate_spells: + - level: 4 + name: divine wrath + - level: 4 + name: heal + - level: 4 + name: paralyze + - level: 4 + name: remove curse + - level: 4 + name: remove disease + - frequency: at will + level: 3 + name: remove fear + - frequency: at will, self only + level: 2 + name: invisibility + languages: + - Celestial + - Draconic + - Infernal + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d6+8 plus 1d6 fire and 1d6 good + type: slashing + name: flaming scimitar + to_hit: 20 + traits: + - fire + - forceful + - good + - magical + - sweep + name: Balisse (Confessor Angel) + perception: 18 + proactive_abilities: + - action_cost: Two Actions + description: '**Frequency** once per day; **Effect** The balisse marks an evil + creature within its confessor’s aura as irredeemable. It can only do so after + 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.' + name: Brand of the Impenitent + traits: + - curse + - divine + - evocation + - description: Any weapon gains the effect of a flaming property rune while a balisse + wields it. + name: Flaming Armament + traits: + - divine + - evocation + - action_cost: One Action + description: While invisible, a balisse can spiritually attach itself to a non-evil + mortal. When it does so, it merges with the mortal’s body and is unable to use + 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. + name: Guiding Angel + traits: + - divine + - transmutation + ranged: null + resistances: + - amount: 15 + type: fire + saves: + fort: 16 + ref: 12 + will: 18 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - (+20 to detect lies and illusions) + skills: + Acrobatics: 14 + Diplomacy: 17 + Religion: 18 + speed: + - amount: 30 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NG + - Medium + - Angel + - Celestial + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 5 + dex_mod: 4 + int_mod: 4 + str_mod: 8 + wis_mod: 4 + ac: 36 + automatic_abilities: null + 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. + hp: 285 + immunities: null + innate_spells: + - level: 7 + name: blade barrier + - level: 7 + name: divine decree + - level: 7 + name: divine wrath + - level: 7 + name: heal + - level: 7 + name: remove curse + - level: 7 + name: remove disease + - level: 7 + name: remove fear + - frequency: at will + level: 4 + name: discern lies + - frequency: at will, self only + level: 2 + name: silence + - frequency: at will, evil only + level: 1 + name: detect alignment + - frequency: constant + level: 7 + name: light + - frequency: constant + level: 7 + name: tongues + - frequency: constant + level: 5 + name: tongues + languages: + - Celestial + - Draconic + - Infernal + level: 14 + melee: + - action_cost: One Action + damage: + formula: 2d8+22 plus 1d6 good + type: bludgeoning + name: holy warhammer + to_hit: 30 + traits: + - good + - magical + - shove + name: Astral Deva (Emissary Angel) + perception: 26 + proactive_abilities: + - description: Any weapon gains the effect of a holy property rune while an astral + deva wields it. + name: Divine Armament + traits: + - divine + - evocation + - action_cost: One Action + description: instead. + name: Stunning Strike + traits: null + ranged: null + resistances: null + saves: + fort: 27 + ref: 26 + will: 22 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 24 + Diplomacy: 26 + Intimidation: 28 + Religion: 24 + speed: + - amount: 40 + type: Land + - amount: 75 + type: Fly + spell_attack_to_hit: 28 + spell_dc: null + traits: + - NG + - Medium + - Angel + - Celestial + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 0 + dex_mod: 1 + int_mod: -5 + str_mod: 0 + wis_mod: 0 + ac: 16 + automatic_abilities: null + 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. + hp: 6 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d4 plus dust + type: bludgeoning + name: bristles + to_hit: 6 + traits: + - agile + - magical + - finesse + name: Animated Broom + perception: 3 + proactive_abilities: + - 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. + name: Dust + traits: null + ranged: null + resistances: null + saves: + fort: 3 + ref: 6 + will: 3 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 5 + speed: + - amount: 15 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Construct + - Mindless + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 4 + dex_mod: -3 + int_mod: -5 + str_mod: 3 + wis_mod: 0 + ac: 17 + automatic_abilities: null + 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. + hp: 20 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 + type: slashing + name: glaive + to_hit: 11 + traits: + - deadly 1d8 + - forceful + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d6+4 + type: bludgeoning + name: gauntlet + to_hit: 9 + traits: + - agile + - free-hand + - magical + name: Animated Armor + perception: 6 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 10 + ref: 3 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 9 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Construct + - Mindless + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 5 + dex_mod: -2 + int_mod: -5 + str_mod: 4 + wis_mod: 0 + ac: 19 + automatic_abilities: null + description: Animated statues are often used to guard crypts, small shrines, or + areas in government buildings where they can be positioned amid normal statues + to hide their true nature until an intruder arouses their ire. Adventurers’ suspicions + regarding statues suddenly animating and attacking has led many less scrupulous + adventurers to automatically attack any statues they encounter, ruining harmless, + ancient relics. + hp: 35 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+6 plus Grab + type: bludgeoning + name: fist + to_hit: 11 + traits: + - magical + name: Animated Statue + perception: 9 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 12 + ref: 5 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 11 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Construct + - Earth + - Mindless + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 6 + dex_mod: -1 + int_mod: -5 + str_mod: 6 + wis_mod: 0 + ac: 26 + automatic_abilities: null + 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. + hp: 100 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d12+6 plus Grab + type: bludgeoning + name: stone fist + to_hit: 19 + traits: + - magical + name: Giant Animated Statue + perception: 13 + proactive_abilities: + - 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. + name: Brazier + traits: null + - action_cost: One Action + 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. + name: Burn Alive + traits: + - fire + ranged: + - action_cost: One Action + damage: + formula: 2d6+6 and 2d8 fire + type: bludgeoning + name: flaming coal + to_hit: 12 + traits: + - fire + - magical + - range increment 80 feet + resistances: null + saves: + fort: 17 + ref: 10 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 17 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Construct + - Earth + - Mindless + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 1 + int_mod: -4 + str_mod: 4 + wis_mod: 0 + ac: 20 + automatic_abilities: null + description: 'These horse-sized, burrowing monsters generally avoid heavily settled + areas like + + cities, but ankhravs’ predilection for livestock and humanoid flesh ensures that + + the creatures do not remain in the deep wilderness for long. Desperate farmers + + whose fields become infested by ankhravs often have little recourse but to seek + + the aid of adventurers.' + hp: 40 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 plus 1d6 acid + type: piercing + name: mandibles + to_hit: 13 + traits: + - acid + name: Ankhrav + perception: 7 + proactive_abilities: + - action_cost: Two Actions + description: The ankhrav makes a mandibles Strike; if the Strike hits, the target’s + armor takes the damage and the acid damage bypasses the armor’s Hardness. + name: Armor-Rending Bite + traits: null + - action_cost: Two Actions + description: '**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).' + name: Spray Acid + traits: + - acid + ranged: + - action_cost: One Action + damage: + formula: 3d6 + type: acid + name: acid spit + to_hit: 10 + traits: + - acid + - range 30 feet + resistances: null + saves: + fort: 12 + ref: 8 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 60 feet + skills: + Acrobatics: 6 + Athletics: 11 + Stealth: 8 + speed: + - amount: 25 + type: Land + - amount: 20 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: 1 + int_mod: -4 + str_mod: 6 + wis_mod: 2 + ac: 29 + automatic_abilities: null + 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. + hp: 120 + immunities: null + innate_spells: null + languages: '' + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d8+6 plus 2d6 acid + type: piercing + name: mandibles + to_hit: 20 + traits: + - acid + name: Hive Mother + perception: 16 + proactive_abilities: + - action_cost: Two Actions + description: The hive mother makes a mandibles Strike; if the Strike hits, the + target’s armor takes the damage and the acid damage bypasses the armor’s Hardness. + name: Armor-Rending Bite + traits: null + - action_cost: Two Actions + description: The hive mother unleashes a pheromone that causes all other ankhravs + within a 100-foot emanation to become quickened 1 until the start of the hive + mother’s next turn, and they can use the extra action only for Burrow, Stride, + or Strike actions. The hive mother can’t unleash the pheromone again for 1d4 + rounds. + name: Frenzy Pheromone + traits: null + - action_cost: Two Actions + description: The hive mother spews acid in a 60-foot cone, dealing 8d6 acid damage + and 1d6 persistent acid damage (DC 26 basic Reflex save). It can’t spew acid + again for 1d4 rounds. + name: Spray Acid + traits: + - acid + ranged: + - action_cost: One Action + damage: + formula: 5d6 + type: acid + name: acid spit + to_hit: 17 + traits: + - acid + - range 30 feet + resistances: null + saves: + fort: 18 + ref: 15 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 90 feet + skills: + Acrobatics: 13 + Athletics: 20 + Stealth: 11 + Survival: 16 + speed: + - amount: 25 + type: Land + - amount: 20 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Huge + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 2 + int_mod: -4 + str_mod: 4 + wis_mod: 1 + ac: 19 + automatic_abilities: null + 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. + hp: 45 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 2d6+4 + type: bludgeoning + name: fist + to_hit: 11 + traits: + - agile + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d8+4 + type: piercing + name: jaws + to_hit: 11 + traits: + - reach 5 feet + name: Gorilla + perception: 8 + proactive_abilities: + - action_cost: Two Actions + 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. **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. + name: Frightening Display + traits: + - auditory + - emotion + - fear + - mental + ranged: null + resistances: null + saves: + fort: 12 + ref: 9 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 9 + Athletics: 11 + Stealth: 7 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 5 + dex_mod: 2 + int_mod: -4 + str_mod: 7 + wis_mod: 1 + ac: 26 + automatic_abilities: null + 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. + hp: 150 + immunities: null + innate_spells: null + languages: '' + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d8+10 + type: bludgeoning + name: fist + to_hit: 21 + traits: + - agile + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d10+10 + type: piercing + name: jaws + to_hit: 21 + traits: + - reach 10 feet + name: Megaprimatus + perception: 15 + proactive_abilities: + - action_cost: Two Actions + description: ', and the target takes a –20-foot status penalty to all Speeds until + the end of its next turn.' + name: Mangling Rend + traits: null + - action_cost: Two Actions + 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. **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. + name: Terrifying Display + traits: + - auditory + - emotion + - fear + - mental + ranged: null + resistances: null + saves: + fort: 19 + ref: 16 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 14 + Athletics: 19 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Gargantuan + - Animal + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 3 + dex_mod: 1 + int_mod: 1 + str_mod: 5 + wis_mod: 3 + ac: 20 + automatic_abilities: null + 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. + hp: 75 + immunities: null + innate_spells: null + languages: + - Arboreal + - Common + - Sylvan + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d8+10 + type: bludgeoning + name: stone longsword + to_hit: 13 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d6+10 + type: bludgeoning + name: shield bash + to_hit: 13 + traits: null + name: Arboreal Warden + perception: 11 + proactive_abilities: + - action_cost: Two Actions + description: The arboreal warden Strides and then makes a shield bash Strike. + If the attack hits, the target is pushed 10 feet. + name: Shield Push + traits: null + ranged: null + resistances: + - amount: 5 + type: bludgeoning + - amount: 5 + type: piercing + saves: + fort: 13 + ref: 9 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 13 + Stealth: 9 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NG + - Large + - Plant + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 6 + dex_mod: -1 + int_mod: -5 + str_mod: 6 + wis_mod: 3 + ac: 22 + automatic_abilities: null + 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 \x1F ght to protect their home.\ + \ The statistics below work just as well for foliage that has become animate via\ + \ other methods, such as a mystical in\x1E uence from another dimension, a capricious\ + \ fey spirit, or the like." + hp: 100 + immunities: null + innate_spells: null + languages: + - Arboreal + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+6 + type: bludgeoning + name: branch + to_hit: 16 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d6+6 + type: bludgeoning + name: root + to_hit: 16 + traits: + - trip + name: Awakened Tree + perception: 13 + proactive_abilities: [] + ranged: null + resistances: + - amount: 5 + type: bludgeoning + - amount: 5 + type: piercing + saves: + fort: 16 + ref: 9 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 14 + Stealth: 9 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Plant + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 6 + dex_mod: -1 + int_mod: 1 + str_mod: 7 + wis_mod: 4 + ac: 26 + automatic_abilities: null + 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. + hp: 150 + immunities: null + innate_spells: + - frequency: constant + level: 4 + name: speak with plants + languages: + - Arboreal + - Common + - Sylvan + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d12+7 + type: bludgeoning + name: branch + to_hit: 19 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d8+7 + type: bludgeoning + name: root + to_hit: 19 + traits: + - trip + name: Arboreal Regent + perception: 18 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Awaken Tree + traits: + - concentrate + - primal + - description: When an arboreal regent damages an item or structure, it deals an + additional 2d10 damage to that item or structure. + name: Sunder Objects + traits: null + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d10+7 + type: bludgeoning + name: rock + to_hit: 19 + traits: + - brutal + - range increment 120 feet + resistances: + - amount: 5 + type: bludgeoning + - amount: 5 + type: piercing + saves: + fort: 20 + ref: 11 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 19 + Diplomacy: 16 + Intimidation: 16 + Nature: 18 + Stealth: 11 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NG + - Huge + - Plant + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 3 + int_mod: -1 + str_mod: -5 + wis_mod: 1 + ac: 16 + automatic_abilities: null + 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." + hp: 20 + immunities: null + innate_spells: + - level: 4 + name: read omens + - frequency: at will; evil only + level: 1 + name: detect alignment + - frequency: at will; evil only + level: 1 + name: heal + languages: + - Celestial + - Draconic + - Infernal + level: 1 + melee: null + name: Lantern Archon + perception: 6 + proactive_abilities: + - 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. + name: Gestalt + traits: + - concentrate + - divine + - transmutation + - action_cost: One Action + 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*. + name: Lantern of Hope + traits: + - concentrate + - divine + - enchantment + - mental + ranged: + - action_cost: One Action + damage: + formula: 1d4 plus 1d4 good + type: fire + name: light ray + to_hit: 8 + traits: + - agile + - good + - fire + - magical + - range 30 feet + resistances: + - amount: 3 + type: fire + saves: + fort: 6 + ref: 10 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Diplomacy: 6 + Religion: 6 + speed: + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Small + - Archon + - Celestial + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 3 + dex_mod: 4 + int_mod: 1 + str_mod: 3 + wis_mod: 3 + ac: 22 + automatic_abilities: null + description: Horned archons are secretive and tireless sentinels and scouts, patrolling + the Outer Sphere’s untamed wilds for evil to eliminate and keeping small communities + 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. + hp: 65 + immunities: null + innate_spells: + - frequency: x3 + level: 4 + name: dimension door + - frequency: x3 + level: 2 + name: animal messenger + - frequency: animals only; x3 + level: 1 + name: charm + - frequency: animals only; x3 + level: 1 + name: true strike + - frequency: constant + level: 5 + name: tongues + languages: + - Celestial + - Draconic + - Infernal + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d8+3 plus 1d6 good and Push + type: piercing + name: horn + to_hit: 11 + traits: + - magical + name: Horned Archon + perception: 11 + proactive_abilities: + - description: within 1 round to attempt to follow that creature to the maximum + distance of the archon’s *dimension door*. If the archon’s *dimension door* + has enough distance, the archon appears the same distance and direction from + the creature as before either used *dimension door*. + name: Archon's Door + traits: + - heightened to 5th level + - action_cost: One Action + description: A horned archon can touch another creature to take on that creature’s + wounds, transferring up to 30 of the horned archon’s HP to the touched creature. + The horned archon can’t transfer more HP than it currently has. + name: Touch of Charity + traits: + - healing + - manipulate + - necromancy + ranged: + - action_cost: One Action + damage: + formula: 1d8+4 plus 1d6 good + type: piercing + name: composite longbow + to_hit: 14 + traits: + - deadly 1d10 + - magical + - range increment 100 feet + - reload 0 + - volley + resistances: null + saves: + fort: 11 + ref: 10 + will: 11 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 12 + Nature: 11 + Religion: 9 + Stealth: 10 + Survival: 11 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Medium + - Archon + - Celestial + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 2 + int_mod: 1 + str_mod: 5 + wis_mod: 2 + ac: 27 + automatic_abilities: null + 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. + hp: 100 + immunities: null + innate_spells: + - frequency: at will + level: 4 + name: dimension door + - frequency: x3 + level: 1 + name: true strike + - frequency: constant + level: 5 + name: tongues + languages: + - Celestial + - Draconic + - Infernal + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d10+5 plus 1d6 fire and 1d6 good + type: slashing + name: flame of justice + to_hit: 18 + traits: + - magical + - versatile P + name: Legion Archon + perception: 15 + proactive_abilities: + - description: within 1 round to attempt to follow that creature to the maximum + distance of the archon’s *dimension door*. If the archon’s *dimension door* + has enough distance, the archon appears the same distance and direction from + the creature as before either used *dimension door*. + name: Archon's Door + traits: + - heightened to 5th level + - description: A legion archon’s spirit of righteousness manifests in its hands + 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. + name: Flame of Justice + traits: + - divine + - evocation + ranged: + - action_cost: One Action + damage: + formula: 2d10+5 plus 1d6 fire and 1d6 good + type: slashing + name: flame of justice + to_hit: 15 + traits: + - magical + - range increment 30 feet + - versatile P + resistances: + - amount: 15 + type: fire + saves: + fort: 17 + ref: 11 + will: 15 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 13 + Athletics: 14 + Diplomacy: 16 + Intimidation: 16 + Religion: 13 + Survival: 14 + speed: + - amount: 30 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Medium + - Archon + - Celestial + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 7 + dex_mod: 1 + int_mod: 2 + str_mod: 5 + wis_mod: 3 + ac: 31 + automatic_abilities: + - description: '|1| (divine, transmutation) A shield archon’s hands can change into + a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands. + Transforming does not restore any HP to the items, and if either the weapon + or shield is fully destroyed, the archon loses that hand until it receives a + <%SPELLS% %%>*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.' + name: Morphic Hands + traits: null + 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. + hp: 125 + immunities: null + innate_spells: + - frequency: at will + level: 4 + name: dimension door + - frequency: x3 + level: 2 + name: shield other + - level: 1 + name: true strike + - frequency: constant + level: 5 + name: tongues + items: + - +1 full plate + languages: + - Celestial + - Draconic + - Infernal + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d6+10 plus 1d6 good + type: piercing + name: holy striking spear + to_hit: 22 + traits: + - magical + - reach 10 feet + name: Shield Archon + perception: 19 + proactive_abilities: + - description: within 1 round to attempt to follow that creature to the maximum + distance of the archon’s *dimension door*. If the archon’s *dimension door* + has enough distance, the archon appears the same distance and direction from + the creature as before either used *dimension door*. + name: Archon's Door + traits: + - heightened to 5th level + - description: . + name: Courageous Switch + traits: null + ranged: null + resistances: null + saves: + fort: 23 + ref: 15 + will: 19 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Athletics: 21 + Diplomacy: 19 + Intimidation: 19 + Religion: 19 + Survival: 17 + speed: + - amount: 30 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Large + - Archon + - Celestial + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 1 + dex_mod: 4 + int_mod: 1 + str_mod: -2 + wis_mod: 3 + ac: 17 + automatic_abilities: null + 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. + hp: 25 + immunities: null + innate_spells: + - level: 4 + name: read omens + - frequency: at will; evil only + level: 1 + name: detect alignment + - frequency: at will; evil only + level: 1 + name: heal + - frequency: at will; evil only + level: 1 + name: illusory object + - frequency: constant + level: 4 + name: freedom of movement + languages: + - Celestial + - Common + - Draconic + - Infernal + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4-2 plus 1 chaotic and 1 good + type: bludgeoning + name: fist + to_hit: 9 + traits: + - agile + - chaotic + - finesse + - good + - magical + name: Lyrakien (Wanderer Azata) + perception: 8 + proactive_abilities: + - action_cost: Two Actions + description: The lyrakien unleashes a blast of holy starlight in a 5-foot burst + centered on itself. Creatures in the area take 1d6 chaotic damage and 1d6 good + damage (DC 17 basic Reflex save). The lyrakien can’t use Starlight Blast or + its starlight ray ranged attack for 1d4 rounds. + name: Starlight Blast + traits: + - chaotic + - good + - light + ranged: + - action_cost: One Action + damage: + formula: 1d4 and 1d4 good + type: chaotic + name: starlight ray + to_hit: 9 + traits: + - chaotic + - good + - light + - range 10 feet + resistances: null + saves: + fort: 4 + ref: 7 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 9 + Diplomacy: 6 + Performance: 8 + Religion: 6 + Stealth: 7 + speed: + - amount: 25 + type: Land + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Tiny + - Azata + - Celestial + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 3 + dex_mod: 5 + int_mod: 2 + str_mod: 1 + wis_mod: 1 + ac: 21 + automatic_abilities: null + 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. + hp: 75 + immunities: null + innate_spells: + - level: 4 + name: suggestion + - level: 3 + name: heroism + - frequency: at will + level: 2 + name: heal + - frequency: at will + level: 2 + name: mirror image + - frequency: at will + level: 1 + name: charm + - frequency: constant + level: 5 + name: tongues + languages: + - Celestial + - Draconic + - Infernal + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d6+7 plus 1d4 good + type: piercing + name: silver rapier + to_hit: 13 + traits: + - deadly 1d10 + - disarm + - finesse + - good + - magical + name: Gancanagh (Passion Azata) + perception: 11 + proactive_abilities: + - action_cost: One Action + description: The gancanagh can take on the appearance of any Small or Medium humanoid. + This doesn’t change their Speed or their attack and damage bonuses with their + Strikes, but might change the damage type their Strikes deal (typically to bludgeoning). + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - action_cost: Two Actions + 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. + name: Invigorating Passion + traits: + - divine + - emotion + - enchantment + - mental + ranged: null + resistances: null + saves: + fort: 9 + ref: 13 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 9 + Deception: 13 + Diplomacy: 13 + Performance: 14 + Religion: 9 + Stealth: 11 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Medium + - Azata + - Celestial + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 5 + dex_mod: 3 + int_mod: 2 + str_mod: 4 + wis_mod: 3 + ac: 25 + automatic_abilities: null + 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. + hp: 145 + immunities: null + innate_spells: + - level: 4 + name: counter performance + - level: 4 + name: hallucinatory terrain + - level: 4 + name: heal + - level: 4 + name: inspire heroics + - level: 4 + name: sound burst + - level: 4 + name: suggestion + - level: 3 + name: sleep + - level: 2 + name: darkness + - level: 2 + name: invisibility + - level: 1 + name: charm + - frequency: constant + level: 5 + name: tongues + - frequency: constant + level: 5 + name: speak with plants + - frequency: constant + level: 5 + name: speak with animals + - frequency: constant + level: 4 + name: speak with plants + - frequency: constant + level: 4 + name: speak with animals + - frequency: constant + level: 2 + name: speak with animals + languages: + - Celestial + - Draconic + - Infernal + level: 7 + melee: + - action_cost: One Action + damage: + formula: 1d8+10 plus 1d6 chaotic and 1d6 good + type: slashing + name: longsword + to_hit: 18 + traits: + - chaotic + - magical + - versatile P + - action_cost: One Action + damage: + formula: 2d6+10 plus 1d6 chaotic, 1d6 good, and Grab + type: bludgeoning + name: tail + to_hit: 18 + traits: + - agile + - magical + - reach 10 feet + name: Lillend (Muse Azata) + perception: 16 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 14 + ref: 16 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 14 + Deception: 16 + Diplomacy: 18 + Nature: 14 + Performance: 20 + Religion: 14 + Survival: 12 + speed: + - amount: 25 + type: Land + - amount: 45 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Large + - Azata + - Celestial + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 5 + dex_mod: 4 + int_mod: 3 + str_mod: 7 + wis_mod: 4 + ac: 34 + automatic_abilities: null + 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. + hp: 235 + immunities: null + innate_spells: + - level: 7 + name: chromatic wall + - level: 7 + name: dispel magic + - level: 7 + name: heal + - level: 7 + name: prismatic spray + - level: 6 + name: illusory scene + - level: 5 + name: banishment + - frequency: x4 + level: 4 + name: heal + - frequency: x4 + level: 4 + name: invisibility + - frequency: x4 + level: 4 + name: restoration + - level: 3 + name: mind reading + - frequency: at will + level: 2 + name: continual flame + - frequency: at will + level: 2 + name: dispel magic + - frequency: at will; evil only + level: 1 + name: charm + - frequency: at will; evil only + level: 1 + name: detect alignment + - frequency: at will; evil only + level: 1 + name: illusory disguise + - frequency: constant + level: 7 + name: see invisibility + - frequency: constant + level: 7 + name: tongues + - frequency: constant + level: 5 + name: tongues + languages: + - Celestial + - Draconic + - Infernal + level: 13 + melee: + - action_cost: One Action + damage: + formula: 2d12+13 plus 1d6 good and 1d6 other (see Choose Weakness) + type: slashing + name: holy greatsword + to_hit: 28 + traits: + - good + - magical + - versatile P + name: Ghaele (Crusader Azata) + perception: 25 + proactive_abilities: + - action_cost: One Action + description: A ghaele attempts to Recall Knowledge about a foe it is facing. If + successful, it can change the elemental damage dealt by its greatsword and light + ray to acid, cold, electricity, fire, or sonic, usually to match the a foe’s + 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. + name: Choose Weakness + traits: + - concentrate + - divination + - divine + - evocation + - manipulate + - action_cost: One Action + description: When a ghaele fixes its gaze upon a non-good creature, the creature + suffers the effects of *divine decree* (DC 33 Will save). If it survives, the + creature is temporarily immune to Ghaele’s Gaze for 1 minute. + name: Ghaele's Gaze + traits: + - divine + - evocation + - visual + - description: Any weapon becomes a *+2 holy striking weapon* while the ghaele wields + it. + name: Holy Blade + traits: + - divine + - evocation + ranged: + - action_cost: One Action + damage: + formula: 1d12 plus 1d12 good plus 2d6+6 other (see Choose Weakness) + type: chaotic + name: light ray + to_hit: 25 + traits: + - chaotic + - good + - light + - range 300 feet + resistances: + - amount: 15 + type: energy (see Choose Weakness) + saves: + fort: 26 + ref: 20 + will: 23 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - '*see invisibility*' + skills: + Acrobatics: 27 + Athletics: 26 + Diplomacy: 26 + Nature: 23 + Religion: 23 + Stealth: 21 + speed: + - amount: 35 + type: Land + - amount: 100 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Medium + - Azata + - Celestial + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 2 + dex_mod: 6 + int_mod: 0 + str_mod: -5 + wis_mod: 7 + ac: 39 + automatic_abilities: + - description: The banshee can hear heartbeats within (imprecise). **Sunlight Powerlessness** + If in direct sunlight, the banshee is slowed 1 and can’t use actions that have + the attack trait. + name: Hears Heartbeats + range: 60 feet + traits: null + - description: If in direct sunlight, the banshee is slowed 1 and can’t use actions + that have the attack trait. + name: Sunlight Powerlessness + traits: null + 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. + hp: 250 + immunities: + - disease + - paralyzed + - poison + - precision + - unconscious + innate_spells: null + languages: + - Common + - Elven + level: 17 + melee: + - action_cost: One Action + damage: + formula: 4d10+14 plus terrifying touch + type: negative + name: hand + to_hit: 32 + traits: + - finesse + - magical + name: Banshee + perception: 32 + proactive_abilities: + - description: When a banshee Strides at least 10 feet, they’re concealed until + the start of their next turn. + name: Spectral Ripple + traits: null + - description: A creature damaged by the banshee’s touch that isn’t already frightened + 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. + name: Terrifying Touch + traits: + - emotion + - enchantment + - fear + - occult + - action_cost: Two Actions + 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. + name: Wail + traits: + - auditory + - concentrate + - death + - necromancy + - occult + ranged: null + resistances: + - amount: 12 + type: all damage (except force, ghost touch, or positive; double resistance vs. + non-magical) + saves: + fort: 25 + ref: 29 + will: 32 + saves_special: + fort: null + ref: null + will: null + senses: + - hears heartbeats (imprecise) 60 feet + - darkvision + skills: + Acrobatics: 31 + Intimidation: 32 + Occultism: 25 + speed: + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Medium + - Incorporeal + - Spirit + - Undead + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 8 + dex_mod: 2 + int_mod: -3 + str_mod: 10 + wis_mod: 6 + ac: 48 + automatic_abilities: null + 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. + hp: 315 + immunities: null + innate_spells: null + languages: + - Aklo + level: 20 + melee: + - action_cost: One Action + damage: + formula: 4d12+18 plus Improved Grab + type: piercing + name: jaws + to_hit: 38 + traits: + - reach 20 feet + name: Baomel + perception: 34 + proactive_abilities: + - action_cost: One Action + 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. + name: Breath of the Sea + traits: + - attack + - action_cost: One Action + 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). + name: Shell Rake + traits: + - move + - action_cost: Two Actions + description: The baomal makes a Strike with each set of jaws, each against a different + creature. These Strikes count as one attack for the baomal’s multiple attack + penalty, and the penalty doesn’t increase until after both attacks. + name: Two-Headed Strike + traits: null + ranged: + - action_cost: One Action + damage: + formula: 4d10+18 plus Push 40 feet + type: bludgeoning + name: tsunami jet + to_hit: 38 + traits: + - brutal + - range 500 feet + resistances: + - amount: 10 + type: physical + saves: + fort: 36 + ref: 30 + will: 34 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 80 feet + skills: + Athletics: 41 + Stealth: 31 + Survival: 37 + speed: + - amount: 50 + type: Land + - amount: 80 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Gargantuan + - Aberration + - Aquatic + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 3 + dex_mod: 2 + int_mod: 2 + str_mod: 5 + wis_mod: 2 + ac: 21 + automatic_abilities: null + 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. + hp: 50 + immunities: null + innate_spells: + - frequency: at will + level: 4 + name: blink + - frequency: at will + level: 4 + name: confusion + - frequency: at will + level: 4 + name: dimension door + - frequency: at will + level: 3 + name: levitate + languages: + - Abyssal + - Common + - Goblin + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d8+5 + type: piercing + name: jaws + to_hit: 13 + traits: null + - action_cost: One Action + damage: + formula: 2d6+5 + type: slashing + name: claw + to_hit: 13 + traits: + - agile + name: Barghest + perception: 12 + proactive_abilities: + - action_cost: One Action + 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. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - 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. + name: Feed + traits: null + ranged: null + resistances: + - amount: 5 + type: 'fire ' + - amount: 5 + type: physical (except magical) + saves: + fort: 11 + ref: 12 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 10 + Deception: 12 + Diplomacy: 9 + Intimidation: 11 + Stealth: 10 + Survival: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Fiend + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 2 + int_mod: 3 + str_mod: 6 + wis_mod: 3 + ac: 25 + automatic_abilities: null + description: Once a barghest has eaten enough to grow into a greater barghest, it + typically seeks a method to leave the Material Plane and return to the Abyss, + there joining other fiends as yet another of that plane’s horrors. As barghests + 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. + hp: 105 + immunities: null + innate_spells: + - frequency: at will + level: 4 + name: blink + - frequency: at will + level: 4 + name: confusion + - frequency: at will + level: 4 + name: dimension door + - frequency: at will + level: 4 + name: enlarge + - frequency: at will + level: 3 + name: levitate + - frequency: at will + level: 2 + name: invisibility + languages: + - Abyssal + - Common + - Goblin + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d10+6 + type: piercing + name: jaws + to_hit: 17 + traits: null + - action_cost: One Action + damage: + formula: 2d8+6 + type: slashing + name: claw + to_hit: 17 + traits: + - agile + name: Greater Barghest + perception: 16 + proactive_abilities: + - action_cost: One Action + 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. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - action_cost: Two Actions + description: The barghest grows elongated fangs that seep poison. Its jaws deal + 1d6 additional poison damage and 1d6 persistent poison damage.
  • **Toxic + Breath** |2| (divine, evocation, poison) The barghest breathes a cloud of toxic + gas that deals 8d6 poison damage to all creatures in a 30-foot cone (DC 25 basic + Fortitude save). It can’t use Toxic Breath again for 1d4 rounds.
  • **Vestigial + Arm Strike** |2| **Frequency **once per round; **Trigger **The barghest completes + a Strike. **Effect **The barghest makes a claw Strike with a shriveled third + arm hanging from its torso. This attack doesn’t count for the barghest’s multiple + attack penalty, nor does that penalty apply on the attack.
  • **Wings** + The barghest has malformed wings extending from its back. It gains a fly Speed + of 25 feet.
  • + name: Mutations + traits: + - poison + ranged: null + resistances: + - amount: 10 + type: 'fire ' + - amount: 10 + type: physical (except magical) + saves: + fort: 17 + ref: 15 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 15 + Athletics: 15 + Deception: 18 + Diplomacy: 14 + Intimidation: 16 + Stealth: 15 + Survival: 14 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Large + - Fiend + - Mutant + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 5 + dex_mod: -1 + int_mod: -3 + str_mod: 4 + wis_mod: 2 + ac: 22 + automatic_abilities: null + 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. + hp: 75 + immunities: null + innate_spells: null + languages: '' + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d8+4 + type: piercing + name: jaws + to_hit: 15 + traits: null + name: Basilisk + perception: 11 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Petrifying Gaze + traits: + - arcane + - concentrate + - incapacitation + - transmutation + - visual + ranged: null + resistances: null + saves: + fort: 14 + ref: 8 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 13 + Stealth: 8 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Beast + type: Creature +- ability_mods: + cha_mod: -3 + con_mod: 1 + dex_mod: 4 + int_mod: -4 + str_mod: 1 + wis_mod: 3 + ac: 15 + automatic_abilities: + - description: A bat swarm can use its hearing as a precise sense at the listed + range. + name: Echolocation + traits: null + 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. + hp: 11 + immunities: + - precision + - swarm mind + innate_spells: null + languages: '' + level: 1 + melee: null + name: Vampire Bat Swarm + perception: 10 + proactive_abilities: + - action_cost: One Action + description: . Creatures that fail this save also take 1 persistent bleed damage. + name: Blood Feast + traits: + - DC 16 basic Reflex save + ranged: null + resistances: + - amount: 6 + type: bludgeoning + - amount: 6 + type: piercing + - amount: 3 + type: slashing + saves: + fort: 6 + ref: 9 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - echolocation (precise) 20 feet + - low-light vision + skills: + Acrobatics: 7 + Athletics: 4 + Stealth: 7 + speed: + - amount: 5 + type: Land + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + - Swarm + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 2 + int_mod: -4 + str_mod: 4 + wis_mod: 3 + ac: 18 + automatic_abilities: + - description: A bat can use its hearing as a precise sense at the listed range. + name: Echolocation + traits: null + 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. + hp: 30 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d10+4 + type: slashing + name: fangs + to_hit: 10 + traits: null + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: wing + to_hit: 10 + traits: + - agile + name: Giant Bat + perception: 11 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 9 + ref: 8 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - echolocation (precise) 40 feet + - low-light vision + skills: + Acrobatics: 8 + Athletics: 8 + Stealth: 8 + speed: + - amount: 15 + type: Land + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 5 + dex_mod: 1 + int_mod: -4 + str_mod: 4 + wis_mod: 1 + ac: 19 + automatic_abilities: null + description: This large and powerful omnivore inhabits forested hills. While it + typically sustains itself on nuts, berries, fish, and small mammals, it’s fiercely + 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. + hp: 45 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 2d8+4 + type: piercing + name: jaws + to_hit: 11 + traits: null + - action_cost: One Action + damage: + formula: 1d10+4 plus Grab + type: slashing + name: claw + to_hit: 11 + traits: + - agile + name: Grizzly Bear + perception: 10 + proactive_abilities: + - description: The grizzly bear gains a +2 circumstance bonus to damage rolls against + creatures it has grabbed. + name: Mauler + traits: null + - action_cost: Two Actions + 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. + name: Rush + traits: null + ranged: null + resistances: null + saves: + fort: 12 + ref: 6 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 11 + Survival: 8 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 6 + dex_mod: 1 + int_mod: -4 + str_mod: 6 + wis_mod: 1 + ac: 24 + automatic_abilities: null + 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. + hp: 95 + immunities: null + innate_spells: null + languages: '' + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d10+6 + type: piercing + name: jaws + to_hit: 16 + traits: null + - action_cost: One Action + damage: + formula: 2d8+6 plus Grab + type: slashing + name: claw + to_hit: 16 + traits: + - agile + name: Cave Bear + perception: 13 + proactive_abilities: + - description: The bear gains a +4 circumstance bonus to damage rolls against creatures + it has grabbed. + name: Mauler + traits: null + - action_cost: Two Actions + 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. + name: Rush + traits: null + ranged: null + resistances: null + saves: + fort: 16 + ref: 11 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 16 + Survival: 11 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 2 + dex_mod: 3 + int_mod: -5 + str_mod: 1 + wis_mod: 1 + ac: 16 + automatic_abilities: null + description: These 3-foot-long insects boast a pair of glowing organs on the back + of the abdomen that give off bright light and that continue to glow for days, + even after the creature’s death. Flash beetles are commonly herded and harvested + 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. + hp: 6 + immunities: null + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d4+1 + type: piercing + name: mandibles + to_hit: 8 + traits: + - agile + - finesse + name: Flash Beetle + perception: 6 + proactive_abilities: + - action_cost: One Action + description: The flash beetle creates a brilliant flash of light. All creatures + in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled + for 1 minute. The flash beetle’s glow then goes out, disabling its aura for + 24 hours, during which time it cannot use Light Flash. + name: Light Flash + traits: + - concentrate + - light + ranged: null + resistances: null + saves: + fort: 5 + ref: 8 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 6 + Athletics: 4 + speed: + - amount: 20 + type: Land + - amount: 15 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 5 + dex_mod: 1 + int_mod: -5 + str_mod: 5 + wis_mod: 2 + ac: 22 + automatic_abilities: null + 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. + hp: 55 + immunities: null + innate_spells: null + languages: '' + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d8+5 + type: piercing + name: mandibles + to_hit: 13 + traits: null + - action_cost: One Action + damage: + formula: 1d10+5 + type: bludgeoning + name: foot + to_hit: 11 + traits: null + name: Giant Stag Beetle + perception: 10 + proactive_abilities: + - description: Medium or smaller, foot, DC 21 + name: Trample + traits: null + ranged: null + resistances: null + saves: + fort: 13 + ref: 9 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 9 + Athletics: 13 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 0 + dex_mod: 3 + int_mod: -5 + str_mod: -4 + wis_mod: 1 + ac: 16 + automatic_abilities: null + description: Scourges of swamps and damp, abandoned places, bloodseekers are ravenous + blood drinkers. Farmers curse the creatures for sucking their livestock dry. It + is from such beleaguered people that the bloodseeker’s regional name “stirge,” + possibly a corruption of the word “scourge,” comes. Folk wisdom holds that the + 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. + hp: 6 + immunities: null + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + name: barbed leg + to_hit: 8 + traits: + - finesse + name: Bloodseeker + perception: 6 + proactive_abilities: + - description: while attached. If the bloodseeker is killed or pushed away while + attached to a creature it has drained blood from, that creature takes 1 persistent + bleed damage. Escaping the attach or removing the bloodseeker in other ways + doesn’t cause bleed damage. + name: Attach + traits: null + - action_cost: One Action + description: . + name: Blood Drain + traits: + - of any kind or amount + ranged: null + resistances: null + saves: + fort: 5 + ref: 8 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 6 + Stealth: 6 + speed: + - amount: 10 + type: Land + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Tiny + - Animal + type: Creature +- ability_mods: + cha_mod: -3 + con_mod: 4 + dex_mod: 1 + int_mod: -4 + str_mod: 4 + wis_mod: 2 + ac: 18 + automatic_abilities: null + 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. + hp: 30 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 2d6+4 + type: piercing + name: Tusk + to_hit: 10 + traits: null + name: Boar + perception: 8 + proactive_abilities: + - action_cost: Two Actions + description: 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. + name: Boar Charge + traits: null + ranged: null + resistances: null + saves: + fort: 10 + ref: 5 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 5 + Athletics: 8 + Survival: 8 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 3 + dex_mod: 0 + int_mod: -4 + str_mod: 6 + wis_mod: 2 + ac: 21 + automatic_abilities: null + 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. + hp: 60 + immunities: null + innate_spells: null + languages: '' + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d8+6 + type: piercing + name: Tusk + to_hit: 14 + traits: null + name: Daeodon + perception: 12 + proactive_abilities: + - action_cost: Two Actions + description: by the force of the blow. + name: Daeodon Charge + traits: null + ranged: null + resistances: null + saves: + fort: 13 + ref: 9 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 12 + Survival: 10 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 2 + int_mod: -1 + str_mod: 3 + wis_mod: 2 + ac: 16 + automatic_abilities: null + 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. + hp: 24 + immunities: null + innate_spells: null + languages: + - Boggard + - Common + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: bludgeoning + name: Morningstar + to_hit: 8 + traits: + - versatile P + - action_cost: One Action + name: Tongue + to_hit: 8 + traits: + - reach 10 feet + name: Boggard Scout + perception: 7 + proactive_abilities: + - description: A boggard scout ignores difficult terrain caused by swamp terrain + features. + name: Swamp Stride + traits: null + - action_cost: One Action + 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. + name: Terrifying Croak + traits: + - auditory + - emotion + - fear + - mental + - description: ', but it can’t move beyond the reach of the boggard’s tongue. A + creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing + damage. Though this doesn’t deal any damage to the boggard, it prevents it from + using its tongue Strike until it regrows its tongue, which takes a week.' + name: Tongue Grab + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+1 + type: bludgeoning + name: Sling + to_hit: 7 + traits: + - propulsive + - reload 1 + - range increment 50 feet + resistances: null + saves: + fort: 9 + ref: 5 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 5 + Athletics: 8 + Stealth: 7 + speed: + - amount: 20 + type: Land + - amount: 25 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Amphibious + - Boggard + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 0 + int_mod: -1 + str_mod: 4 + wis_mod: 2 + ac: 17 + automatic_abilities: null + 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. + hp: 38 + immunities: null + innate_spells: null + languages: + - Boggard + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+6 + type: bludgeoning + name: Club + to_hit: 10 + traits: null + - action_cost: One Action + name: Tongue + to_hit: 10 + traits: + - reach 10 feet + name: Boggard Warrior + perception: 8 + proactive_abilities: + - description: A boggard warrior ignores difficult terrain caused by swamp terrain + features. + name: Swamp Stride + traits: null + - action_cost: One Action + 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. + name: Terrifying Croak + traits: + - auditory + - emotion + - fear + - mental + - description: ', but it can’t move beyond the reach of the boggard’s tongue. A + creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing + damage. Though this doesn’t deal any damage to the boggard, it prevents it from + using its tongue Strike until it regrows its tongue, which takes a week.' + name: Tongue Grab + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: Javelin + to_hit: 6 + traits: + - thrown 30 feet + - action_cost: One Action + damage: + formula: 1d6+6 + type: bludgeoning + name: Club + to_hit: 6 + traits: + - thrown 10 feet + resistances: null + saves: + fort: 10 + ref: 5 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 8 + Intimidation: 5 + Stealth: 6 + speed: + - amount: 20 + type: Land + - amount: 25 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Amphibious + - Boggard + - Humanoid + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 2 + dex_mod: 0 + int_mod: 0 + str_mod: 3 + wis_mod: 4 + ac: 18 + automatic_abilities: null + 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. + hp: 40 + immunities: null + innate_spells: null + languages: + - Abyssal + - Boggard + - Common + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d4+6 + type: bludgeoning + name: staff + to_hit: 10 + traits: + - two-hand d8 + - action_cost: One Action + name: Tongue + to_hit: 10 + traits: + - reach 10 feet + name: Boggard Swampseer + perception: 11 + proactive_abilities: + - action_cost: Two Actions + 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 + name: Destructive Croak + traits: + - sonic + - description: '**Trigger** The boggard swampseer or one of its allies within 60 + feet attempts a saving throw against an *auditory* or *sonic* effect. **Effect** + The swampseer releases a croak that drowns out other sound. It rolls a *Performance* + check. It and boggard allies in the area can use the higher result of the swampseer’s + Performance check or their saves to resolve the effects against the *auditory* + or *sonic* effect.' + name: Drowning Drone + traits: + - auditory + - mental + - description: A boggard swampseer ignores difficult terrain caused by swamp terrain + features. + name: Swamp Stride + traits: null + - action_cost: One Action + 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. + name: Terrifying Croak + traits: + - auditory + - emotion + - fear + - mental + - description: ', but it can’t move beyond the reach of the boggard’s tongue. A + creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing + damage. Though this doesn’t deal any damage to the boggard, it prevents it from + using its tongue Strike until it regrows its tongue, which takes a week.' + name: Tongue Grab + traits: null + ranged: null + resistances: null + saves: + fort: 9 + ref: 7 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 8 + Intimidation: 8 + Medicine: 9 + Nature: 11 + Performance: 8 + Religion: 9 + speed: + - amount: 20 + type: Land + - amount: 25 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Amphibious + - Boggard + - Humanoid + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 5 + dex_mod: 3 + int_mod: 4 + str_mod: 6 + wis_mod: 4 + ac: 26 + automatic_abilities: null + 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. + hp: 140 + immunities: + - confused + innate_spells: null + languages: + - Abyssal + - Aklo + - Common + - Draconic + - Protean + - Undercommon + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d12+6 plus brain collector venom + type: piercing + name: Jaws + to_hit: 20 + traits: null + - action_cost: One Action + damage: + formula: 2d8+6 + type: slashing + name: Claw + to_hit: 20 + traits: + - agile + name: Brain Collector + perception: 18 + proactive_abilities: + - 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)' + name: Brain Collector Venom + traits: + - poison + - action_cost: One Action + 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 + name: Collect Brain + traits: + - manipulate + ranged: null + resistances: null + saves: + fort: 15 + ref: 13 + will: 18 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 17 + Arcana: 18 + Athletics: 16 + Lore: 18 + Occultism: 21 + Stealth: 17 + speed: + - amount: 25 + type: Land + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 2 + int_mod: -1 + str_mod: 4 + wis_mod: 1 + ac: 17 + automatic_abilities: null + description: The more common bugbear thug specializes in the art of lurking in the + shadows. + hp: 34 + immunities: null + innate_spells: null + languages: + - Common + - Goblin + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 + type: piercing + name: Bastard Sword + to_hit: 10 + traits: + - two-hand d12 + - action_cost: One Action + damage: + formula: 1d4+4 + type: bludgeoning + name: Fist + to_hit: 10 + traits: + - agile + - nonlethal + name: Bugbear Thug + perception: 7 + proactive_abilities: + - action_cost: One Action + description: by. If they succeed, they also deal fist damage to that creature. + name: Bushwhack + traits: null + - description: . + name: Mauler + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: Javelin + to_hit: 8 + traits: + - thrown 30 feet + resistances: null + saves: + fort: 9 + ref: 8 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 6 + Athletics: 7 + Intimidation: 4 + Stealth: 6 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Goblin + - Humanoid + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 3 + int_mod: -1 + str_mod: 4 + wis_mod: 1 + ac: 20 + automatic_abilities: null + 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. + hp: 44 + immunities: null + innate_spells: null + languages: + - Common + - Goblin + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d4+6 + type: piercing + name: Dagger + to_hit: 11 + traits: + - agile + - versatile S + - action_cost: One Action + damage: + formula: 1d4+6 + type: slashing + name: Sickle + to_hit: 11 + traits: + - agile + - finesse + - trip + name: Bugbear Tormentor + perception: 8 + proactive_abilities: + - description: creatures + name: Sneak Attack + traits: null + - action_cost: Two Actions + description: against the second attack. Apply the bugbear tormentor’s multiple + attack penalty to the Strikes normally. + name: Twin Feint + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d4+6 + type: piercing + name: Dagger + to_hit: 10 + traits: + - agile + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 9 + ref: 10 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 9 + Intimidation: 7 + Stealth: 8 + Thievery: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Goblin + - Humanoid + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 6 + dex_mod: 2 + int_mod: -4 + str_mod: 7 + wis_mod: 2 + ac: 30 + automatic_abilities: null + 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.” + hp: 120 + immunities: null + innate_spells: null + languages: '' + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d10+10 + type: piercing + name: Jaws + to_hit: 21 + traits: null + - action_cost: One Action + damage: + formula: 2d8+10 + type: slashing + name: Claw + to_hit: 21 + traits: + - agile + name: Bulette + perception: 16 + proactive_abilities: + - description: A bulette gains a +1 circumstance bonus to attack and damage rolls + with its jaws against a specific type of creature designated as its favorite + food. Unless otherwise stated, a bulette’s favored prey is halflings. Elves + are never a favored prey for bulettes. + name: Favored Prey + traits: null + - action_cost: Two Actions + description: . If it’s adjacent to an enemy at the apex of its High Jump or at + 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. + name: Leaping Charge + traits: null + - description: ', or 20 feet up on a critical success.' + name: Powerful Jumper + traits: null + ranged: null + resistances: null + saves: + fort: 20 + ref: 16 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 16 + Athletics: 21 + speed: + - amount: 40 + type: Land + - amount: 30 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 4 + dex_mod: 3 + int_mod: -4 + str_mod: 4 + wis_mod: 1 + ac: 19 + automatic_abilities: + - description: The bunyip can smell blood in the water from up to 1 mile away. + name: Blood Scent + traits: null + 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. + hp: 45 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+4 plus 1d6 persistent bleed damage + type: piercing + name: Jaws + to_hit: 11 + traits: null + - action_cost: One Action + damage: + formula: 1d8+4 + type: bludgeoning + name: Tail + to_hit: 11 + traits: + - agile + name: Bunyip + perception: 10 + proactive_abilities: + - description: that go away at the end of the frenzy, and takes a –2 penalty to + AC. + name: Blood Frenzy + traits: null + - action_cost: One Action + 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. + name: Roar + traits: + - auditory + - concentrate + - emotion + - enchantment + - fear + - mental + - primal + - action_cost: One Action + description: A bunyip can alter its form slightly to gain an advantage and make + it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn’t + 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. + name: Shift Form + traits: + - morph + - primal + - transmutation + ranged: null + resistances: null + saves: + fort: 9 + ref: 12 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - blood scent + - darkvision + - scent (imprecise) 100 feet + skills: + Athletics: 11 + Stealth: 10 + Survival: 8 + speed: + - amount: 10 + type: Land + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + - Aquatic + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 2 + dex_mod: 4 + int_mod: -1 + str_mod: 0 + wis_mod: 1 + ac: 17 + automatic_abilities: null + description: Caligni dancers serve as intermediaries between caligni clans. + hp: 18 + immunities: null + innate_spells: [] + languages: + - Caligni + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4 + type: bludgeoning + name: Baton + to_hit: 9 + traits: + - agile + - finesse + - shove + - action_cost: One Action + damage: + formula: 1d4 + type: piercing + name: Dagger + to_hit: 9 + traits: + - agile + - finesse + - versatile S + name: Caligni Dancer + perception: 6 + proactive_abilities: + - action_cost: One Action + 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. + name: Dancer's Curse + traits: + - curse + - enchantment + - occult + - mental + - description: creatures. + name: Sneak Attack + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d4 + type: piercing + name: Dagger + to_hit: 9 + traits: + - agile + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 7 + ref: 9 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - greater darkvision + - light blindness + skills: + Acrobatics: 7 + Performance: 6 + Stealth: 7 + Thievery: 7 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: 16 + traits: + - CN + - Small + - Caligni + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 3 + dex_mod: 4 + int_mod: -1 + str_mod: 0 + wis_mod: 2 + ac: 19 + automatic_abilities: null + description: The most widespread of the caligni are the mischievous caligni creepers. + hp: 30 + immunities: null + innate_spells: + - frequency: at will + level: 2 + name: darkness + languages: + - Caligni + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d4 plus black smear poison + type: piercing + name: Dagger + to_hit: 10 + traits: + - agile + - finesse + - versatile S + name: Caligni Creeper + perception: 8 + proactive_abilities: + - description: creatures. + name: Sneak Attack + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d4 plus black smear poison + type: piercing + name: Dagger + to_hit: 10 + traits: + - agile + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 9 + ref: 10 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - greater darkvision + - light blindness + skills: + Acrobatics: 8 + Athletics: 4 + Stealth: 10 + Thievery: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: 15 + traits: + - CN + - Small + - Caligni + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 5 + int_mod: -1 + str_mod: 2 + wis_mod: 2 + ac: 21 + automatic_abilities: null + description: Caligni stalkers are often leaders of caligni enclaves. + hp: 60 + immunities: null + innate_spells: + - frequency: at will + level: 2 + name: darkness + - frequency: at will + level: 2 + name: obscuring mist + languages: + - Caligni + - Undercommon + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d6+7 plus black smear poison + type: piercing + name: Shortsword + to_hit: 13 + traits: + - agile + - finesse + - versatile S + name: Caligni Stalker + perception: 10 + proactive_abilities: + - action_cost: Two Actions + description: only once. Both attacks count toward the stalker’s multiple attack + penalty, but the penalty increases only after both attacks. + name: Double Slice + traits: null + - action_cost: One Action + description: Each caligni creeper within 30 feet of the stalker can *Step*. Each + creeper can benefit from Encircling Command only once per round. + name: Encircling Command + traits: + - auditory + - description: creatures. + name: Sneak Attack + traits: null + ranged: null + resistances: null + saves: + fort: 10 + ref: 13 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - greater darkvision + - light blindness + skills: + Acrobatics: 13 + Athletics: 8 + Stealth: 13 + Thievery: 11 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: 19 + traits: + - CN + - Medium + - Caligni + - Humanoid + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 2 + dex_mod: 4 + int_mod: -4 + str_mod: 3 + wis_mod: 1 + ac: 18 + automatic_abilities: null + 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. + hp: 30 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d10+3 plus Grab + type: piercing + name: jaws + to_hit: 10 + traits: + - finesse + - action_cost: One Action + damage: + formula: 1d6+3 + type: slashing + name: claw + to_hit: 10 + traits: + - agile + - finesse + name: Leopard + perception: 7 + proactive_abilities: + - action_cost: One Action + 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. + name: Maul + traits: null + - action_cost: One Action + 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. + name: Pounce + traits: null + - description: The leopard deals 1d4 extra precision damage to flat-footed creatures. + name: Sneak Attack + traits: null + ranged: null + resistances: null + saves: + fort: 8 + ref: 10 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 7 + Stealth: 8 + speed: + - amount: 30 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 2 + dex_mod: 3 + int_mod: -4 + str_mod: 4 + wis_mod: 2 + ac: 19 + automatic_abilities: null + 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. + hp: 45 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+6 plus Grab + type: piercing + name: jaws + to_hit: 11 + traits: null + - action_cost: One Action + damage: + formula: 1d8+6 + type: slashing + name: claw + to_hit: 11 + traits: + - agile + name: Lion + perception: 9 + proactive_abilities: + - description: The lion deals 1d4 extra damage to any creature that's within reach + of at least two of the lion's allies + name: Pack Attack + traits: null + - action_cost: One Action + 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. + name: Pounce + traits: null + - description: The lion deals 1d6 extra precision damage to flat-footed creatures. + name: Sneak Attack + traits: null + ranged: null + resistances: null + saves: + fort: 9 + ref: 10 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 11 + Stealth: 10 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 3 + int_mod: -4 + str_mod: 5 + wis_mod: 2 + ac: 21 + automatic_abilities: null + 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. + hp: 60 + immunities: null + innate_spells: null + languages: '' + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d10+7 plus Grab + type: piercing + name: jaws + to_hit: 13 + traits: null + - action_cost: One Action + damage: + formula: 1d8+7 + type: slashing + name: claw + to_hit: 13 + traits: + - agile + name: Tiger + perception: 12 + proactive_abilities: + - action_cost: One Action + 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. + name: Pounce + traits: null + - description: The tiger deals 1d6 extra precision damage to flat-footed creatures. + name: Sneak Attack + traits: null + - action_cost: One Action + description: . + name: Wrestle + traits: null + ranged: null + resistances: null + saves: + fort: 13 + ref: 11 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 11 + Athletics: 13 + Stealth: 13 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 2 + int_mod: -4 + str_mod: 6 + wis_mod: 2 + ac: 23 + automatic_abilities: null + description: Smilodons are large saber-toothed cats, apex predators that are significantly + more muscular and broader than the other species of big cats. They often kill + prey with a quick stab to the throat or other vulnerable spot. The smilodon’s + oversized fangs are particularly sought after as trophies. + hp: 110 + immunities: null + innate_spells: null + languages: '' + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d10+6 plus Grab + type: piercing + name: fangs + to_hit: 16 + traits: null + - action_cost: One Action + damage: + formula: 2d8+6 plus Grab + type: slashing + name: claw + to_hit: 16 + traits: + - agile + name: Smilodon + perception: 14 + proactive_abilities: + - action_cost: One Action + 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. + name: Pierce Armor + traits: null + - action_cost: One Action + 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. + name: Pounce + traits: null + - description: The smilodon deals 1d6 extra precision damage to flat-footed creatures. + name: Sneak Attack + traits: null + ranged: null + resistances: null + saves: + fort: 15 + ref: 12 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 60 feet + skills: + Acrobatics: 12 + Athletics: 16 + Stealth: 12 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 4 + int_mod: -1 + str_mod: 3 + wis_mod: 1 + ac: 17 + automatic_abilities: null + description: Catfolk pouncers travel the world in search of new experiences. + hp: 19 + immunities: null + innate_spells: null + languages: + - Amurrun + - Common + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d12+3 + type: slashing + name: greataxe + to_hit: 8 + traits: + - sweep + - action_cost: One Action + damage: + formula: 1d4+3 + type: piercing + name: dagger + to_hit: 9 + traits: + - agile + - finesse + - versatile S + name: Catfolk Pouncer + perception: 6 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Sudden Charge + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d4+3 + type: piercing + name: dagger + to_hit: 9 + traits: + - agile + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 6 + ref: 9 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 7 + Athletics: 6 + Nature: 4 + Stealth: 7 + Survival: 4 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Medium + - Catfolk + - Humanoid + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 7 + dex_mod: 4 + int_mod: -3 + str_mod: 6 + wis_mod: 2 + ac: 33 + automatic_abilities: + - description: he cauthooj senses a creatures mental essence at the listed ranged. + name: Thoughtsense + traits: + - divination + - mental + - occult + 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. + hp: 215 + immunities: null + innate_spells: null + languages: + - Sylvan + level: 12 + melee: + - action_cost: One Action + damage: + formula: 2d12+12 + type: piercing + name: beak + to_hit: 26 + traits: + - agile + - deadly 1d12 + - reach 10 feet + name: Cauthooj + perception: 22 + proactive_abilities: + - action_cost: One Action + 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. + name: Staccato Strike + traits: + - mental + - primal + - sonic + - action_cost: Two Actions + 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. + **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. + name: Warbling Song + traits: + - auditory + - incapacitation + - mental + - primal + ranged: null + resistances: + - amount: 15 + type: sonic + saves: + fort: 25 + ref: 20 + will: 18 + saves_special: + fort: null + ref: null + will: null + senses: + - thoughtsense (imprecise) 60 feet + skills: + Athletics: 24 + Stealth: 25 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Beast + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 7 + dex_mod: -1 + int_mod: -5 + str_mod: 9 + wis_mod: -1 + ac: 32 + automatic_abilities: null + description: The purple worm is the most common and infamous of the cave worms, + a much-feared monster wandering the twisting tunnels of the Darklands that is + capable of carving out entire cave systems. Tunnels bored by a purple worm don’t + always last long after these creature’s passage, and areas where they nest are + 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. + hp: 270 + immunities: null + innate_spells: null + languages: '' + level: 13 + melee: + - action_cost: One Action + damage: + formula: 3d10+15 plus Improved Grab + type: piercing + name: jaws + to_hit: 28 + traits: + - deadly 2d10 + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d12+15 plus purple worm venom + type: piercing + name: stinger + to_hit: 28 + traits: + - agile + - poison + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d10+13 + type: bludgeoning + name: body + to_hit: 26 + traits: + - reach 15 feet + name: Purple Worm + perception: 20 + proactive_abilities: + - description: The worm uses Swallow Whole. + name: Fast Swallow + traits: null + - 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).' + name: Purple Worm Venom + traits: + - poison + - description: Boulders occupy space in the worm’s stomach as a creature of equivalent + size, and purple worms often have several boulders swallowed. A purple worm + can use a single action to swallow a new boulder. + name: Regurgitate + traits: null + - 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. + name: Rock Tunneler + traits: null + - action_cost: One Action + description: Huge, 3d6+9 bludgeoning, Rupture 24 + name: Swallow Whole + traits: null + - action_cost: Two Actions + description: The worm makes a Strike once against each creature in its reach. + It can Strike up to once with its jaws, up to once with its stinger, and any + number of times with its body. Each attack counts toward the worm’s multiple + attack penalty, but the multiple attack penalty doesn’t increase until after + it makes all the attacks. + name: Thrash + traits: null + ranged: + - action_cost: One Action + name: regurgitate + to_hit: 26 + traits: + - brutal + - range increment 60 feet + resistances: null + saves: + fort: 28 + ref: 21 + will: 21 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 100 feet + skills: + Athletics: 30 + speed: + - amount: 40 + type: Land + - amount: 20 + type: Swim + - amount: 40 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Gargantuan + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 8 + dex_mod: -1 + int_mod: -5 + str_mod: 10 + wis_mod: -1 + ac: 35 + automatic_abilities: null + 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. + hp: 320 + immunities: null + innate_spells: null + languages: '' + level: 15 + melee: + - action_cost: One Action + damage: + formula: 3d12+16 plus Improved Grab + type: piercing + name: jaw + to_hit: 31 + traits: + - deadly 2d10 + - reach 15 feet + - action_cost: One Action + damage: + formula: 4d6+16 plus azure worm venom + type: piercing + name: stinger + to_hit: 31 + traits: + - agile + - poison + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d8+14 + type: bludgeoning + name: body + to_hit: 29 + traits: + - reach 15 feet + name: Azure Worm + perception: 22 + proactive_abilities: + - 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)' + name: Azure Worm Venom + traits: + - poison + - action_cost: Two Actions + description: . After the Strike, the worm splashes back down. It can use Improved + Grab on this Strike and follow it up with Fast Swallow. + name: Breach + traits: + - this lets it attack a creature within 45 feet of the water’s surface + - description: The worm uses Swallow Whole. + name: Fast Swallow + traits: null + - action_cost: One Action + description: Huge, 3d8+10 bludgeoning, Rupture 27 + name: Swallow Whole + traits: null + - action_cost: Two Actions + description: The worm makes a Strike once against each creature in its reach. + It can Strike up to once with its jaws, up to once with its stinger, and any + number of times with its body. Each attack counts toward the worm’s multiple + attack penalty, but the multiple attack penalty doesn’t increase until after + it makes all the attacks. + name: Thrash + traits: null + ranged: null + resistances: null + saves: + fort: 32 + ref: 20 + will: 23 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 100 feet + skills: + Athletics: 33 + Stealth: 20 + speed: + - amount: 40 + type: Land + - amount: 60 + type: Swim + - amount: 40 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Gargantuan + - Amphibious + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 9 + dex_mod: -1 + int_mod: -3 + str_mod: 10 + wis_mod: -1 + ac: 40 + automatic_abilities: null + 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. + hp: 410 + immunities: + - fire + innate_spells: null + languages: '' + level: 18 + melee: + - action_cost: One Action + damage: + formula: 3d10+18 plus 2d6 fire and Improved Grab + type: piercing + name: jaws + to_hit: 36 + traits: + - deadly 3d10 + - fire + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d12+18 plus 2d6 fire and crimson worm venom + type: piercing + name: stinger + to_hit: 36 + traits: + - agile + - fire + - poison + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d10+16 plus 2d6 fire + type: bludgeoning + name: body + to_hit: 36 + traits: + - fire + - reach 15 feet + name: Crimson Worm + perception: 25 + proactive_abilities: + - action_cost: Two Actions + description: The crimson worm breathes a blast of flame in a 60-foot cone that + deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save). + It can’t use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - evocation + - fire + - primal + - 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).' + name: Crimson Worm Venom + traits: + - poison + - description: The worm uses Swallow Whole. + name: Fast Swallow + traits: null + - 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. + name: Rock Tunneler + traits: null + - action_cost: One Action + description: Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36 + name: Swallow Whole + traits: null + - action_cost: Two Actions + description: The worm makes a Strike once against each creature in its reach. + It can Strike up to once with its jaws, up to once with its stinger, and any + number of times with its body. Each attack counts toward the worm’s multiple + attack penalty, but the multiple attack penalty doesn’t increase until after + it makes all the attacks. + name: Thrash + traits: null + ranged: null + resistances: null + saves: + fort: 36 + ref: 25 + will: 27 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 100 feet + skills: + Athletics: 38 + speed: + - amount: 40 + type: Land + - amount: 20 + type: Swim + - amount: 40 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - N + - Gargantuan + - Beast + - Fire + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 2 + int_mod: 0 + str_mod: 4 + wis_mod: 2 + ac: 20 + automatic_abilities: null + 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. + hp: 40 + immunities: null + innate_spells: null + languages: + - Common + - Elven + - Sylvan + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+4 + type: bludgeoning + name: hoof + to_hit: 9 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d8+4 + type: slashing + name: longsword + to_hit: 11 + traits: + - versatile P + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: spear + to_hit: 11 + traits: null + name: Centaur + perception: 9 + proactive_abilities: + - description: Medium or smaller, hoof, DC 18 + name: Trample + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: spear + to_hit: 9 + traits: + - thrown 20 feet + resistances: null + saves: + fort: 8 + ref: 9 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 11 + Diplomacy: 6 + Intimidation: 6 + Nature: 7 + Survival: 7 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 1 + dex_mod: 3 + int_mod: -5 + str_mod: -1 + wis_mod: 1 + ac: 15 + automatic_abilities: null + 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. + hp: 8 + immunities: null + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d4-1 plus giant centipede venom + type: piercing + name: mandibles + to_hit: 6 + traits: + - finesse + name: Giant Centipede + perception: 6 + proactive_abilities: + - 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)' + name: Giant Centipede Venom + traits: + - poison + ranged: null + resistances: null + saves: + fort: 7 + ref: 6 + will: 2 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 6 + Athletics: 2 + Stealth: 6 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 3 + dex_mod: 4 + int_mod: -5 + str_mod: 2 + wis_mod: 0 + ac: 18 + automatic_abilities: null + 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. + hp: 30 + immunities: + - precision + - swarm mind + innate_spells: null + languages: '' + level: 3 + melee: null + name: Centipede Swarm + perception: 9 + proactive_abilities: + - 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)' + name: Centipede Swarm Venom + traits: + - poison + - action_cost: One Action + description: plus centipede swarm venom. + name: Swarming Bites + traits: + - DC 20 basic Reflex save + ranged: null + resistances: + - amount: 5 + type: bludgeoning + - amount: 5 + type: piercing + - amount: 2 + type: slashing + saves: + fort: 8 + ref: 11 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 30 feet + skills: + Acrobatics: 9 + Athletics: 7 + Stealth: 9 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + - Swarm + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 1 + int_mod: 0 + str_mod: 4 + wis_mod: 4 + ac: 19 + automatic_abilities: null + description: This changeling exile is the child of a night hag or dreamthief hag. + hp: 45 + immunities: null + innate_spells: null + languages: + - Common + - Druidic + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d4+4 + type: slashing + name: claws + to_hit: 11 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d4+4 + type: bludgeoning + name: staff + to_hit: 11 + traits: + - two-hand d8 + name: Changeling Exile + perception: 11 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 7 + ref: 8 + will: 11 + saves_special: + fort: null + ref: null + will: +2 circumstance to all saves vs. dream and sleep + senses: + - darkvision + skills: + Deception: 9 + Medicine: 9 + Nature: 11 + Stealth: 8 + Survival: 9 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Medium + - Changeling + - Human + - Humanoid + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 2 + int_mod: -3 + str_mod: 6 + wis_mod: 2 + ac: 27 + automatic_abilities: null + 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.' + hp: 135 + immunities: null + innate_spells: null + languages: + - Draconic + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d6+9 plus 2d6 energy damage (see draconic bite) + type: piercing + name: dragon jaws + to_hit: 20 + traits: + - see draconic bite + - action_cost: One Action + damage: + formula: 2d10+9 + type: piercing + name: lion jaws + to_hit: 20 + traits: null + - action_cost: One Action + damage: + formula: 2d10+9 + type: piercing + name: goat horns + to_hit: 20 + traits: null + - action_cost: One Action + damage: + formula: 2d6+9 + type: slashing + name: claw + to_hit: 20 + traits: + - agile + name: Chimera + perception: 16 + proactive_abilities: + - action_cost: Two Actions + description: The chimera breathes a cone or line that deals 9d6 damage to all + creatures in the area (DC 26 basic save of a type indicated below). The color + of the chimera’s dragon head determines the area of the Breath Weapon, the type + of damage it deals, and the type of save to avoid it. The chimera can’t use + Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - arcane + - evocation + - description: . + name: Draconic Bite + traits: + - see Breath Weapon + - action_cost: Two Actions + description: The chimera makes a Strike with its dragon jaws, lion jaws, and goat + horns, each at a –2 penalty and targeting a different creature. These Strikes + count as only one attack for the chimera’s multiple attack penalty, and the + penalty doesn’t increase until after it has made all three attacks. + name: Three-Headed Strike + traits: null + ranged: null + resistances: null + saves: + fort: 18 + ref: 16 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 14 + Athletics: 18 + Stealth: 18 + speed: + - amount: 25 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 4 + dex_mod: 3 + int_mod: 0 + str_mod: 6 + wis_mod: 2 + ac: 28 + automatic_abilities: null + 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. + hp: 100 + immunities: + - poison + innate_spells: null + languages: + - Aklo + - Common + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d8+9 plus Grab + type: bludgeoning + name: claws + to_hit: 19 + traits: + - reach 10 feet + name: Chuul + perception: 15 + proactive_abilities: + - action_cost: One Action + description: '' + name: Constrict + traits: + - grabbed by claws only + - action_cost: One Action + description: The creature takes 3d6 piercing damage. + name: Mandibles + traits: null + - description: '**Saving Throw** DC 25 Fortitude; **Maximum Duration** 6 rounds; + **Stage 1** paralyzed (1 round).' + name: Paralytic Venom + traits: + - incapacitation + - poison + - action_cost: One Action + description: The chuul transfers the grabbed creature from its claws to its tentacles, + or vice versa. A creature is exposed to the chuul’s paralytic venom when transferred + into the tentacles and at the start of each of the chuul’s turns if it remains + grabbed by the tentacles. + name: Tentacle Transfer + traits: null + ranged: null + resistances: null + saves: + fort: 18 + ref: 15 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 30 feet + skills: + Athletics: 17 + Nature: 13 + Stealth: 14 + Survival: 13 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Aberration + - Amphibious + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 3 + int_mod: 2 + str_mod: 5 + wis_mod: 3 + ac: 22 + automatic_abilities: + - description: Cloakers are concealed in dim light even to creatures with low-light + vision and darkvision. + name: Shadow Shift + traits: null + 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. + hp: 80 + immunities: null + innate_spells: null + languages: + - Aklo + - Undercommon + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d10+7 + type: piercing + name: jaws + to_hit: 14 + traits: null + - action_cost: One Action + damage: + formula: 2d6+7 + type: slashing + name: tail + to_hit: 14 + traits: + - agile + - reach 10 feet + name: Cloaker + perception: 12 + proactive_abilities: + - action_cost: One Action + description: The cloaker makes an attack roll with a +14 bonus against an adjacent + creature’s Reflex DC. If it succeeds, it envelops the target, who is restrained. + 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. + name: Envelop + traits: + - attack + - incapacitation + - action_cost: Two Actions + 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. + name: Infrasonic Moan + traits: + - auditory + - emotion + - mental + ranged: null + resistances: null + saves: + fort: 13 + ref: 12 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Deception: 14 + Religion: 12 + Stealth: 14 + speed: + - amount: 10 + type: Land + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 1 + dex_mod: 4 + int_mod: -3 + str_mod: -2 + wis_mod: 1 + ac: 19 + automatic_abilities: null + 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. + hp: 45 + immunities: + - calcification + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8-2 plus calcification + type: piercing + name: beak + to_hit: 13 + traits: + - finesse + - magical + name: Cockatrice + perception: 8 + proactive_abilities: + - 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. + name: Calcification + traits: + - incapacitation + - primal + - transmutation + ranged: null + resistances: null + saves: + fort: 8 + ref: 11 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 11 + speed: + - amount: 20 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Beast + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 3 + dex_mod: 1 + int_mod: -5 + str_mod: 4 + wis_mod: 1 + ac: 18 + automatic_abilities: null + 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. + hp: 30 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d10+4 plus Grab + type: piercing + name: jaws + to_hit: 10 + traits: null + - action_cost: One Action + damage: + formula: 1d6+4 + type: bludgeoning + name: tail + to_hit: 10 + traits: + - agile + name: Crocodile + perception: 7 + proactive_abilities: + - action_cost: One Action + description: 35 feet + name: Aquatic Ambush + traits: null + - action_cost: One Action + description: '**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.' + name: Death Roll + traits: + - attack + - description: The crocodile can hold its breath for about 2 hours. + name: Deep Breath + traits: null + ranged: null + resistances: null + saves: + fort: 9 + ref: 7 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 8 + Stealth: 7 + speed: + - amount: 20 + type: Land + - amount: 25 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 5 + dex_mod: 3 + int_mod: -5 + str_mod: 7 + wis_mod: 2 + ac: 26 + automatic_abilities: null + 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! + hp: 175 + immunities: null + innate_spells: null + languages: '' + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d10+13 plus Grab + type: piercing + name: jaws + to_hit: 22 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d10+11 + type: bludgeoning + name: tail + to_hit: 20 + traits: + - agile + - reach 15 feet + name: Deinosuchus + perception: 17 + proactive_abilities: + - action_cost: One Action + description: 50 feet + name: Aquatic Ambush + traits: null + - description: A deinosuchus can hold its breath for about 2 hours. + name: Deep Breath + traits: null + - action_cost: One Action + description: Large, 2d8+7 bludgeoning, Rupture 18 + name: Swallow Whole + traits: + - attack + ranged: null + resistances: null + saves: + fort: 20 + ref: 16 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 20 + Stealth: 16 + speed: + - amount: 30 + type: Land + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: -1 + int_mod: 0 + str_mod: 5 + wis_mod: 3 + ac: 21 + automatic_abilities: null + 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. + hp: 80 + immunities: null + innate_spells: null + languages: + - Common + - Cyclops + - Jotun + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d12+9 + type: slashing + name: greataxe + to_hit: 14 + traits: + - reach 10 feet + - sweep + name: Cyclops + perception: 12 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Swipe + traits: + - flourish + ranged: + - action_cost: One Action + damage: + formula: 1d10+4 + type: piercing + name: heavy crossbow + to_hit: 8 + traits: + - range increment 120 feet + - reload 2 + resistances: null + saves: + fort: 13 + ref: 8 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 14 + Intimidation: 10 + Survival: 12 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Large + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 6 + dex_mod: 1 + int_mod: -2 + str_mod: 7 + wis_mod: 4 + ac: 32 + automatic_abilities: null + 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. + hp: 235 + immunities: null + innate_spells: null + languages: + - Common + - Cyclops + - Jotun + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d10+13 + type: bludgeoning + name: greatclub + to_hit: 25 + traits: + - backswing + - reach 15 feet + - shove + - action_cost: One Action + damage: + formula: 2d10+13 + type: piercing + name: horn + to_hit: 25 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d4+13 + type: bludgeoning + name: fist + to_hit: 25 + traits: + - agile + - reach 15 feet + name: Great Cyclops + perception: 22 + proactive_abilities: + - action_cost: Two Actions + description: The great cyclops Strides twice and makes a horn Strike. If it moved + at least 20 feet away from its starting position, the Strike’s damage is increased + to 3d10+20. + name: Powerful Charge + traits: null + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + ranged: + - action_cost: One Action + damage: + formula: 4d6+7 + type: bludgeoning + name: rock + to_hit: 23 + traits: + - brutal + - range increment 120 feet + resistances: null + saves: + fort: 25 + ref: 19 + will: 22 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 25 + Survival: 22 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Huge + - Giant + - Humanoid + - Mutant + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 2 + dex_mod: 3 + int_mod: -1 + str_mod: 0 + wis_mod: 1 + ac: 16 + automatic_abilities: null + description: These embodiments of demented violence and spite are spawned from eddies + of angry and warped souls amid Abaddon’s mists. Cacodaemons constantly hunger + 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. + hp: 22 + immunities: + - death effects + innate_spells: + - level: 4 + name: read omens + - frequency: at will; self only + level: 2 + name: invisibility + - frequency: at will; good only + level: 1 + name: detect alignment + - frequency: at will; good only + level: 1 + name: fear + languages: + - Common + - Daemonic + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8 plus 1d4 evil and cacodaemonia + type: piercing + name: jaws + to_hit: 8 + traits: + - agile + - disease + - evil + - finesse + - magical + name: Cacodaemon (Harvester Daemon) + perception: 6 + proactive_abilities: + - 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) + name: Cacodaemonia + traits: + - disease + - action_cost: One Action + description: + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - 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. + name: Soul Lock + traits: + - death + - divine + - necromancy + ranged: null + resistances: null + saves: + fort: 7 + ref: 8 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Deception: 5 + Religion: 6 + Stealth: 8 + speed: + - amount: 5 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Tiny + - Daemon + - Fiend + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 4 + dex_mod: 2 + int_mod: 0 + str_mod: 5 + wis_mod: 2 + ac: 23 + automatic_abilities: null + 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. + hp: 130 + immunities: + - death effects + innate_spells: + - level: 7 + name: fly + - frequency: at will + level: 4 + name: dimension door + - frequency: x2 + level: 3 + name: dispel magic + - frequency: x2 + level: 3 + name: paralyze + - frequency: at will; good only + level: 1 + name: detect alignment + - frequency: constant + level: 2 + name: see invisibility + languages: + - Common + - Daemonic + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d10+5 plus 1d6 evil and vicious wounds + type: piercing + name: jaws + to_hit: 16 + traits: + - evil + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d6+5 plus 1d6 evil and vicious wounds + type: slashing + name: claw + to_hit: 16 + traits: + - agile + - evil + - magical + - reach 10 feet + name: Ceustodaemon (Guardian Daemon) + perception: 14 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Breath Weapon + traits: + - divine + - evocation + - fire + - description: ritual, the primary and secondary skill DCs are reduced by 5, and + the ceustodaemon demands only half the normal cost for its service. + name: Drawn to Service + traits: null + - 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. + name: Vicious Wounds + traits: null + ranged: null + resistances: null + saves: + fort: 16 + ref: 12 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - '*see invisibility*' + skills: + Deception: 15 + Intimidation: 13 + Stealth: 12 + Survival: 10 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Daemon + - Fiend + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 1 + dex_mod: 5 + int_mod: 3 + str_mod: 6 + wis_mod: 5 + ac: 28 + automatic_abilities: + - 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. + name: Plaguesense + traits: null + 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. + hp: 155 + immunities: + - death effects + - disease + innate_spells: + - level: 5 + name: dimension door + - frequency: at will + level: 4 + name: dimension door + - frequency: at will + level: 4 + name: dispel magic + items: +1 striking composite longbow (50 arrows) + languages: + - Common + - Daemonic + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d12+9 plus 1d6 evil and daemonic pestilence + type: piercing + name: jaws + to_hit: 21 + traits: + - disease + - evil + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+9 plus 1d6 evil and daemonic pestilence + type: slashing + name: claw + to_hit: 21 + traits: + - agile + - disease + - evil + - magical + - reach 10 feet + name: Leukodaemon (Pestilence Daemon) + perception: 20 + proactive_abilities: + - action_cost: Two Actions + 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). + name: Breath Weapon + traits: + - evocation + - divine + - 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 + name: Daemonic Pestilence + traits: + - disease + - action_cost: One Action + description: The leukodaemon coaxes a disease into full bloom. It chooses a target + in its aura of pestilence that’s currently affected by a disease. That creature + must attempt a Fortitude save against the disease as if the interval for the + disease’s current stage had passed. + name: Quicken Pestilence + traits: + - divine + - manipulate + - necromancy + ranged: + - action_cost: One Action + damage: + formula: 2d8+9 plus 1d6 evil and daemonic pestilence + type: piercing + name: composite longbow + to_hit: 21 + traits: + - deadly 1d10 + - disease + - evil + - magical + - propulsive + - range increment 100 feet + - reload 0 + - volley 30 feet + resistances: null + saves: + fort: 15 + ref: 21 + will: 19 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - plaguesense 60 feet + skills: + Acrobatics: 18 + Intimidation: 18 + Medicine: 20 + Religion: 20 + Stealth: 18 + Survival: 16 + speed: + - amount: 25 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Daemon + - Fiend + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 7 + dex_mod: 6 + int_mod: 2 + str_mod: 5 + wis_mod: 4 + ac: 39 + automatic_abilities: null + 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. + hp: 240 + immunities: + - death effects + - negative + innate_spells: + - level: 8 + name: discern location + - level: 8 + name: finger of death + - frequency: x2 + level: 7 + name: plane shift + - level: 5 + name: dimension door + - frequency: at will + level: 4 + name: dimension door + - frequency: at will; good only + level: 1 + name: detect alignment + - frequency: constant + level: 6 + name: true seeing + languages: + - Common + - Daemonic + level: 16 + melee: + - action_cost: One Action + damage: + formula: 3d8+9 plus 1d6 evil, essence drain, and Grab + type: piercing + name: jaws + to_hit: 32 + traits: + - evil + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d6+9 plus 1d6 evil and Essence Drain + type: slashing + name: claw + to_hit: 32 + traits: + - agile + - evil + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d10+9 plus 1d6 evil and Essence Drain + type: bludgeoning + name: tail + to_hit: 32 + traits: + - evil + - magical + - reach 15 feet + name: Astradaemon (Void Daemon) + perception: 28 + proactive_abilities: + - action_cost: One Action + description: '**Requirements** The astradaemon hasn’t used an action with the + attack trait yet this turn. **Effect** The astradaemon draws out and consumes + the soul of a living creature it has grabbed. The creature must succeed at a + DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10 + 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.' + name: Devour Soul + traits: + - divine + - incapacitation + - necromancy + - description: When an astradaemon hits with its claw, jaws, or tail, it drains + the target’s spiritual and vital essences. The target takes 2d10 negative energy + 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. + name: Essence Drain + traits: + - divine + - necromancy + - negative + ranged: null + resistances: null + saves: + fort: 27 + ref: 30 + will: 26 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - lifesense 30 feet + - true seeing + skills: + Acrobatics: 28 + Intimidation: 33 + Religion: 26 + Stealth: 28 + Survival: 26 + speed: + - amount: 60 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Daemon + - Fiend + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 2 + wis_mod: 2 + ac: 17 + automatic_abilities: null + 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. + hp: 18 + immunities: null + innate_spells: [] + languages: + - Gnomish + - Undercommon + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4+2 + type: piercing + name: light pick + to_hit: 7 + traits: + - agile + - fatal d8 + name: Deep Gnome Scout + perception: 7 + proactive_abilities: + - description: against the deep gnome scout’s attacks until the end of the turn. + name: Hidden Movement + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+1 + type: bludgeoning + name: sling + to_hit: 9 + traits: + - propulsive + - range increment 50 feet + - reload 1 + resistances: null + saves: + fort: 7 + ref: 9 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Nature: 5 + Stealth: 7 + Survival: 5 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Gnome + - Humanoid + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 3 + dex_mod: 2 + int_mod: 0 + str_mod: 4 + wis_mod: 1 + ac: 18 + automatic_abilities: null + 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. + hp: 34 + immunities: null + innate_spells: [] + languages: + - Gnomish + - Undercommon + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: spear + to_hit: 10 + traits: null + name: Deep Gnome Warrior + perception: 7 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d10 + type: piercing + name: heavy crossbow + to_hit: 8 + traits: + - range increment 120 feet + - reload 2 + resistances: null + saves: + fort: 9 + ref: 8 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 8 + Intimidation: 5 + Stealth: 5 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Gnome + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 3 + dex_mod: 2 + int_mod: 0 + str_mod: 1 + wis_mod: 5 + ac: 22 + automatic_abilities: null + 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. + hp: 63 + immunities: null + innate_spells: [] + languages: + - Gnomish + - Terran + - Undercommon + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: pick + to_hit: 10 + traits: + - fatal d10 + name: Deep Gnome Rockwarden + perception: 14 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: bludgeoning + name: sling + to_hit: 11 + traits: + - propulsive + - range increment 50 feet + resistances: null + saves: + fort: 12 + ref: 9 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Crafting: 9 + Diplomacy: 11 + Nature: 14 + Stealth: 9 + speed: + - amount: 15 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Gnome + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 4 + int_mod: 1 + str_mod: -1 + wis_mod: 2 + ac: 17 + automatic_abilities: + - 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. + name: Abyssal Knowledge + traits: null + 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. + hp: 25 + immunities: null + innate_spells: + - level: 4 + name: read omens + - frequency: at will; good only + level: 2 + name: detect alignment + - frequency: at will; good only + level: 2 + name: invisibility + - level: 1 + name: fear + languages: + - Abyssal + - Common + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6-1 plus 1d4 evil and quasit venom + type: slashing + name: claw + to_hit: 9 + traits: + - agile + - evil + - finesse + - magical + - poison + name: Quasit + perception: 7 + proactive_abilities: + - action_cost: One Action + description: '' + name: Abyssal Healing + traits: + - concentrate + - divine + - healing + - necromancy + - action_cost: One Action + description: '' + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - description: '' + name: Quasit Venom + traits: + - poison + ranged: null + resistances: null + saves: + fort: 4 + ref: 10 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Arcana: 4 + Deception: 7 + Intimidation: 5 + Religion: 5 + Stealth: 7 + speed: + - amount: 15 + type: Land + - amount: 35 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Tiny + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 4 + dex_mod: 3 + int_mod: 4 + str_mod: 2 + wis_mod: 2 + ac: 23 + automatic_abilities: null + 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. + hp: 100 + immunities: null + innate_spells: + - level: 6 + name: dominate + - level: 5 + name: dimension door + - frequency: at will + level: 4 + name: dimension door + - frequency: at will + level: 4 + name: suggestion + - frequency: at will + level: 3 + name: mind reading + - frequency: at will + level: 2 + name: detect alignment + - frequency: at will + level: 1 + name: charm + - frequency: constant + level: 5 + name: tongues + languages: + - Abyssal + - Celestial + - Common + - Draconic + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 plus 1d6 evil + type: slashing + name: claw + to_hit: 16 + traits: + - agile + - evil + - finesse + - magical + name: Succubus (Lust Demon) + perception: 15 + proactive_abilities: + - action_cost: One Action + description: The succubus can take on the appearance of any Small or Medium humanoid. + This doesn’t change their Speed or their attack and damage modifiers with their + Strikes, but it might change the damage type their Strikes deal (typically to + bludgeoning). + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - action_cost: One Action + 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. + name: Embrace + traits: + - attack + - action_cost: One Action + description: '**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.' + name: Passionate Kiss + traits: + - divine + - emotion + - enchantment + - mental + - description: '**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.' + name: Profane Gift + traits: + - divine + - enchantment + - mental + ranged: null + resistances: null + saves: + fort: 15 + ref: 14 + will: 17 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 14 + Deception: 18 + Diplomacy: 20 + Intimidation: 16 + Religion: 13 + Society: 15 + Stealth: 14 + speed: + - amount: 25 + type: Land + - amount: 35 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 5 + dex_mod: 3 + int_mod: 2 + str_mod: 6 + wis_mod: 3 + ac: 28 + automatic_abilities: null + 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. + hp: 185 + immunities: null + innate_spells: + - level: 5 + name: dimension door + - frequency: at will + level: 4 + name: dimension door + languages: + - Abyssal + - Celestial + - Draconic + level: 9 + melee: + - action_cost: One Action + damage: + formula: 3d8+9 plus 1d6 evil + type: piercing + name: beak + to_hit: 21 + traits: + - evil + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d6+9 plus 1d6 evil + type: slashing + name: claw + to_hit: 21 + traits: + - agile + - evil + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d6+8 plus 1d6 evil + type: slashing + name: talon + to_hit: 19 + traits: + - agile + - evil + - magical + - reach 10 feet + name: Vrock (Wrath Demon) + perception: 18 + proactive_abilities: + - 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. + name: Dance of Ruin + traits: + - divine + - electricity + - evocation + - manipulate + - move + - action_cost: One Action + 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. + name: Spore Cloud + traits: + - disease + - poison + - action_cost: One Action + description: '**Frequency** once per minute. **Effect** The vrock emits a shrill + screech. Each non-demon creature within a 30-foot burst must attempt a DC 28 + Fortitude save. On a failure, the creature is stunned 2, and on a critical failure, + it’s stunned 3.' + name: Stunning Screech + traits: + - auditory + - divine + - incapacitation + - sonic + ranged: null + resistances: + - amount: 10 + type: electricity + saves: + fort: 20 + ref: 18 + will: 15 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 18 + Intimidation: 18 + Performance: 18 + Religion: 18 + Stealth: 18 + Survival: 16 + speed: + - amount: 25 + type: Land + - amount: 35 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 7 + dex_mod: 2 + int_mod: 3 + str_mod: 7 + wis_mod: 3 + ac: 34 + automatic_abilities: null + 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. + hp: 280 + immunities: null + innate_spells: + - frequency: at will + level: 7 + name: illusory disguise + - frequency: at will + level: 7 + name: reverse gravity + - frequency: at will + level: 6 + name: dispel magic + - level: 5 + name: dimension door + - frequency: at will + level: 4 + name: confusion + - frequency: at will + level: 4 + name: dimension door + - frequency: at will + level: 2 + name: mirror image + - frequency: constant + level: 6 + name: true seeing + - frequency: constant + level: 6 + name: tongues + - frequency: constant + level: 5 + name: tongues + languages: + - Abyssal + - Celestial + - Draconic + level: 13 + melee: + - action_cost: One Action + damage: + formula: 3d10+13 plus 1d6 evil and Grab + type: bludgeoning + name: pincer + to_hit: 27 + traits: + - deadly 2d10 + - evil + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d6+13 plus 1d6 evil + type: slashing + name: claw + to_hit: 27 + traits: + - agile + - evil + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d12+13 plus 1d6 evil + type: piercing + name: jaws + to_hit: 27 + traits: + - evil + - magical + - reach 10 feet + name: Glabrezu (Treachery Demon) + perception: 24 + proactive_abilities: + - action_cost: One Action + description: The glabrezu pulls the grabbed creature up to 5 feet closer, then + makes two claw Strikes against it. Those Strikes count as one attack when determining + a treachery demon’s multiple attack penalty, and the penalty doesn’t increase + until after both Strikes. + name: Captive Rake + traits: null + - description: When a reaction would disrupt a glabrezu’s spell, the demon can attempt + a DC 15 flat check, avoiding the disruption on a success. + name: Steady Spellcasting + traits: null + - description: . + name: Sudden Betrayal + traits: null + - description: can allow it to appear as a creature of any size. + name: Treacherous Veil + traits: null + - 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. + name: Twisted Desires + traits: + - divination + - divine + ranged: null + resistances: null + saves: + fort: 26 + ref: 19 + will: 24 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*true seeing*' + skills: + Deception: 28 + Diplomacy: 26 + Intimidation: 26 + Religion: 22 + Society: 22 + Stealth: 21 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Huge + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 7 + dex_mod: 5 + int_mod: 0 + str_mod: 9 + wis_mod: 6 + ac: 39 + automatic_abilities: null + 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. + hp: 350 + immunities: null + innate_spells: + - frequency: evil only + level: 8 + name: divine decree + - frequency: x3 + level: 5 + name: dimension door + - frequency: x3 + level: 5 + name: prying eye + - frequency: x3 + level: 4 + name: clairvoyance + - frequency: x3 + level: 4 + name: dimension door + - frequency: at will + level: 2 + name: invisibility + - frequency: constant + level: 7 + name: fly + - frequency: constant + level: 7 + name: true seeing + languages: + - Abyssal + - Celestial + - Draconic + level: 16 + melee: + - action_cost: One Action + damage: + formula: 3d12+17 plus 1d6 evil and enfeebling bite + type: piercing + name: jaws + to_hit: 33 + traits: + - evil + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 3d8+17 plus 1d6 evil + type: slashing + name: claw + to_hit: 33 + traits: + - agile + - evil + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 3d8+17 plus 1d6 evil and Improved Grab + type: bludgeoning + name: pincer + to_hit: 33 + traits: + - evil + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 3d6+17 plus 1d6 evil + type: slashing + name: tail + to_hit: 33 + traits: + - evil + - magical + - reach 20 feet + name: Shemhazian (Mutilation Demon) + perception: 30 + proactive_abilities: + - description: If the shemhazian’s jaws Strike damages a creature, the target is + enfeebled 3. The target can attempt a DC 37 Fortitude save to reduce this to + enfeebled 1 (or be unaffected on a critical success). + name: Enfeebling Bite + traits: + - divine + - necromancy + - action_cost: One Action + description: The shemhazian focuses their gaze on a non-evil creature they can + see within 30 feet. If that creature isn’t already slowed by the shemhazian’s + paralyzing gaze, it must attempt a save against the shemhazian’s paralyzing + 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. + name: Focused Gaze + traits: + - concentrate + - divine + - enchantment + - incapacitation + - visual + - action_cost: One Action + description: claw + name: Rend + traits: null + ranged: null + resistances: null + saves: + fort: 32 + ref: 26 + will: 27 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - '*true seeing*' + skills: + Athletics: 31 + Deception: 25 + Intimidation: 27 + Medicine: 28 + Religion: 30 + speed: + - amount: 35 + type: Land + - amount: 35 + type: Fly (from Fly) + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Gargantuan + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 6 + dex_mod: 6 + int_mod: 4 + str_mod: 8 + wis_mod: 4 + ac: 40 + automatic_abilities: null + description: Mariliths are the generals of the Abyss, formed from the souls of proud + evil mortals, often warlords and despots. They appear as tall and powerfully built + humans from the waist up with snake tails and six arms. Because of Lamashtu’s + prominence over other demonic deities, most pride demons encountered by mortals + take female form, but they can be of any gender. + hp: 380 + immunities: null + innate_spells: + - frequency: x2 + level: 9 + name: blade barrier + - frequency: x2 + level: 9 + name: weapon storm + - level: 5 + name: dimension door + - frequency: at will + level: 4 + name: dimension door + - frequency: constant + level: 6 + name: true seeing + - frequency: constant + level: 6 + name: fly + - frequency: constant + level: 4 + name: fly + languages: + - Abyssal + - Celestial + - Draconic + level: 17 + melee: + - action_cost: One Action + damage: + formula: 3d8+16 plus 1d6 evil + type: slashing + name: cold iron silver longsword + to_hit: 35 + traits: + - evil + - magical + - reach 10 feet + - versatile P + - action_cost: One Action + damage: + formula: 3d12+16 plus 1d6 evil and Grab + type: bludgeoning + name: tail + to_hit: 33 + traits: + - evil + - magical + - reach 10 feet + name: Marilith (Pride Demon) + perception: 30 + proactive_abilities: + - action_cost: Two Actions + description: The marilith makes up to six longsword Strikes, each against a different + target. These attacks count toward the marilith’s multiple attack penalty, but + the multiple attack penalty doesn’t increase until after all the attacks. + name: Bladestorm + traits: null + - action_cost: Two Actions + description: ', the bonus to AC decreases by 1 for each weapon used.' + name: Defensive Assault + traits: + - including for an Attack of Opportunity + - action_cost: Two Actions + description: . Even on a failed attack, the marilith deals the damage from one + longsword to the target, though they still miss completely on a critical failure. + This counts toward the marilith’s multiple attack penalty as a number of attacks + equal to the number of longswords the pride demon wields. + name: Focused Assault + traits: + - typically 5d8 extra damage + - action_cost: One Action + description: 2d12+13 bludgeoning, DC 39 + name: Greater Constrict + traits: null + - 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. + name: Infuse Weapons + traits: + - divine + - evocation + ranged: null + resistances: null + saves: + fort: 31 + ref: 29 + will: 27 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*true seeing*' + skills: + Acrobatics: 33 + Deception: 30 + Diplomacy: 30 + Intimidation: 32 + Religion: 29 + Stealth: 29 + speed: + - amount: 40 + type: Land + - amount: 40 + type: Fly (from Fly) + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: 8 + con_mod: 9 + dex_mod: 7 + int_mod: 6 + str_mod: 9 + wis_mod: 6 + ac: 45 + automatic_abilities: null + 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.

    Balor + Lords

    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. + hp: 480 + immunities: + - fire + innate_spells: + - frequency: x2 + level: 10 + name: dimension door + - frequency: x2 + level: 10 + name: divine decree + - frequency: at will + level: 8 + name: dispel magic + - frequency: at will + level: 6 + name: dominate + - frequency: at will + level: 5 + name: eclipse burst + - frequency: constant + level: 6 + name: true seeing + languages: + - Abyssal + - Celestial + - Draconic + level: 20 + melee: + - action_cost: One Action + damage: + formula: 4d8+17 plus 1d6 evil + type: slashing + name: vorpal cold iron silver longsword + to_hit: 40 + traits: + - evil + - magical + - reach 10 feet + - versatile P + - action_cost: One Action + damage: + formula: 4d6+17 plus 1d6 evil, Improved Grab, and whip reposition + type: fire + name: cold iron silver flame whip + to_hit: 40 + traits: + - disarm + - evil + - fire + - magical + - reach 20 feet + - trip + name: Balor (Fire Demon) + perception: 36 + proactive_abilities: + - description: with only a single action. + name: Dimensional Dervish + traits: null + - action_cost: Free Action + description: on the target of the triggering Strike. + name: Dispelling Strike + traits: null + - description: Any weapon a balor wields becomes a *+3 major striking vorpal weapon* + made of cold iron and silver while the demon holds it. A weapon that isn’t eligible + for the vorpal rune doesn’t gain its effects. The balor can change its evil + 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. + name: Infuse Weapons + traits: + - divine + - evocation + - action_cost: Free Action + description: '**Trigger** The balor kills a living creature that is at least 15th + level. **Effect** The balor drinks the triggering creature’s life force and + regains 10d8+80 Hit Points.' + name: Lifedrinker + traits: + - divine + - healing + - necromancy + - description: When a balor grabs a creature with a whip Strike, they can move the + creature to any space in the whip’s reach. The balor can move without ending + the grab as long as the creature remains within the whip’s reach, and the balor + can move the creature to any other space in the whip’s reach with an Interact + action. + name: Whip Reposition + traits: null + ranged: null + resistances: null + saves: + fort: 39 + ref: 35 + will: 34 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*true seeing*' + skills: + Acrobatics: 35 + Athletics: 37 + Deception: 36 + Diplomacy: 32 + Intimidation: 38 + Religion: 32 + Society: 32 + Stealth: 33 + speed: + - amount: 35 + type: Land + - amount: 70 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 3 + dex_mod: 4 + int_mod: 0 + str_mod: 2 + wis_mod: -1 + ac: 19 + automatic_abilities: null + description: Dero stalkers are those charged with exploring the surface world by + night and seeking out new victims to abduct. + hp: 30 + immunities: null + innate_spells: [] + languages: + - Aklo + - Undercommon + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: bludgeoning + name: aklys + to_hit: 8 + traits: + - trip + name: Dero Stalker + perception: 5 + proactive_abilities: + - description: creatures. + name: Sneak Attack + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+2 + type: bludgeoning + name: aklys + to_hit: 10 + traits: + - ranged trip + - tethered + - thrown 20 feet + - action_cost: One Action + damage: + formula: 1d6 plus giant centipede venom + type: piercing + name: hand crossbow + to_hit: 10 + traits: + - range increment 60 feet + - reload 1 + resistances: null + saves: + fort: 7 + ref: 10 + will: 3 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Medicine: 3 + Stealth: 8 + Thievery: 8 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: 17 + traits: + - CE + - Small + - Dero + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 3 + dex_mod: 3 + int_mod: 0 + str_mod: 4 + wis_mod: -1 + ac: 19 + automatic_abilities: null + description: Dero stranglers specialize in capturing living victims, and they are + often called upon to aid in abductions. + hp: 45 + immunities: + - confusion + innate_spells: + - frequency: at will + level: 2 + name: darkness + - frequency: at will + level: 2 + name: sound burst + languages: + - Aklo + - Undercommon + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d6+6 + type: bludgeoning + name: aklys + to_hit: 11 + traits: + - trip + name: Dero Strangler + perception: 6 + proactive_abilities: + - action_cost: One Action + description: '**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.' + name: Strangle + traits: + - attack + - nonlethal + ranged: + - action_cost: One Action + damage: + formula: 1d6+6 + type: bludgeoning + name: aklys + to_hit: 10 + traits: + - ranged trip + - tethered + - thrown 20 feet + - action_cost: One Action + damage: + formula: 1d6+2 plus lethargy poison + type: piercing + name: hand crossbow + to_hit: 10 + traits: + - range increment 60 feet + - reload 1 + resistances: null + saves: + fort: 10 + ref: 8 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darlvision + skills: + Athletics: 11 + Intimidation: 7 + Medicine: 4 + Stealth: 10 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: 19 + traits: + - CE + - Small + - Dero + - Humanoid + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 2 + dex_mod: 4 + int_mod: 3 + str_mod: 1 + wis_mod: -1 + ac: 22 + automatic_abilities: null + description: Dero magisters are leaders among dero society. They perform the bulk + of the cruel operations and memory-altering procedures inflicted upon their victims. + hp: 65 + immunities: + - confusion + innate_spells: + - level: 4 + name: modify memory + - frequency: at will + level: 2 + name: darkness + - frequency: at will + level: 2 + name: sound burst + languages: + - Aklo + - Undercommon + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: bludgeoning + name: aklys + to_hit: 10 + traits: + - trip + name: Dero Magister + perception: 8 + proactive_abilities: + - action_cost: One Action + description: '**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.' + name: Cytillesh Stare + traits: + - concentrate + - incapacitation + - mental + - visual + ranged: + - action_cost: One Action + damage: + formula: 1d6+3 + type: bludgeoning + name: aklys + to_hit: 13 + traits: + - ranged trip + - tethered + - thrown 20 feet + resistances: null + saves: + fort: 10 + ref: 13 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Crafting: 12 + Medicine: 8 + Occultism: 12 + Stealth: 11 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: 24 + traits: + - Uncommon + - CE + - Small + - Dero + - Humanoid + type: Creature +- ability_mods: + cha_mod: -3 + con_mod: 3 + dex_mod: 0 + int_mod: -5 + str_mod: 2 + wis_mod: 0 + ac: 13 + automatic_abilities: null + description: These shapeless masses of quivering flesh are the least of devilkind. + Pathetic creatures from Hell’s first layer, lemures roam alongside damned and + 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). + hp: 20 + immunities: + - fire + - mental + innate_spells: null + languages: '' + level: 0 + melee: + - action_cost: One Action + damage: + formula: 1d4+2 plus 1 evil + type: slashing + name: claw + to_hit: 7 + traits: + - evil + - magical + name: Lemure + perception: 0 + proactive_abilities: + - description: '' + name: Subservience + traits: null + ranged: null + resistances: + - amount: 3 + type: physical (except silver) + - amount: 5 + type: 'poison ' + saves: + fort: 10 + ref: 5 + will: 3 + saves_special: + fort: null + ref: null + will: null + senses: + - greater darkvision + skills: + Athletics: 5 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Devil + - Fiend + - Mindless + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 4 + int_mod: 1 + str_mod: -1 + wis_mod: 2 + ac: 17 + automatic_abilities: null + 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. + hp: 15 + immunities: + - fire + innate_spells: + - level: 4 + name: read omens + - frequency: at will, self only + level: 2 + name: invisibility + - frequency: at will, good only + level: 1 + name: charm + - frequency: at will, good only + level: 1 + name: detect alignment + - frequency: constant + level: 1 + name: detect magic + languages: + - Common + - Infernal + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4-1 plus 1d4 evil and imp venom + type: piercing + name: stinger + to_hit: 9 + traits: + - agile + - evil + - finesse + - magical + name: Imp + perception: 7 + proactive_abilities: + - action_cost: One Action + description: + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - action_cost: One Action + description: '**Frequency** once per round. **Effect** The imp regains 1d6 Hit + Points.' + name: Diabolic Healing + traits: + - concentrate + - divine + - healing + - necromancy + - 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)' + name: Imp Venom + traits: + - poison + - action_cost: One Action + description: '**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.' + name: Infernal Temptation + traits: + - divine + - concentrate + - enchantment + - evil + - fortune + ranged: null + resistances: + - amount: 3 + type: physical (except silver) + - amount: 5 + type: 'poison ' + saves: + fort: 5 + ref: 9 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - greater darkvision + skills: + Acrobatics: 7 + Athletics: 6 + Deception: 7 + Religion: 5 + speed: + - amount: 20 + type: Land + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Tiny + - Devil + - Fiend + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 2 + int_mod: -2 + str_mod: 4 + wis_mod: 2 + ac: 22 + automatic_abilities: null + description: Barbazus, known also as bearded devils or infantry devils, are murderous + fiends who satiate their lust for annihilation by serving as the foot soldiers + of Hell’s armies, often leading hordes of lesser devils such as imps and lemures + 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. + hp: 60 + immunities: + - fire + innate_spells: + - level: 5 + name: dimension door + languages: + - Celestial + - Common + - Draconic + - Infernal + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d8+7 plus 2d6 evil and infernal wound + type: slashing + name: glaive + to_hit: 15 + traits: + - deadly 1d8 + - evil + - forceful + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d6+7 plus 1d6 evil + type: slashing + name: claw + to_hit: 15 + traits: + - agile + - evil + - magical + - action_cost: One Action + damage: + formula: 1d6+7 plus Avernal fever + type: piercing + name: beard + to_hit: 15 + traits: + - magical + name: Barbazu (Bearded Devil) + perception: 13 + proactive_abilities: + - 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)' + name: Avernal Fever + traits: + - disease + - 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. + name: Infernal Wound + traits: + - divine + - necromancy + - action_cost: Free Action + description: The devil moves the creature 5 feet in any direction. The destination + square must be within reach of the devil’s glaive. This movement doesn’t trigger + reactions. + name: Reposition + traits: null + - action_cost: One Action + description: The barbazu makes a beard Strike. This Strike ignores their multiple + attack penalty and doesn’t count toward that penalty. + name: Wriggling Beard + traits: null + ranged: null + resistances: + - amount: 5 + type: physical (except silver) + - amount: 10 + type: 'poison ' + saves: + fort: 15 + ref: 11 + will: 11 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - greater darkvision + skills: + Acrobatics: 11 + Athletics: 13 + Intimidation: 10 + Religion: 11 + Stealth: 11 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Devil + - Fiend + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 5 + dex_mod: 5 + int_mod: 2 + str_mod: 5 + wis_mod: 4 + ac: 27 + automatic_abilities: null + 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. + hp: 120 + immunities: + - fire + innate_spells: + - level: 5 + name: dimension door + - frequency: at will + level: 4 + name: dimension door + - frequency: at will + level: 4 + name: divine wrath + - frequency: at will + level: 4 + name: retributive pain + - frequency: at will + level: 3 + name: fear + - frequency: at will + level: 2 + name: illusory disguise + - frequency: at will + level: 2 + name: illusory object + - frequency: constant + level: 6 + name: true seeing + languages: + - Celestial + - Common + - Draconic + - Infernal + level: 8 + melee: + - action_cost: One Action + damage: + formula: 1d8+8 plus 1d6 evil and 1d6 fire + type: slashing + name: flaming longsword + to_hit: 19 + traits: + - evil + - fire + - magical + - versatile P + name: Erinys (Fury Devil) + perception: 18 + proactive_abilities: + - description: rune while they hold it. + name: Flames of Fury + traits: null + - 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. + name: Furious Fusillade + traits: null + - description: that animates in their hands. When a creature is hit by the erinys’s + rope, a segment of the rope tears loose and wraps itself around the creature, + imposing a 10–foot circumstance penalty to Speed. The piece that tears off is + 10 feet long for a Medium or smaller creature, and doubles in length for each + size larger than Medium. When a creature Escapes the effect (DC 26), the detached + segment of rope withers away into useless black sludge. + name: Rope Snare + traits: + - use the statistics for rope + ranged: + - action_cost: One Action + damage: + formula: 2d8+4 plus 1d6 evil and 1d6 fire + type: piercing + name: flaming composite longbow + to_hit: 20 + traits: + - deadly 1d10 + - evil + - fire + - magical + - range increment 100 feet + - reload 0 + - volley 30 feet + - action_cost: One Action + name: rope + to_hit: 19 + traits: + - magical + - range increment 30 feet + resistances: + - amount: 5 + type: physical (except silver) + - amount: 10 + type: 'poison ' + saves: + fort: 17 + ref: 19 + will: 16 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - greater darkvision + - '*true seeing*' + skills: + Acrobatics: 17 + Crafting: 14 + Deception: 19 + Diplomacy: 15 + Intimidation: 19 + Religion: 16 + Stealth: 17 + speed: + - amount: 25 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Devil + - Fiend + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 4 + int_mod: 7 + str_mod: 3 + wis_mod: 5 + ac: 30 + automatic_abilities: null + 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. + hp: 150 + immunities: + - fire + - ward contract + innate_spells: + - frequency: at will, see infernal investment + level: 10 + name: scrying + - level: 7 + name: plane shift + - frequency: at will + level: 5 + name: dimension door + - frequency: at will + level: 5 + name: fireball + - frequency: at will + level: 5 + name: illusory scene + - frequency: at will + level: 5 + name: lightning bolt + - frequency: at will + level: 5 + name: locate + - frequency: at will + level: 5 + name: mind probe + - frequency: at will + level: 5 + name: sending + - frequency: at will + level: 4 + name: dimension door + - frequency: at will + level: 4 + name: private sanctum + - frequency: at will + level: 4 + name: silence + - frequency: at will + level: 3 + name: mind reading + - frequency: constant + level: 5 + name: tongues + languages: + - Abyssal + - Aklo + - Celestial + - Common + - Draconic + - Infernal + - Undercommon + level: 10 + melee: + - action_cost: One Action + damage: + formula: 3d6+11 plus 1d6 evil, Grab, and infernal wound + type: slashing + name: binding contract + to_hit: 23 + traits: + - agile + - disarm + - evil + - magical + - reach 10 feet + - trip + - action_cost: One Action + damage: + formula: 3d10+11 and infernal wound + type: piercing + name: horn + to_hit: 21 + traits: + - magical + name: Phistophilus (Contract Devil) + perception: 21 + proactive_abilities: + - 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. + name: Draft Contract + traits: + - conjuration + - divine + - manipulate + - description: spell at will, but only to target a creature with which it has a + contract. The target automatically critically fails its save. + name: Infernal Investment + traits: null + - description: A contract devil’s Strikes also deal 3d6 persistent bleed damage + 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. + name: Infernal Wound + traits: + - divine + - necromancy + ranged: null + resistances: + - amount: 10 + type: physical (except silver) + - amount: 10 + type: 'poison ' + saves: + fort: 18 + ref: 18 + will: 23 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - greater darkvision + skills: + Arcana: 19 + Deception: 23 + Diplomacy: 21 + Intimidation: 21 + Religion: 19 + Society: 19 + Stealth: 18 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Devil + - Fiend + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 5 + dex_mod: 5 + int_mod: 8 + str_mod: 6 + wis_mod: 5 + ac: 34 + automatic_abilities: null + description: Insectile ice devils are strategists and masterminds in Hell’s armies, + using their superior intellect to strike against their enemies and spread Hell’s + 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. + hp: 215 + immunities: + - cold + - fire + innate_spells: + - frequency: x2 + level: 7 + name: cone of cold + - level: 6 + name: illusory scene + - frequency: x3 + level: 5 + name: dimension door + - frequency: x3 + level: 5 + name: wall of ice + - frequency: at will + level: 4 + name: dimension door + - frequency: constant + level: 4 + name: fly + languages: + - Celestial + - Common + - Draconic + - Infernal + level: 13 + melee: + - action_cost: One Action + damage: + formula: 2d8+12 plus 1d6 cold, 1d6 evil, and slowing frost + type: piercing + name: frost longspear + to_hit: 28 + traits: + - cold + - evil + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d6+12 plus 2d6 cold, 1d6 evil, and slowing frost + type: bludgeoning + name: tail + to_hit: 25 + traits: + - agile + - cold + - evil + - magical + - reach 10 feet + name: Gelugon (Ice Devil) + perception: 26 + proactive_abilities: + - description: The ice devil channels the extreme cold of its body through its appendages + and weapons. A creature hit by an ice devil’s weapon or unarmed attack in melee + 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. + name: Slowing Frost + traits: + - cold + - divine + - evocation + - action_cost: One Action + 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). + name: Tactician of Cocytus + traits: + - concentrate + ranged: + - action_cost: One Action + damage: + formula: 2d8+12 plus 1d6 cold + type: piercing + name: frost longspear + to_hit: 27 + traits: + - cold + - magical + - thrown 20 feet + resistances: + - amount: 10 + type: physical (except silver) + - amount: 10 + type: 'poison ' + saves: + fort: 24 + ref: 24 + will: 26 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - greater darkvision + skills: + Acrobatics: 22 + Athletics: 23 + Deception: 25 + Diplomacy: 25 + Intimidation: 23 + Religion: 26 + Society: 25 + Stealth: 22 + speed: + - amount: 35 + type: Land + - amount: 35 + type: Fly (from Fly) + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Devil + - Fiend + type: Creature +- ability_mods: + cha_mod: 8 + con_mod: 9 + dex_mod: 8 + int_mod: 8 + str_mod: 9 + wis_mod: 9 + ac: 46 + automatic_abilities: null + description: When an army of devils invades to bathe a region in bloodshed and hellfire, + it is likely that one of Hell’s most powerful and diabolical generals, the pit + 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. + hp: 335 + immunities: + - fire + innate_spells: + - frequency: once per year + level: 10 + name: meteor swarm + - frequency: once per year + level: 10 + name: miracle + - frequency: once per year + level: 10 + name: power word stun + - frequency: at will + level: 9 + name: bind soul + - frequency: at will + level: 8 + name: dispel magic + - frequency: at will + level: 8 + name: divine decree + - frequency: at will + level: 8 + name: fireball + - frequency: at will + level: 8 + name: scrying + - frequency: at will + level: 8 + name: wall of fire + - level: 5 + name: dimension door + - frequency: at will + level: 4 + name: dimension door + - frequency: constant + level: 8 + name: true seeing + languages: + - Celestial + - Common + - Draconic + - Infernal + level: 20 + melee: + - action_cost: One Action + damage: + formula: 4d10+17 plus 2d6 evil and pit fiend venom + type: piercing + name: jaws + to_hit: 40 + traits: + - evil + - magical + - poison + - reach 10 feet + - action_cost: One Action + damage: + formula: 4d6+17 plus 2d6 evil + type: slashing + name: claw + to_hit: 38 + traits: + - agile + - evil + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 4d10+17 plus 2d6 evil and Improved Grab + type: bludgeoning + name: tail + to_hit: 36 + traits: + - evil + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 4d6+17 plus 2d6 evil + type: slashing + name: wing + to_hit: 36 + traits: + - evil + - magical + - reach 15 feet + name: Pit Fiend (Tyrant Devil) + perception: 37 + proactive_abilities: + - action_cost: One Action + description: 2d10+17 bludgeoning plus 2d6 evil, DC 43 + name: Constrict + traits: null + - description: The pit fiend reshapes a large number of lemures within a 600-foot + radius into more powerful devils to swell Hell’s legions. The pit fiend must + 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. + name: Devil Shaping + traits: + - divine + - downtime + - transmutation + - action_cost: One Action + description: The pit fiend Flies and makes a wing Strike at any point during its + movement. + name: Fast Swoop + traits: null + - action_cost: Free Action + description: '**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).' + name: Masterful Quickened Casting + traits: + - concentrate + - 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)' + name: Pit Fiend Venom + traits: + - poison + ranged: null + resistances: + - amount: 15 + type: physical (except silver) + - amount: 15 + type: 'poison ' + saves: + fort: 37 + ref: 32 + will: 35 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - greater darkvision + - '*true seeing*' + skills: + Acrobatics: 34 + Arcana: 32 + Athletics: 33 + Deception: 39 + Diplomacy: 34 + Intimidation: 39 + Religion: 37 + Society: 36 + Stealth: 34 + speed: + - amount: 35 + type: Land + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Devil + - Fiend + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 3 + dex_mod: 7 + int_mod: -4 + str_mod: 5 + wis_mod: 2 + ac: 30 + automatic_abilities: null + description: Dezullons are dangerous carnivorous pitcher plants that dwell in forested + regions with thick canopies. They hunt for meat along the forest’s understory + 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. + hp: 130 + immunities: null + innate_spells: null + languages: '' + level: 10 + melee: + - action_cost: One Action + damage: + formula: 3d6+8 plus 3d6 acid and Grab + type: bludgeoning + name: vine + to_hit: 21 + traits: + - acid + - agile + name: Dezullon + perception: 18 + proactive_abilities: + - 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).' + name: Amnesia Venom + traits: + - mental + - poison + - action_cost: One Action + description: 2d6+2 bludgeoning + name: Constrict + traits: null + - action_cost: One Action + 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. + name: Root + traits: + - concentrate + ranged: + - action_cost: One Action + damage: + formula: 4d8 plus amnesia venom + type: acid + name: acid glob + to_hit: 23 + traits: + - acid + - range 30 feet + resistances: + - amount: 20 + type: acid + saves: + fort: 17 + ref: 21 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 21 + Athletics: 19 + Stealth: 21 + skills_special: + - Stealth is +24 when in forests or swamps + speed: + - amount: 25 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Plant + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 0 + dex_mod: 3 + int_mod: 4 + str_mod: 2 + wis_mod: 0 + ac: 17 + automatic_abilities: null + description: This dhampir is a svetocher, the child of a moroi vampire. + hp: 22 + immunities: null + innate_spells: null + languages: + - Common + - Necril + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d4+2 + type: piercing + name: dagger + to_hit: 7 + traits: + - agile + - finesse + - versatile S + - action_cost: One Action + damage: + formula: 1d6+2 + type: bludgeoning + name: staff + to_hit: 6 + traits: + - two-handed d8 + - action_cost: One Action + damage: + formula: 1d4+2 + type: bludgeoning + name: fist + to_hit: 7 + traits: + - agile + - finesse + - nonlethal + name: Dhampir Wizard + perception: 4 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d4+2 + type: piercing + name: dagger + to_hit: 7 + traits: + - agile + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 4 + ref: 7 + will: 6 + saves_special: + fort: null + ref: null + will: +2 circumstance to all saves vs. disease + senses: + - darkvision + skills: + Acrobatics: 7 + Arcana: 8 + Deception: 5 + Intimidation: 5 + Society: 8 + Stealth: 7 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Dhampir + - Human + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 3 + int_mod: -4 + str_mod: 0 + wis_mod: 1 + ac: 16 + automatic_abilities: null + description: A smaller cousin of the deinonychus, the velociraptor is a swift, cunning + pack hunter. It has no fear of larger creatures, and a group of these dinosaurs + won’t hesitate to attack creatures the size of a horse. Velociraptors are social + 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. + hp: 20 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: jaws + to_hit: 8 + traits: + - finesse + - action_cost: One Action + damage: + formula: 1d4+3 + type: slashing + name: talon + to_hit: 8 + traits: + - agile + - finesse + name: Velociraptor + perception: 6 + proactive_abilities: + - action_cost: One Action + 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. + name: Leaping Charge + traits: null + - description: The velociraptor deals 1d4 extra damage to any creature that's within + reach of at least two of the velociraptor's allies. + name: Pack Attack + traits: null + ranged: null + resistances: null + saves: + fort: 5 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 5 + Stealth: 6 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Animal + - Dinosaur + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 4 + dex_mod: 3 + int_mod: -4 + str_mod: 3 + wis_mod: 1 + ac: 19 + automatic_abilities: null + 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. + hp: 30 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 2d6+3 + type: piercing + name: jaws + to_hit: 9 + traits: null + - action_cost: One Action + damage: + formula: 1d6+3 plus 1d4 bleed + type: slashing + name: talon + to_hit: 9 + traits: + - agile + name: Deinonychus + perception: 7 + proactive_abilities: + - action_cost: One Action + description: The deinonychus Strides up to 10 feet and then makes a Strike, or + makes a Strike and then Strides up to 10 feet. + name: Darting Attack + traits: null + - description: Bleeding creatures are flat-footed to the deinonychus. + name: Predator's Advantage + traits: null + ranged: null + resistances: null + saves: + fort: 10 + ref: 9 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 7 + Athletics: 9 + Stealth: 7 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + - Dinosaur + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 4 + dex_mod: 0 + int_mod: -4 + str_mod: 7 + wis_mod: 2 + ac: 26 + automatic_abilities: null + description: Squat, heavily armored quadrupeds, ankylosauruses are stubborn and + irascible. Although they’re herbivores, they have been known to attack other creatures + that trespass within territory simply out of ill temper. + hp: 90 + immunities: null + innate_spells: null + languages: '' + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+7 plus punishing tail + type: bludgeoning + name: tail + to_hit: 17 + traits: + - backswing + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d6+7 + type: bludgeoning + name: foot + to_hit: 17 + traits: + - reach 10 feet + name: Ankylosaurus + perception: 12 + proactive_abilities: + - 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. + name: Punishing Tail + traits: null + - description: Medium or smaller, foot, DC 24 + name: Trample + traits: null + ranged: null + resistances: null + saves: + fort: 16 + ref: 10 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 17 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + - Dinosaur + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 2 + int_mod: -4 + str_mod: 7 + wis_mod: 2 + ac: 23 + automatic_abilities: null + 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. + hp: 125 + immunities: null + innate_spells: null + languages: '' + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d8+9 + type: piercing + name: tail + to_hit: 18 + traits: + - sweep + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d6+9 + type: bludgeoning + name: foot + to_hit: 18 + traits: + - reach 10 feet + name: Stegosaurus + perception: 15 + proactive_abilities: + - description: Large or smaller, foot, DC 25 + name: Trample + traits: null + ranged: null + resistances: null + saves: + fort: 17 + ref: 13 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 20 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + - Dinosaur + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 4 + dex_mod: 0 + int_mod: -4 + str_mod: 7 + wis_mod: 2 + ac: 26 + automatic_abilities: null + 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. + hp: 140 + immunities: null + innate_spells: null + languages: '' + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d8+9 plus Knockdown + type: piercing + name: horns + to_hit: 19 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d6+9 + type: bludgeoning + name: foot + to_hit: 19 + traits: + - reach 10 feet + name: Triceratops + perception: 16 + proactive_abilities: + - action_cost: One Action + description: The triceratops Strides up to 10 feet and then makes a Strike. + name: Lumbering Charge + traits: null + - description: Large or smaller, foot, DC 26 + name: Trample + traits: null + - description: A triceratops deals 2d6 extra persistent bleed damage to prone targets + it hits with its horns. + name: Vicious Gore + traits: null + ranged: null + resistances: null + saves: + fort: 18 + ref: 12 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 21 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + - Dinosaur + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 5 + dex_mod: 0 + int_mod: -4 + str_mod: 9 + wis_mod: 2 + ac: 28 + automatic_abilities: null + 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. + hp: 220 + immunities: null + innate_spells: null + languages: '' + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d10+13 plus Improved Knockdown + type: bludgeoning + name: tail + to_hit: 23 + traits: + - sweep + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d8+13 + type: bludgeoning + name: foot + to_hit: 23 + traits: + - reach 15 feet + name: Brontosaurus + perception: 16 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Tail Sweep + traits: null + - description: Huge or smaller, foot, DC 29 + name: Trample + traits: null + ranged: null + resistances: null + saves: + fort: 21 + ref: 14 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 23 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Gargantuan + - Animal + - Dinosaur + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 5 + dex_mod: 1 + int_mod: -4 + str_mod: 8 + wis_mod: 3 + ac: 29 + automatic_abilities: null + 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. + hp: 180 + immunities: null + innate_spells: null + languages: '' + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d12+12 plus Grab + type: piercing + name: jaws + to_hit: 22 + traits: + - deadly 1d12 + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d10+12 + type: bludgeoning + name: foot + to_hit: 22 + traits: + - reach 15 feet + name: Tyrannosaurus + perception: 19 + proactive_abilities: + - action_cost: One Action + description: 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. + name: Fling + traits: + - assuming the tyrannosaurus flings it as high as it can + - description: 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. + name: Pin Prey + traits: null + - action_cost: One Action + description: Medium, 3d6+8 bludgeoning, Rupture 26 + name: Swallow Whole + traits: + - attack + - description: Huge or smaller, foot, DC 29 + name: Trample + traits: null + ranged: null + resistances: null + saves: + fort: 21 + ref: 15 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 15 + Athletics: 24 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Gargantuan + - Animal + - Dinosaur + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 2 + int_mod: -4 + str_mod: 1 + wis_mod: 1 + ac: 15 + automatic_abilities: null + 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. + hp: 8 + immunities: null + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d4+1 + type: piercing + name: Jaws + to_hit: 6 + traits: null + name: Guard Dog + perception: 6 + proactive_abilities: + - description: of at least two of the dog’s allies. + name: Pack Attack + traits: null + ranged: null + resistances: null + saves: + fort: 5 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 5 + Athletics: 4 + Stealth: 5 + Survival: 4 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 2 + int_mod: -4 + str_mod: 2 + wis_mod: 2 + ac: 16 + automatic_abilities: null + 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. + hp: 20 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: piercing + name: Jaws + to_hit: 7 + traits: null + name: Riding Dog + perception: 7 + proactive_abilities: + - description: of at least two of the dog’s allies. + name: Pack Attack + traits: null + ranged: null + resistances: null + saves: + fort: 7 + ref: 5 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 5 + Athletics: 7 + Survival: 5 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 0 + dex_mod: 3 + int_mod: 1 + str_mod: 3 + wis_mod: 2 + ac: 18 + automatic_abilities: null + 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. + hp: 50 + immunities: null + innate_spells: [] + languages: + - Common + level: 3 + melee: + - action_cost: One Action + damage: + formula: 2d6+5 + type: slashing + name: Claw + to_hit: 10 + traits: + - agile + name: Doppelganger + perception: 7 + proactive_abilities: + - action_cost: One Action + description: The doppelganger takes on the specific appearance of any Small or + Medium humanoid who it has seen and whose appearance it remembers. This doesn’t + change the doppelganger’s Speed or its attack and damage bonuses with its Strikes + but might change the damage type its Strikes deal (typically to bludgeoning). + name: Change Shape + traits: + - arcane + - concentrate + - polymorph + - transmutation + ranged: null + resistances: null + saves: + fort: 5 + ref: 10 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Deception: 11 + Diplomacy: 11 + Society: 8 + Stealth: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Medium + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 4 + dex_mod: 3 + int_mod: 1 + str_mod: 6 + wis_mod: 2 + ac: 25 + automatic_abilities: null + 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. + hp: 125 + immunities: + - acid + - paralyzed + - sleep + innate_spells: null + languages: + - Draconic + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d10+9 plus 1d6 acid + type: piercing + name: jaws + to_hit: 19 + traits: + - acid + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d6+9 + type: slashing + name: claw + to_hit: 19 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d8+7 + type: bludgeoning + name: tail + to_hit: 17 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d8+7 + type: piercing + name: horns + to_hit: 17 + traits: + - reach 10 feet + name: Young Black Dragon + perception: 15 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes a spray of acid that deals 8d6 acid damage in + a 60-foot line (DC 25 basic Reflex save). It can’t use Breath Weapon again for + 1d4 rounds. + name: Breath Weapon + traits: + - acid + - arcane + - evocation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horns Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 17 + ref: 12 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 14 + Arcana: 12 + Athletics: 17 + Deception: 15 + Intimidation: 15 + Stealth: 16 + speed: + - amount: 40 + type: Land + - amount: 100 + type: Fly + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Acid + - Amphibious + - Dragon + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 5 + dex_mod: 3 + int_mod: 2 + str_mod: 7 + wis_mod: 3 + ac: 31 + automatic_abilities: null + 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. + hp: 215 + immunities: + - acid + - paralyzed + - sleep + innate_spells: [] + languages: + - Common + - Draconic + - Jotun + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d12+13 plus 2d6 acid + type: piercing + name: jaws + to_hit: 25 + traits: + - acid + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+13 + type: slashing + name: claw + to_hit: 25 + traits: + - agile + - magical + - action_cost: One Action + damage: + formula: 2d12+11 + type: bludgeoning + name: tail + to_hit: 23 + traits: + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d10+11 + type: piercing + name: horns + to_hit: 23 + traits: + - magical + - reach 10 feet + name: Adult Black Dragon + perception: 22 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes a spray of acid that deals 12d6 acid damage in + an 80-foot line (DC 30 basic Reflex save). It can't use Breath Weapon again + for 1d4 rounds. + name: 'Breath Weapon ' + traits: + - acid + - arcane + - evocation + - action_cost: One Action + description: '**Frequency** Once per day; **Effect** The dragon permanently befouls + 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable + to support water-breathing life. This destroys liquid magic or alchemical items + if they''re of a lower level than the dragon (a creature can attempt a DC 28 + Will save to protect liquids in its possession). This doesn''t affect liquids + in a creature''s body.' + name: Corrupt Water + traits: + - arcane + - concentrate + - necromancy + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horns Strike in any order + in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 23 + ref: 18 + will: 21 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 18 + Arcana: 19 + Athletics: 24 + Deception: 20 + Intimidation: 20 + Stealth: 20 + speed: + - amount: 40 + type: Land + - amount: 100 + type: Fly + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Acid + - Amphibious + - Dragon + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 6 + dex_mod: 5 + int_mod: 4 + str_mod: 8 + wis_mod: 5 + ac: 39 + automatic_abilities: null + 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. + hp: 325 + immunities: + - acid + - paralyzed + - sleep + innate_spells: [] + languages: + - Common + - Draconic + - Goblin + - Jotun + - Orcish + level: 16 + melee: + - action_cost: One Action + damage: + formula: 3d10+14 plus 2d6 acid and 2d6 persistent acid + type: piercing + name: jaws + to_hit: 33 + traits: + - acid + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d8+14 + type: slashing + name: claw + to_hit: 33 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d10+12 + type: bludgeoning + name: tail + to_hit: 31 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d10+12 + type: piercing + name: horns + to_hit: 31 + traits: + - magical + - reach 15 feet + name: Ancient Black Dragon + perception: 30 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Breath Weapon + traits: + - acid + - arcane + - evocation + - action_cost: One Action + description: '**Frequency** Once per day; **Effect** The dragon permanently befouls + 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable + to support water-breathing life. This destroys liquid magic or alchemical items + if they''re of a lower level than the dragon (a creature can attempt a DC 35 + Will save to protect liquids in its possession). This doesn''t affect liquids + in a creature''s body.' + name: Corrupt Water + traits: + - arcane + - concentrate + - necromancy + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horns Strike in any order + in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 30 + ref: 27 + will: 29 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 25 + Arcana: 26 + Athletics: 32 + Deception: 29 + Intimidation: 29 + Stealth: 27 + speed: + - amount: 60 + type: Land + - amount: 150 + type: Fly + - amount: 60 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Huge + - Acid + - Amphibious + - Dragon + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 3 + dex_mod: 2 + int_mod: 1 + str_mod: 5 + wis_mod: 3 + ac: 28 + automatic_abilities: + - 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. + name: Sound Imitation + traits: null + 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. + hp: 170 + immunities: + - electricity + - paralyzed + - sleep + innate_spells: + - frequency: at will; see desert thirst + level: 1 + name: create water + languages: + - Common + - Draconic + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d8+11 plus 1d12 electricity + type: piercing + name: jaws + to_hit: 21 + traits: + - electricity + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d8+11 + type: slashing + name: claw + to_hit: 21 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d8+9 + type: bludgeoning + name: tail + to_hit: 19 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d8+9 + type: piercing + name: horns + to_hit: 19 + traits: + - reach 10 feet + name: Young Blue Dragon + perception: 18 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes lightning that deals 5d12 electricity damage + in an 80-foot line (DC 28 basic Reflex save). It can’t use Breath Weapon again + for 1d4 rounds. + name: Breath Weapon + traits: + - arcane + - electricity + - evocation + - description: When casting *create water*, the dragon can attempt to destroy liquid + instead of creating it, turning an equal amount of liquid into sand. This destroys + liquid magic or alchemical items if they’re of a lower level than the dragon + (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. + name: Desert Thirst + traits: + - arcane + - transmutation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horns Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 19 + ref: 18 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 15 + Arcana: 16 + Deception: 18 + Diplomacy: 18 + Intimidation: 18 + Society: 16 + Stealth: 15 + Survival: 16 + speed: + - amount: 30 + type: Land + - amount: 100 + type: Fly + - amount: 15 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Dragon + - Electricity + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 3 + int_mod: 4 + str_mod: 6 + wis_mod: 3 + ac: 34 + automatic_abilities: + - 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. + name: Sound Imitation + traits: null + 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. + hp: 260 + immunities: + - electricity + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 6 + name: illusory creature + - frequency: at will + level: 6 + name: illusory object + - frequency: at will + level: 6 + name: ventriloquism + - frequency: at will; see desert thirst + level: 1 + name: create water + languages: + - Auran + - Common + - Draconic + - Jotun + level: 13 + melee: + - action_cost: One Action + damage: + formula: 3d8+12 plus 1d12 electricity + type: piercing + name: jaws + to_hit: 27 + traits: + - electricity + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d8+12 + type: slashing + name: claw + to_hit: 27 + traits: + - magical + - agile + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d8+10 + type: bludgeoning + name: tail + to_hit: 25 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d8+10 + type: piercing + name: horns + to_hit: 25 + traits: + - magical + - reach 15 feet + name: Adult Blue Dragon + perception: 24 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes lightning that 9d12 electricity damage in a 100-foot + line (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. + name: 'Breath Weapon ' + traits: + - arcane + - electricity + - evocation + - description: When casting *create water*, the dragon can attempt to destroy liquid + instead of creating it, turning an equal amount of liquid into sand. This destroys + liquid magic or alchemical items if they're of a lower level than the dragon + (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. + name: Desert Thirst + traits: + - arcane + - transmutation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horns Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 24 + ref: 23 + will: 23 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 22 + Arcana: 25 + Deception: 26 + Diplomacy: 26 + Intimidation: 24 + Society: 23 + Stealth: 20 + Survival: 22 + speed: + - amount: 40 + type: Land + - amount: 150 + type: Fly + - amount: 20 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Huge + - Dragon + - Electricity + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 6 + dex_mod: 4 + int_mod: 7 + str_mod: 7 + wis_mod: 5 + ac: 42 + automatic_abilities: + - 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. + name: Sound Imitation + traits: null + 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. + hp: 370 + immunities: + - electricity + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 8 + name: hallucinatory terrain + - frequency: at will + level: 8 + name: illusory creature + - frequency: at will + level: 8 + name: illusory object + - frequency: at will + level: 8 + name: ventriloquism + - frequency: see mirage + level: 7 + name: project image + - frequency: at will; see desert thirst + level: 1 + name: create water + languages: + - Auran + - Common + - Draconic + - Ignan + - Infernal + - Jotun + level: 18 + melee: + - action_cost: One Action + damage: + formula: 3d10+15 plus 2d12 electricity + type: piercing + name: jaws + to_hit: 35 + traits: + - electricity + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 3d10+15 + type: slashing + name: claw + to_hit: 35 + traits: + - agile + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+13 + type: bludgeoning + name: tail + to_hit: 33 + traits: + - magical + - reach 25 feet + - action_cost: One Action + damage: + formula: 2d10+13 + type: piercing + name: horns + to_hit: 33 + traits: + - magical + - reach 20 feet + name: Ancient Blue Dragon + perception: 31 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Breath Weapon + traits: + - arcane + - electricity + - evocation + - description: When casting *create water*, the dragon can attempt to destroy liquid + instead of creating it, turning an equal amount of liquid into sand. This destroys + liquid magic or alchemical items if they're of a lower level than the dragon + (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. + name: Desert Thirst + traits: + - arcane + - transmutation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horns Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + - description: spell persists, it can cause the Breath Weapon to originate from + itself or the image. + name: Mirage + traits: null + - action_cost: One Action + description: '**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 deal 6d12 + electricity damage to all enemies in its path (DC 40 basic Reflex save).' + name: Storm Breath + traits: + - arcane + - concentrate + - electricity + - evocation + ranged: null + resistances: null + saves: + fort: 32 + ref: 30 + will: 33 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 28 + Arcana: 33 + Deception: 35 + Diplomacy: 35 + Intimidation: 33 + Society: 35 + Stealth: 28 + Survival: 29 + speed: + - amount: 50 + type: Land + - amount: 200 + type: Fly + - amount: 30 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Huge + - Dragon + - Electricity + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 3 + dex_mod: 1 + int_mod: 2 + str_mod: 5 + wis_mod: 2 + ac: 28 + automatic_abilities: null + description: Green dragons are the most contemplative of the chromatic dragons as + well as the most approachable. The key to understanding green dragons is to understand + their obsession with knowledge and self-discipline. Any careful approach that + takes advantage of a green dragon’s fixations may end in a diplomatic outcome, + 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. + hp: 135 + immunities: + - paralyzed + - poison + - sleep + innate_spells: + - level: 2 + name: entangle + languages: + - Common + - Draconic + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d10+8 plus 2d4 poison + type: piercing + name: jaws + to_hit: 20 + traits: + - poison + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+8 + type: slashing + name: claw + to_hit: 20 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d8+7 + type: bludgeoning + name: tail + to_hit: 18 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d12+7 + type: piercing + name: horn + to_hit: 18 + traits: + - reach 10 feet + name: Young Green Dragon + perception: 16 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes a toxic cloud that deals 9d6 poison damage in + a 40-foot cone (DC 25 basic Fortitude save). It can’t use Breath Weapon again + for 1d4 rounds. + name: Breath Weapon + traits: + - arcane + - evocation + - poison + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horn Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + - description: The green dragon ignores difficult terrain and greater difficult + terrain from non-magical foliage. + name: Woodland Stride + traits: null + ranged: null + resistances: null + saves: + fort: 16 + ref: 16 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 13 + Arcana: 16 + Athletics: 17 + Deception: 14 + Diplomacy: 16 + Intimidation: 16 + Nature: 14 + Occultism: 17 + Society: 14 + Stealth: 15 + speed: + - amount: 30 + type: Land + - amount: 120 + type: Fly + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Amphibious + - Dragon + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 3 + dex_mod: 3 + int_mod: 4 + str_mod: 6 + wis_mod: 4 + ac: 34 + automatic_abilities: null + description: Green dragons are the most contemplative of the chromatic dragons as + well as the most approachable. The key to understanding green dragons is to understand + their obsession with knowledge and self-discipline. Any careful approach that + takes advantage of a green dragon’s fixations may end in a diplomatic outcome, + 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. + hp: 215 + immunities: + - paralyzed + - poison + - sleep + innate_spells: + - level: 4 + name: suggestion + - frequency: x2 + level: 2 + name: entangle + languages: + - Common + - Draconic + - Elven + - Sylvan + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d10+12 plus 3d4 poison + type: piercing + name: jaws + to_hit: 26 + traits: + - magical + - poison + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d8+12 + type: slashing + name: claw + to_hit: 26 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d8+10 + type: bludgeoning + name: tail + to_hit: 24 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d8+10 + type: piercing + name: horn + to_hit: 24 + traits: + - magical + - reach 15 feet + name: Adult Green Dragon + perception: 22 + proactive_abilities: + - action_cost: Two Actions + 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. + name: 'Breath Weapon ' + traits: + - arcane + - evocation + - poison + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horn Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + - description: The green dragon always gains the benefits of Cover Tracks in natural + surroundings, even while moving at full speed. + name: Trackless Step + traits: null + - description: The green dragon ignores difficult terrain and greater difficult + terrain from non-magical foliage. + name: Woodland Stride + traits: null + ranged: null + resistances: null + saves: + fort: 20 + ref: 22 + will: 23 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 19 + Arcana: 22 + Athletics: 24 + Deception: 19 + Diplomacy: 23 + Intimidation: 23 + Nature: 20 + Occultism: 24 + Society: 22 + Stealth: 21 + speed: + - amount: 40 + type: Land + - amount: 160 + type: Fly + - amount: 40 + type: Swim + - amount: null + type: Trackless Step + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Huge + - Amphibious + - Dragon + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 5 + dex_mod: 4 + int_mod: 6 + str_mod: 7 + wis_mod: 5 + ac: 41 + automatic_abilities: + - description: The dragon can Hide in natural environments even if it doesn’t have + cover. + name: Camouflage + traits: null + description: Green dragons are the most contemplative of the chromatic dragons as + well as the most approachable. The key to understanding green dragons is to understand + their obsession with knowledge and self-discipline. Any careful approach that + takes advantage of a green dragon’s fixations may end in a diplomatic outcome, + 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. + hp: 315 + immunities: + - paralyzed + - poison + - sleep + innate_spells: + - level: 6 + name: dominate + - frequency: at will + level: 4 + name: charm + - frequency: at will + level: 4 + name: suggestion + languages: + - Abyssal + - Common + - Draconic + - Elven + - Jotun + - Sylvan + level: 17 + melee: + - action_cost: One Action + damage: + formula: 3d12+15 plus 4d4 poison + type: piercing + name: jaws + to_hit: 33 + traits: + - magical + - poison + - reach 20 feet + - action_cost: One Action + damage: + formula: 3d10+15 + type: slashing + name: claw + to_hit: 33 + traits: + - agile + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+13 + type: bludgeoning + name: tail + to_hit: 31 + traits: + - magical + - reach 25 feet + - action_cost: One Action + damage: + formula: 2d10+13 + type: piercing + name: horn + to_hit: 31 + traits: + - magical + - reach 20 feet + name: Ancient Green Dragon + perception: 30 + proactive_abilities: + - action_cost: Two Actions + 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. + name: 'Breath Weapon ' + traits: + - arcane + - evocation + - poison + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horn Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + - description: The green dragon always gains the benefits of Cover Tracks in natural + surroundings, even while moving at full speed. + name: Trackless Step + traits: null + - description: The green dragon ignores difficult terrain and greater difficult + terrain from non-magical foliage. + name: Woodland Stride + traits: null + ranged: null + resistances: null + saves: + fort: 30 + ref: 29 + will: 32 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 25 + Arcana: 32 + Athletics: 30 + Deception: 27 + Diplomacy: 31 + Intimidation: 31 + Nature: 28 + Occultism: 34 + Society: 31 + Stealth: 29 + speed: + - amount: 50 + type: Land + - amount: 200 + type: Fly + - amount: 50 + type: Swim + - amount: null + type: Trackless Step + - amount: null + type: Woodland Stride + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Gargantuan + - Amphibious + - Dragon + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 4 + dex_mod: 1 + int_mod: 1 + str_mod: 6 + wis_mod: 2 + ac: 30 + automatic_abilities: + - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed + condition from smoke. + name: Smoke Vision + traits: null + 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. + hp: 210 + immunities: + - fire + - paralyzed + - sleep + innate_spells: [] + languages: + - Common + - Draconic + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d12+12 plus 2d6 fire + type: piercing + name: jaws + to_hit: 23 + traits: + - fire + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+12 + type: slashing + name: claw + to_hit: 23 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d12+10 + type: slashing + name: tail + to_hit: 21 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d10+10 + type: slashing + name: wing + to_hit: 21 + traits: + - agile + - reach 10 feet + name: Young Red Dragon + perception: 20 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes a blast of flame that deals 11d6 fire damage + in a 40-foot cone (DC 30 basic Reflex save). It can’t use Breath Weapon again + for 1d4 rounds. + name: Breath Weapon + traits: + - arcane + - evocation + - fire + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one wing Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 21 + ref: 18 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + - smoke vision + skills: + Acrobatics: 15 + Arcana: 17 + Athletics: 22 + Deception: 19 + Diplomacy: 19 + Intimidation: 21 + Stealth: 17 + speed: + - amount: 40 + type: Land + - amount: 120 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 6 + dex_mod: 3 + int_mod: 3 + str_mod: 7 + wis_mod: 4 + ac: 37 + automatic_abilities: + - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed + condition from smoke. + name: Smoke Vision + traits: null + 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. + hp: 305 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - level: 4 + name: suggestion + languages: + - Common + - Draconic + - Dwarven + - Orcish + level: 14 + melee: + - action_cost: One Action + damage: + formula: 3d12+15 plus 2d6 fire + type: piercing + name: jaws + to_hit: 29 + traits: + - fire + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+15 + type: slashing + name: claw + to_hit: 29 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d12+13 + type: slashing + name: tail + to_hit: 27 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d10+13 + type: slashing + name: wing + to_hit: 27 + traits: + - agile + - magical + - reach 15 feet + name: Adult Red Dragon + perception: 26 + proactive_abilities: + - action_cost: Two Actions + 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. + name: 'Breath Weapon ' + traits: + - arcane + - evocation + - fire + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one wing Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 28 + ref: 25 + will: 26 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - smoke vision + skills: + Acrobatics: 23 + Arcana: 25 + Athletics: 29 + Deception: 25 + Diplomacy: 25 + Intimidation: 27 + Stealth: 23 + speed: + - amount: 50 + type: Land + - amount: 150 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Huge + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 8 + dex_mod: 5 + int_mod: 5 + str_mod: 9 + wis_mod: 6 + ac: 45 + automatic_abilities: + - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed + condition from smoke. + name: Smoke Vision + traits: null + 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. + hp: 425 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 8 + name: wall of fire + - frequency: at will + level: 4 + name: suggestion + languages: + - Abyssal + - Common + - Draconic + - Dwarven + - Jotun + - Orcish + level: 19 + melee: + - action_cost: One Action + damage: + formula: 4d10+17 plus 3d6 fire + type: piercing + name: jaws + to_hit: 37 + traits: + - fire + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 4d8+17 + type: slashing + name: claw + to_hit: 37 + traits: + - agile + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 4d10+15 + type: slashing + name: tail + to_hit: 35 + traits: + - magical + - reach 25 feet + - action_cost: One Action + damage: + formula: 3d8+15 + type: slashing + name: wing + to_hit: 35 + traits: + - agile + - magical + - reach 20 feet + name: Ancient Red Dragon + perception: 35 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes a blast of flame that deals 20d6 fire damage + in a 60-foot cone (DC 42 basic Reflex save). It can’t use Breath Weapon again + for 1d4 rounds. + name: Breath Weapon + traits: + - arcane + - evocation + - fire + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one wing Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + - action_cost: One Action + 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. + name: Manipulate Flames + traits: + - arcane + - concentrate + - transmutation + ranged: null + resistances: null + saves: + fort: 35 + ref: 32 + will: 35 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - smoke vision + skills: + Acrobatics: 30 + Arcana: 35 + Athletics: 37 + Deception: 35 + Diplomacy: 35 + Intimidation: 37 + Stealth: 33 + speed: + - amount: 60 + type: Land + - amount: 180 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Huge + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 2 + int_mod: -1 + str_mod: 6 + wis_mod: 1 + ac: 23 + automatic_abilities: + - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment + from snowfall. + name: Snow Vision + traits: null + 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. + hp: 115 + immunities: + - cold + - paralyzed + - sleep + innate_spells: null + languages: + - Draconic + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+9 plus 1d6 cold + type: piercing + name: jaws + to_hit: 17 + traits: + - cold + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d6+9 + type: slashing + name: claw + to_hit: 17 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d8+8 + type: bludgeoning + name: tail + to_hit: 15 + traits: + - reach 15 feet + name: Young White Dragon + perception: 13 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes a cloud of frost that deals 7d6 cold damage in + a 30-foot cone (DC 24 basic Reflex save). It can’t use Breath Weapon again for + 1d4 rounds. + name: Breath Weapon + traits: + - arcane + - cold + - evocation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one tail Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + its Breath Weapon. + name: Draconic Momentum + traits: null + - action_cost: One Action + description: The dragon slams into the ground. It can do this if it’s on the ground + 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. + name: Ground Slam + traits: null + - description: A white dragon can climb on ice as though it had the listed climb + Speed. It ignores difficult terrain and greater difficult terrain from ice and + snow and doesn’t risk falling when crossing ice. + name: Ice Climb + traits: null + - action_cost: Two Actions + 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. + name: Shape Ice + traits: + - arcane + - transmutation + - water + ranged: null + resistances: null + saves: + fort: 16 + ref: 14 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + - snow vision + skills: + Acrobatics: 10 + Arcana: 7 + Athletics: 16 + Intimidation: 12 + Stealth: 14 + speed: + - amount: 30 + type: Land + - amount: 80 + type: Fly + - amount: 30 + type: Ice Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Cold + - Dragon + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 5 + dex_mod: 2 + int_mod: 1 + str_mod: 7 + wis_mod: 2 + ac: 29 + automatic_abilities: + - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment + from snowfall. + name: Snow Vision + traits: null + 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. + hp: 215 + immunities: + - cold + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 2 + name: obscuring mist + languages: + - Common + - Draconic + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d10+13 plus 2d6 cold + type: piercing + name: jaws + to_hit: 23 + traits: + - cold + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+13 + type: slashing + name: claw + to_hit: 23 + traits: + - agile + - magical + - action_cost: One Action + damage: + formula: 2d6+11 + type: bludgeoning + name: tail + to_hit: 22 + traits: + - magical + - reach 15 feet + name: Adult White Dragon + perception: 20 + proactive_abilities: + - action_cost: Two Actions + 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. + name: 'Breath Weapon ' + traits: + - arcane + - cold + - evocation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one tail Strike in any order + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + its Breath Weapon + name: Draconic Momentum + traits: null + - action_cost: One Action + description: The dragon slams into the ground. It can do this if it's on the ground + 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. + name: Ground Slam + traits: null + - description: A white dragon can climb on ice as though it had the listed climb + Speed. It ignores difficult terrain and greater difficult terrain from ice and + snow and doesn't risk falling when crossing ice. + name: Ice Climb + traits: null + - action_cost: Two Actions + 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. + name: Shape Ice + traits: + - arcane + - transmutation + - water + ranged: null + resistances: null + saves: + fort: 22 + ref: 19 + will: 17 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - snow vision + skills: + Acrobatics: 16 + Arcana: 15 + Athletics: 23 + Intimidation: 19 + Stealth: 18 + speed: + - amount: 30 + type: Land + - amount: 120 + type: Fly + - amount: 30 + type: Ice Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Cold + - Dragon + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 7 + dex_mod: 3 + int_mod: 2 + str_mod: 8 + wis_mod: 3 + ac: 36 + automatic_abilities: + - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment + from snowfall. + name: Snow Vision + traits: null + 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. + hp: 330 + immunities: + - cold + - paralyzed + - sleep + innate_spells: + - level: 6 + name: wall of ice + - level: 2 + name: obscuring mist + languages: + - Common + - Draconic + - Jotun + level: 15 + melee: + - action_cost: One Action + damage: + formula: 3d12+16 plus 3d6 cold + type: piercing + name: jaws + to_hit: 31 + traits: + - cold + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+16 + type: slashing + name: claw + to_hit: 31 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+14 + type: bludgeoning + name: tail + to_hit: 29 + traits: + - magical + - reach 20 feet + name: Ancient White Dragon + perception: 30 + proactive_abilities: + - action_cost: Two Actions + 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. + name: 'Breath Weapon ' + traits: + - arcane + - cold + - evocation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one tail Strike in any order + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + its Breath Weapon + name: Draconic Momentum + traits: null + - action_cost: One Action + description: The dragon slams into the ground. It can do this if it's on the ground + Flying within 10 feet of the ground. Each creature on the ground within 10 feet + must succeed at a DC 237 Reflex save or fall prone and take 5d6 bludgeoning + damage. The dragon can then Step. + name: Ground Slam + traits: null + - description: A white dragon can climb on ice as though it had the listed climb + Speed. It ignores difficult terrain and greater difficult terrain from ice and + snow and doesn't risk falling when crossing ice. + name: Ice Climb + traits: null + - action_cost: Two Actions + 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. + name: Shape Ice + traits: + - arcane + - transmutation + - water + ranged: null + resistances: null + saves: + fort: 30 + ref: 26 + will: 24 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - snow vision + skills: + Acrobatics: 24 + Arcana: 23 + Athletics: 31 + Intimidation: 28 + Stealth: 26 + speed: + - amount: 40 + type: Land + - amount: 160 + type: Fly + - amount: 40 + type: Ice Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Huge + - Cold + - Dragon + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 3 + dex_mod: 2 + int_mod: 1 + str_mod: 5 + wis_mod: 1 + ac: 25 + automatic_abilities: null + 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. + hp: 125 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - frequency: constant + level: 2 + name: speak with animals + languages: + - Common + - Draconic + - Gnomish + - Halfling + - Sylvan + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d6+8 plus 1d8 fire + type: piercing + name: jaws + to_hit: 19 + traits: + - fire + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d6+8 + type: slashing + name: claw + to_hit: 19 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d8+7 + type: slashing + name: wing + to_hit: 17 + traits: + - reach 10 feet + name: Young Brass Dragon + perception: 15 + proactive_abilities: + - action_cost: Two Actions + description: The brass dragon breathes fire in a 60-foot line that deals 8d6 fire + damage (DC 26 basic Reflex save). The dragon can’t use Breath Weapon again for + 1d4 rounds. + name: Breath Weapon + traits: + - arcane + - evocation + - fire + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one jaws Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 16 + ref: 15 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + - tremorsense (imprecise) 30 feet + skills: + Acrobatics: 13 + Athletics: 18 + Deception: 15 + Diplomacy: 15 + Society: 14 + speed: + - amount: 40 + type: Land + - amount: 120 + type: Fly + - amount: 30 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Large + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 5 + dex_mod: 3 + int_mod: 2 + str_mod: 6 + wis_mod: 4 + ac: 31 + automatic_abilities: null + 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. + hp: 215 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - frequency: constant + level: 2 + name: speak with animals + languages: + - Auran + - Common + - Draconic + - Gnomish + - Halfling + - Sylvan + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d10+12 plus 2d6 fire + type: piercing + name: jaws + to_hit: 24 + traits: + - fire + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+12 + type: slashing + name: claw + to_hit: 24 + traits: + - agile + - magical + - action_cost: One Action + damage: + formula: 1d12+10 + type: slashing + name: wing + to_hit: 22 + traits: + - magical + - reach 10 feet + name: Adult Brass Dragon + perception: 21 + proactive_abilities: + - action_cost: Two Actions + 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. + name: 'Breath Weapon ' + traits: + - arcane + - evocation + - fire + - action_cost: Two Actions + description: '**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).' + name: Desert Wind + traits: + - air + - arcane + - concentrate + - evocation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one jaws Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a strike, it recharges + Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 22 + ref: 20 + will: 21 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - tremorsense (imprecise) 30 feet + skills: + Acrobatics: 20 + Athletics: 23 + Deception: 20 + Diplomacy: 20 + Society: 19 + speed: + - amount: 50 + type: Land + - amount: 120 + type: Fly + - amount: 30 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Large + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 6 + dex_mod: 5 + int_mod: 4 + str_mod: 7 + wis_mod: 4 + ac: 39 + automatic_abilities: null + 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. + hp: 325 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - frequency: constant + level: 2 + name: speak with animals + languages: + - Auran + - Common + - Draconic + - Gnomish + - Halfling + - Sphinx + level: 16 + melee: + - action_cost: One Action + damage: + formula: 3d10+15 plus 3d6 fire and 2d6 persistent fire + type: piercing + name: jaws + to_hit: 32 + traits: + - fire + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+15 + type: slashing + name: claw + to_hit: 32 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d12+13 + type: slashing + name: wing + to_hit: 30 + traits: + - magical + - reach 15 feet + name: Ancient Brass Dragon + perception: 30 + proactive_abilities: + - action_cost: Two Actions + description: ; 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.
  • + name: Breath Weapon + traits: + - arcane + - evocation + - fire + - action_cost: Two Actions + description: '**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).' + name: Desert Wind + traits: + - air + - arcane + - concentrate + - evocation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one jaws Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a strike, it recharges + Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 30 + ref: 29 + will: 30 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - tremorsense (imprecise) 60 feet + skills: + Acrobatics: 27 + Athletics: 31 + Deception: 27 + Diplomacy: 29 + Society: 28 + speed: + - amount: 50 + type: Land + - amount: 150 + type: Fly + - amount: 40 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CG + - Huge + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 3 + dex_mod: 1 + int_mod: 3 + str_mod: 5 + wis_mod: 3 + ac: 28 + automatic_abilities: null + 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. + hp: 170 + immunities: + - electricity + - paralyzed + - sleep + innate_spells: + - frequency: constant + level: 2 + name: speak with animals + languages: + - Aquan + - Common + - Draconic + - Dwarven + - Elven + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d8+11 plus 1d12 electricity + type: piercing + name: jaws + to_hit: 21 + traits: + - electricity + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+11 + type: slashing + name: claw + to_hit: 21 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d8+9 + type: bludgeoning + name: tail + to_hit: 19 + traits: + - reach 10 feet + name: Young Bronze Dragon + perception: 18 + proactive_abilities: + - action_cost: Two Actions + description: ; The dragon breathes lightning in a 60-foot line that deals 6d12 + electricity damage (DC 28 basic Reflex save).
  • **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).
  • + name: Breath Weapon + traits: + - arcane + - electricity + - evocation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one tail Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + its Breath Weapon. + name: Draconic Momentum + traits: null + - 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. + name: Water Mastery + traits: + - arcane + - transmutation + - water + ranged: null + resistances: null + saves: + fort: 19 + ref: 17 + will: 19 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 16 + Arcana: 20 + Athletics: 18 + Diplomacy: 18 + Intimidation: 18 + Occultism: 18 + Society: 16 + Stealth: 16 + speed: + - amount: 30 + type: Land + - amount: 120 + type: Fly + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Large + - Amphibious + - Dragon + - Water + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 4 + dex_mod: 3 + int_mod: 5 + str_mod: 7 + wis_mod: 4 + ac: 34 + automatic_abilities: null + 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. + hp: 260 + immunities: + - electricity + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 2 + name: obscuring mist + - frequency: constant + level: 2 + name: speak with animals + languages: + - Aquan + - Common + - Draconic + - Dwarven + - Elven + - Gnomish + level: 13 + melee: + - action_cost: One Action + damage: + formula: 2d12+15 plus 1d12 electricity + type: piercing + name: jaws + to_hit: 28 + traits: + - electricity + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d10+15 + type: slashing + name: claw + to_hit: 28 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d10+13 + type: bludgeoning + name: tail + to_hit: 26 + traits: + - magical + - reach 15 feet + name: Adult Bronze Dragon + perception: 23 + proactive_abilities: + - action_cost: Two Actions + description: ; 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).
  • + name: 'Breath Weapon ' + traits: + - arcane + - electricity + - evocation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one tail Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + its Breath Weapon. + name: Draconic Momentum + traits: null + - 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. + name: Water Mastery + traits: + - arcane + - transmutation + - water + ranged: null + resistances: null + saves: + fort: 24 + ref: 23 + will: 26 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 22 + Arcana: 28 + Athletics: 24 + Diplomacy: 23 + Intimidation: 23 + Occultism: 24 + Stealth: 22 + speed: + - amount: 40 + type: Land + - amount: 140 + type: Fly + - amount: 50 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Huge + - Amphibious + - Dragon + - Water + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 6 + dex_mod: 4 + int_mod: 7 + str_mod: 8 + wis_mod: 6 + ac: 43 + automatic_abilities: null + 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. + hp: 360 + immunities: + - electricity + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 5 + name: control water + - frequency: at will + level: 2 + name: obscuring mist + - frequency: constant + level: 2 + name: speak with animals + languages: + - Aquan + - Common + - Draconic + - Dwarven + - Elven + - Gnomish + level: 18 + melee: + - action_cost: One Action + damage: + formula: 3d12+16 plus 2d12 electricity + type: piercing + name: jaws + to_hit: 35 + traits: + - electricity + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 3d10+16 + type: slashing + name: claw + to_hit: 35 + traits: + - agile + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d10+14 + type: bludgeoning + name: tail + to_hit: 33 + traits: + - magical + - reach 20 feet + name: Ancient Bronze Dragon + perception: 32 + proactive_abilities: + - action_cost: Two Actions + description: ; 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).
  • + name: Breath Weapon + traits: + - arcane + - electricity + - evocation + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one tail Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + its Breath Weapon. + name: Draconic Momentum + traits: null + - 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. + name: Water Mastery + traits: null + ranged: null + resistances: null + saves: + fort: 32 + ref: 30 + will: 34 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 100 feet + skills: + Acrobatics: 28 + Arcana: 35 + Athletics: 34 + Diplomacy: 32 + Intimidation: 32 + Occultism: 33 + Society: 33 + Stealth: 28 + speed: + - amount: 60 + type: Land + - amount: 200 + type: Fly + - amount: 60 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LG + - Gargantuan + - Amphibious + - Dragon + - Water + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 2 + dex_mod: 3 + int_mod: 2 + str_mod: 5 + wis_mod: 2 + ac: 27 + automatic_abilities: null + 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. + hp: 150 + immunities: + - acid + - paralyzed + - sleep + innate_spells: [] + languages: + - Common + - Draconic + - Gnomish + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 plus 1d8 acid + type: piercing + name: jaws + to_hit: 20 + traits: + - acid + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d6+8 + type: slashing + name: claw + to_hit: 20 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d8+7 + type: bludgeoning + name: tail + to_hit: 18 + traits: + - reach 15 feet + name: Young Copper Dragon + perception: 16 + proactive_abilities: + - action_cost: Two Actions + description: ; The dragon breathes acid in a 60-foot line that deals 8d6 acid + damage (DC 26 basic Fortitude save).
  • **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).
  • + name: Breath Weapon + traits: + - acid + - arcane + - evocation + - description: The dragon’s climb speed functions only when climbing stone surfaces. + name: Climb Stone + traits: null + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one tail Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 16 + ref: 17 + will: 16 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 17 + Athletics: 17 + Crafting: 14 + Deception: 15 + Performance: 16 + Society: 16 + Stealth: 17 + speed: + - amount: 30 + type: Land + - amount: 120 + type: Fly + - amount: 30 + type: Climb Stone + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Large + - Dragon + - Earth + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 3 + int_mod: 4 + str_mod: 6 + wis_mod: 3 + ac: 33 + automatic_abilities: null + 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. + hp: 235 + immunities: + - acid + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 4 + name: hideous laughter + - frequency: at will + level: 4 + name: shape stone + languages: + - Common + - Draconic + - Elven + - Gnomish + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d8+12 plus 2d8 acid + type: piercing + name: jaws + to_hit: 26 + traits: + - acid + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d8+12 + type: slashing + name: claw + to_hit: 26 + traits: + - agile + - magical + - action_cost: One Action + damage: + formula: 2d8+10 + type: bludgeoning + name: tail + to_hit: 24 + traits: + - magical + - reach 15 feet + name: Adult Copper Dragon + perception: 23 + proactive_abilities: + - action_cost: Two Actions + description: ; 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).
  • + name: 'Breath Weapon ' + traits: + - acid + - arcane + - evocation + - description: The dragon's climb speed functions only when climbing stone surfaces + name: Climb Stone + traits: null + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one tail Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 23 + ref: 22 + will: 22 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 21 + Athletics: 24 + Crafting: 22 + Deception: 21 + Performance: 23 + Society: 22 + Stealth: 21 + speed: + - amount: 40 + type: Land + - amount: 140 + type: Fly + - amount: 40 + type: Climb Stone + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Large + - Dragon + - Earth + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 5 + dex_mod: 5 + int_mod: 6 + str_mod: 8 + wis_mod: 5 + ac: 41 + automatic_abilities: null + 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. + hp: 345 + immunities: + - acid + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 5 + name: hideous laughter + - frequency: at will + level: 5 + name: wall of stone + - frequency: at will + level: 4 + name: shape stone + languages: + - Common + - Draconic + - Dwarven + - Elven + - Gnomish + level: 17 + melee: + - action_cost: One Action + damage: + formula: 3d10+16 plus 3d8 acid + type: piercing + name: jaws + to_hit: 33 + traits: + - acid + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+16 + type: slashing + name: claw + to_hit: 33 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+14 + type: bludgeoning + name: tail + to_hit: 31 + traits: + - magical + - reach 20 feet + name: Ancient Copper Dragon + perception: 30 + proactive_abilities: + - action_cost: Two Actions + description: ; 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).
  • + name: Breath Weapon + traits: + - acid + - arcane + - evocation + - description: The dragon's climb speed functions only when climbing stone surfaces. + name: Climb Stone + traits: null + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one tail Strike in any order. + name: Draconic Frenzy + traits: null + - description: When the dragon scores a critical hit with a Strike, it recharges + Breath Weapon. + name: Draconic Momentum + traits: null + - action_cost: Two Actions + description: '**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.' + name: Mass Laughter + traits: + - arcane + - emotion + - enchantment + - mental + ranged: null + resistances: null + saves: + fort: 30 + ref: 32 + will: 32 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 30 + Athletics: 31 + Crafting: 31 + Deception: 29 + Performance: 31 + Society: 29 + Stealth: 30 + speed: + - amount: 50 + type: Land + - amount: 200 + type: Fly + - amount: 50 + type: Climb Stone + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CG + - Huge + - Dragon + - Earth + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 4 + dex_mod: 2 + int_mod: 3 + str_mod: 6 + wis_mod: 4 + ac: 32 + automatic_abilities: null + 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. + hp: 230 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - frequency: gems only + level: 3 + name: locate + languages: + - Common + - Draconic + - Elven + - Sylvan + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d10+12 plus 2d6 fire + type: piercing + name: jaws + to_hit: 24 + traits: + - fire + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+12 + type: slashing + name: claw + to_hit: 24 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d10+10 + type: slashing + name: tail + to_hit: 22 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d12+10 + type: piercing + name: horns + to_hit: 22 + traits: + - agile + - reach 10 feet + name: Young Gold Dragon + perception: 21 + proactive_abilities: + - action_cost: Two Actions + description: ; The dragon breathes a blast of flame in a 30-foot cone that deals + 11d6 fire damage (DC 31 basic Reflex save).
  • **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).
  • + name: Breath Weapon + traits: + - arcane + - evocation + - fire + - action_cost: Two Actions + description: The gold dragon makes two claw Strikes and one horns Strike in any + order. + name: Draconic Frenzy + traits: null + - description: When the gold dragon scores a critical hit with a Strike, it recharges + Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 22 + ref: 20 + will: 22 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 17 + Arcana: 18 + Athletics: 23 + Diplomacy: 23 + Medicine: 21 + Religion: 21 + Society: 18 + speed: + - amount: 40 + type: Land + - amount: 140 + type: Fly + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Large + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 6 + dex_mod: 3 + int_mod: 5 + str_mod: 7 + wis_mod: 6 + ac: 38 + automatic_abilities: null + 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. + hp: 330 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - level: 7 + name: sunburst + - frequency: gems only + level: 3 + name: locate + languages: + - Common + - Draconic + - Dwarven + - Elven + - Sylvan + level: 15 + melee: + - action_cost: One Action + damage: + formula: 3d12+15 plus 3d6 fire + type: piercing + name: jaws + to_hit: 30 + traits: + - fire + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+15 + type: slashing + name: claw + to_hit: 30 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d10+13 + type: slashing + name: tail + to_hit: 28 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d12+13 + type: piercing + name: horns + to_hit: 28 + traits: + - agile + - magical + - reach 15 feet + name: Adult Gold Dragon + perception: 29 + proactive_abilities: + - action_cost: Two Actions + description: ; 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 round (or enfeebled 3 on a critical failure).
  • + name: 'Breath Weapon ' + traits: + - arcane + - evocation + - fire + - action_cost: Two Actions + description: The gold dragon makes two claw Strikes and one horns Strike in any + order + name: Draconic Frenzy + traits: null + - description: When the gold dragon scores a critical hit with a strike, it recharges + Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 28 + ref: 25 + will: 28 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 22 + Arcana: 24 + Athletics: 28 + Diplomacy: 29 + Medicine: 27 + Religion: 29 + Society: 26 + speed: + - amount: 50 + type: Land + - amount: 180 + type: Fly + - amount: 50 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Huge + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 8 + dex_mod: 5 + int_mod: 7 + str_mod: 9 + wis_mod: 8 + ac: 46 + automatic_abilities: null + 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. + hp: 450 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - level: 10 + name: sunburst + - frequency: gems only + level: 3 + name: locate + languages: + - Common + - Draconic + - Dwarven + - Elven + - Gnomish + - Jotun + - Sylvan + level: 20 + melee: + - action_cost: One Action + damage: + formula: 4d12+17 plus 4d6 fire + type: piercing + name: jaws + to_hit: 38 + traits: + - fire + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 4d10+17 + type: slashing + name: claw + to_hit: 38 + traits: + - agile + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 4d10+15 + type: slashing + name: tail + to_hit: 36 + traits: + - magical + - reach 25 feet + - action_cost: One Action + damage: + formula: 2d12+15 + type: piercing + name: horns + to_hit: 36 + traits: + - agile + - magical + - reach 20 feet + name: Ancient Gold Dragon + perception: 36 + proactive_abilities: + - action_cost: Two Actions + description: ; 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).
  • + name: 'Breath Weapon ' + traits: + - arcane + - evocation + - fire + - action_cost: Two Actions + description: The gold dragon makes two claw Strikes and one horns Strike in any + order + name: Draconic Frenzy + traits: null + - description: When the gold dragon scores a critical hit with a strike, it recharges + Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 37 + ref: 34 + will: 39 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 80 feet + skills: + Acrobatics: 29 + Arcana: 31 + Athletics: 35 + Diplomacy: 35 + Medicine: 36 + Religion: 36 + Society: 35 + speed: + - amount: 60 + type: Land + - amount: 200 + type: Fly + - amount: 60 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LG + - Gargantuan + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 3 + dex_mod: 2 + int_mod: 2 + str_mod: 6 + wis_mod: 4 + ac: 31 + automatic_abilities: + - description: The silver dragon ignores the concealed condition from fog and clouds. + name: Fog Vision + traits: null + 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. + hp: 200 + immunities: + - cold + - paralyzed + - sleep + innate_spells: [] + languages: + - Aquan + - Common + - Draconic + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d10+12 plus 2d6 cold + type: piercing + name: jaws + to_hit: 23 + traits: + - cold + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+12 + type: slashing + name: claw + to_hit: 23 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d10+10 + type: bludgeoning + name: tail + to_hit: 21 + traits: + - reach 15 feet + name: Young Silver Dragon + perception: 20 + proactive_abilities: + - action_cost: Two Actions + description: ; The dragon breathes a cloud of frost in a 30-foot cone that deals + 10d6 cold damage (DC 29 basic Reflex save).
  • **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).
  • + name: Breath Weapon + traits: + - arcane + - cold + - evocation + - description: The silver dragon can tread on clouds or fog as though on solid ground. + name: Cloud Walk + traits: null + - action_cost: Two Actions + description: The silver dragon makes two claw Strikes and one tail Strike in any + order. + name: Draconic Frenzy + traits: null + - description: When the silver dragon scores a critical hit with a Strike, it recharges + its Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 20 + ref: 17 + will: 21 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - fog vision + - scent (imprecise) 60 feet + skills: + Acrobatics: 14 + Athletics: 22 + Diplomacy: 18 + Intimidation: 20 + Medicine: 20 + Religion: 18 + Society: 14 + speed: + - amount: 40 + type: Land + - amount: 100 + type: Fly + - amount: null + type: Cloud Walk + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Large + - Cold + - Dragon + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 3 + int_mod: 3 + str_mod: 7 + wis_mod: 4 + ac: 37 + automatic_abilities: + - description: The silver dragon ignores the concealed condition from fog and clouds. + name: Fog Vision + traits: null + 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. + hp: 295 + immunities: + - cold + - paralyzed + - sleep + innate_spells: [] + languages: + - Aquan + - Common + - Draconic + - Dwarven + level: 14 + melee: + - action_cost: One Action + damage: + formula: 3d10+13 plus 3d6 cold + type: piercing + name: jaws + to_hit: 29 + traits: + - cold + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d8+13 + type: slashing + name: claw + to_hit: 29 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+11 + type: bludgeoning + name: tail + to_hit: 27 + traits: + - magical + - reach 20 feet + name: Adult Silver Dragon + perception: 26 + proactive_abilities: + - action_cost: Two Actions + description: ; 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).
  • + name: 'Breath Weapon ' + traits: + - arcane + - cold + - evocation + - description: The silver dragon can tread on clouds or fog as though on solid ground. + name: Cloud Walk + traits: null + - action_cost: Two Actions + description: The silver dragon makes two claw Strikes and one tail Strike in any + order. + name: Draconic Frenzy + traits: null + - description: When the silver dragon scores a critical hit with a Strike, it recharges + its Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 26 + ref: 23 + will: 28 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - fog vision + - scent (imprecise) 60 feet + skills: + Acrobatics: 21 + Athletics: 27 + Diplomacy: 25 + Intimidation: 27 + Medicine: 24 + Religion: 24 + Society: 20 + speed: + - amount: 50 + type: Land + - amount: 140 + type: Fly + - amount: null + type: Cloud Walk + spell_attack_to_hit: null + spell_dc: null + traits: + - LG + - Huge + - Cold + - Dragon + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 5 + dex_mod: 4 + int_mod: 5 + str_mod: 9 + wis_mod: 5 + ac: 45 + automatic_abilities: + - description: The silver dragon ignores the concealed condition from fog and clouds. + name: Fog Vision + traits: null + 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. + hp: 410 + immunities: + - cold + - paralyzed + - sleep + innate_spells: [] + languages: + - Aquan + - Common + - Draconic + - Dwarven + - Sylvan + level: 19 + melee: + - action_cost: One Action + damage: + formula: 4d10+17 plus 4d6 cold + type: piercing + name: jaws + to_hit: 37 + traits: + - cold + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 4d8+17 + type: slashing + name: claw + to_hit: 37 + traits: + - agile + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+15 + type: bludgeoning + name: tail + to_hit: 35 + traits: + - magical + - reach 25 feet + name: Ancient Silver Dragon + perception: 32 + proactive_abilities: + - action_cost: Two Actions + description: ; The dragon breathes a cloud of frost in a 50-foot cone that deals + 20d6 cold damage (DC 42 basic Reflex save).
  • **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).
  • + name: Breath Weapon + traits: + - arcane + - cold + - evocation + - description: The silver dragon can tread on clouds or fog as though on solid ground. + name: Cloud Walk + traits: null + - action_cost: Two Actions + description: The silver dragon makes two claw Strikes and one tail Strike in any + order. + name: Draconic Frenzy + traits: null + - description: When the silver dragon scores a critical hit with a Strike, it recharges + its Breath Weapon. + name: Draconic Momentum + traits: null + ranged: null + resistances: null + saves: + fort: 34 + ref: 31 + will: 34 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - fog vision + - scent (imprecise) 60 feet + skills: + Acrobatics: 27 + Athletics: 38 + Diplomacy: 34 + Intimidation: 37 + Medicine: 33 + Religion: 32 + Society: 30 + speed: + - amount: 60 + type: Land + - amount: 180 + type: Fly + - amount: null + type: Cloud Walk + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LG + - Gargantuan + - Cold + - Dragon + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 0 + int_mod: 1 + str_mod: 6 + wis_mod: 3 + ac: 29 + automatic_abilities: null + 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. + hp: 140 + immunities: + - fire + - paralyzed + - sleep + innate_spells: null + languages: + - Aquan + - Common + - Draconic + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d12+9 + type: piercing + name: Jaws + to_hit: 21 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+9 + type: slashing + name: Claw + to_hit: 21 + traits: + - agile + name: Dragon Turtle + perception: 18 + proactive_abilities: + - action_cost: Two Actions + 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). + name: Breath Weapon + traits: + - air + - fire + - primal + - action_cost: One Action + description: The dragon turtle tries to capsize an adjacent aquatic vessel of + its size or smaller. The dragon turtle must succeed at an *Athletics* check + with a DC of 30 or the pilot’s *Sailing Lore* DC, whichever is higher. + name: Capsize + traits: + - attack + - move + - action_cost: Two Actions + description: The dragon turtle makes two Claw Strikes and one Jaws Strike in any + order. + name: Draconic Frenzy + traits: null + ranged: null + resistances: null + saves: + fort: 19 + ref: 15 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 21 + Diplomacy: 16 + Intimidation: 18 + Stealth: 13 + Survival: 17 + speed: + - amount: 20 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Amphibious + - Dragon + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 6 + dex_mod: 2 + int_mod: -4 + str_mod: 7 + wis_mod: 2 + ac: 25 + automatic_abilities: + - 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. + name: Sporesight + traits: null + 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. + hp: 190 + immunities: null + innate_spells: null + languages: '' + level: 9 + melee: + - action_cost: One Action + damage: + formula: 3d8+9 plus Improved Grab + type: piercing + name: Tentacle + to_hit: 20 + traits: + - reach 30 feet + name: Drakauthix + perception: 17 + proactive_abilities: + - action_cost: One Action + description: 15 feet closer to itself. + name: Reel In + traits: null + - action_cost: One Action + description: by the drakauthix takes a –4 circumstance penalty to this save. + name: Spore Tendrils + traits: null + - action_cost: Two Actions + description: The drakauthix whirls, whipping creatures around it. The drakauthix + makes a tentacle Strike against every creature within its reach. + name: Whirlwind of Hooks + traits: null + ranged: null + resistances: null + saves: + fort: 21 + ref: 13 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - sporesight (imprecise) 60 feet + skills: + Acrobatics: 15 + Athletics: 20 + Stealth: 17 + speed: + - amount: 20 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Fungus + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 4 + int_mod: -1 + str_mod: 3 + wis_mod: 2 + ac: 19 + automatic_abilities: null + 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. + hp: 45 + immunities: + - paralyzed + - unconscious + innate_spells: null + languages: + - Draconic + level: 3 + melee: + - action_cost: One Action + damage: + formula: 2d8+3 + type: piercing + name: Fangs + to_hit: 12 + traits: null + - action_cost: One Action + damage: + formula: 2d6+3 + type: bludgeoning + name: Tail + to_hit: 12 + traits: + - reach 10 feet + name: River Drake + perception: 9 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Caustic Mucus + traits: + - acid + - arcane + - evocation + - action_cost: Two Actions + description: The river drake makes one Fangs Strike and two Tail Strikes in any + order. + name: Draconic Frenzy + traits: null + - action_cost: One Action + description: The river drake moves up to twice its Speed. It can do this three + times per day + name: Speed Surge + traits: + - move + ranged: null + resistances: + - amount: 10 + type: acid + saves: + fort: 11 + ref: 9 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 11 + Athletics: 10 + Intimidation: 6 + Stealth: 9 + Survival: 7 + speed: + - amount: 20 + type: Land + - amount: 50 + type: Fly + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Amphibious + - Dragon + - Water + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 1 + int_mod: -1 + str_mod: 5 + wis_mod: 3 + ac: 22 + automatic_abilities: + - description: Smoke doesn’t impair a flame drake’s vision; it ignores concealment + from smoke. + name: Smoke Vision + traits: null + description: The distant kin of red dragons, flame drakes thankfully lack the intelligence + and ambition of their larger cousins, but are no less territorial or violent. + Flame drakes dwell near volcanoes and magma, but it’s not unheard of for one to + 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. + hp: 75 + immunities: + - fire + - paralyzed + - unconscious + innate_spells: null + languages: + - Draconic + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d8+5 plus 1d6 fire + type: piercing + name: Fangs + to_hit: 14 + traits: null + - action_cost: One Action + damage: + formula: 2d6+5 + type: bludgeoning + name: Tail + to_hit: 14 + traits: + - reach 10 feet + name: Flame Drake + perception: 12 + proactive_abilities: + - action_cost: Two Actions + description: The flame drake makes two Fangs Strikes and one Tail Strike in any + order. + name: Draconic Frenzy + traits: null + - action_cost: Two Actions + description: The flame drake expels a ball of flame to a range of 180 feet that + explodes in a 20-foot *burst*. Creatures in the burst take 6d6 fire damage (DC + 22 basic Reflex save). The flame drake can’t use Fireball Breath again for 1d6 + rounds. + name: Fireball Breath + traits: + - arcane + - evocation + - fire + - action_cost: One Action + description: The fire drake moves up to twice its Speed. It can do this three + times per day. + name: Speed Surge + traits: + - move + ranged: null + resistances: null + saves: + fort: 12 + ref: 10 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + - smoke vision + skills: + Acrobatics: 10 + Athletics: 12 + Stealth: 9 + Survival: 10 + speed: + - amount: 20 + type: Land + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 3 + int_mod: -1 + str_mod: 5 + wis_mod: 1 + ac: 23 + automatic_abilities: null + 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. + hp: 90 + immunities: + - disease + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Draconic + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d10+7 plus predatory grab + type: piercing + name: Fangs + to_hit: 17 + traits: null + - action_cost: One Action + damage: + formula: 2d6+7 plus Jungle Drake Venom + type: piercing + name: Stinger + to_hit: 17 + traits: + - reach 10 feet + name: Jungle Drake + perception: 13 + proactive_abilities: + - action_cost: Two Actions + description: The jungle drake makes one Fangs Strike and two Stinger Strikes in + any order. + name: Draconic Frenzy + traits: null + - 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)' + name: Jungle Drake Venom + traits: + - poison + - description: As Grab, but the jungle drake’s Grab does not end if it moves away. + Instead, it carries the grabbed creature with it. A jungle drake can’t Fly while + grabbing a creature unless that creature can also Fly. + name: Predatory Grab + traits: null + - action_cost: One Action + description: The jungle drake moves up to twice its Speed. It can do this three + times per day. + name: Speed Surge + traits: + - move + - action_cost: Two Actions + 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. + name: Spit Venom + traits: + - poison + - description: from non-magical foliage. + name: Woodland Stride + traits: null + ranged: null + resistances: null + saves: + fort: 17 + ref: 13 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 15 + Athletics: 13 + Stealth: 13 + Survival: 11 + speed: + - amount: 20 + type: Land + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Dragon + - Earth + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 2 + int_mod: -2 + str_mod: 5 + wis_mod: 3 + ac: 24 + automatic_abilities: null + description: A wyvern is a venomous drake with a well-earned reputation for impatience + and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern’s + 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. + hp: 95 + immunities: + - paralyzed + - unconscious + innate_spells: null + languages: + - Draconic + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d12+5 + type: piercing + name: Fangs + to_hit: 17 + traits: null + - action_cost: One Action + damage: + formula: 2d8+5 plus Grab + type: slashing + name: Claw + to_hit: 17 + traits: null + - action_cost: One Action + damage: + formula: 2d6+5 plus wyvern venom + type: piercing + name: Stinger + to_hit: 15 + traits: + - agile + - reach 10 feet + name: Wyvern + perception: 13 + proactive_abilities: + - action_cost: Two Actions + 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*. + name: Powerful Dive + traits: + - move + - action_cost: One Action + description: 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. + name: Punishing Momentum + traits: null + - 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)' + name: Wyvern Poison + traits: + - poison + ranged: null + resistances: null + saves: + fort: 16 + ref: 12 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 14 + Athletics: 15 + Stealth: 12 + speed: + - amount: 20 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Dragon + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 2 + int_mod: -1 + str_mod: 6 + wis_mod: 3 + ac: 25 + automatic_abilities: + - description: 'Snow doesn’t impair a frost drake’s vision; it ignores concealment + from + + snowfall.' + name: Snow Vision + traits: null + description: Frost drakes pose an immense danger in the frozen reaches they call + 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. + hp: 115 + immunities: + - old + - paralyzed + - unconscious + innate_spells: null + languages: + - Draconic + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d12+8 plus 1d6 cold + type: piercing + name: Fangs + to_hit: 17 + traits: null + - action_cost: One Action + damage: + formula: 2d10+8 + type: bludgeoning + name: Tail + to_hit: 17 + traits: + - reach 10 feet + name: Frost Drake + perception: 14 + proactive_abilities: + - action_cost: Two Actions + description: The frost drake makes two Fangs Strikes and one Tail Strike in any + order. + name: Draconic Frenzy + traits: null + - action_cost: Two Actions + 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. + name: Freezing Mist Breath + traits: + - arcane + - cold + - evocation + - description: from ice and snow and doesn’t risk falling when crossing ice. + name: Ice Climb + traits: null + - action_cost: One Action + description: The frost drake moves up to twice its Speed. It can do this three + times per day. + name: Speed Surge + traits: + - move + ranged: null + resistances: null + saves: + fort: 17 + ref: 15 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + - snow vision + skills: + Acrobatics: 15 + Athletics: 17 + Intimidation: 14 + Stealth: 15 + speed: + - amount: 20 + type: Land + - amount: 50 + type: Fly + - amount: 20 + type: Burrow (snow only) + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Cold + - Dragon + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 5 + dex_mod: 3 + int_mod: -1 + str_mod: 6 + wis_mod: 3 + ac: 27 + automatic_abilities: null + 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. + hp: 135 + immunities: + - paralyzed + - unconscious + innate_spells: null + languages: + - Draconic + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d12+8 plus 1d6 electricity + type: piercing + name: Fangs + to_hit: 20 + traits: null + - action_cost: One Action + damage: + formula: 2d10+8 plus Push 5 feet + type: bludgeoning + name: Tail + to_hit: 20 + traits: + - reach 10 feet + name: Desert Drake + perception: 15 + proactive_abilities: + - action_cost: Two Actions + description: The desert drake makes two Fangs Strikes and one Tail Strike in any + order. + name: Draconic Frenzy + traits: null + - action_cost: Two Actions + 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. + name: Sandstorm Breath + traits: + - arcane + - electricity + - evocation + - action_cost: One Action + description: The desert drake moves up to twice its Speed. It can do this three + times per day. + name: Speed Surge + traits: + - move + - description: to the desert drake. + name: Surprise Attacker + traits: null + ranged: null + resistances: + - amount: 16 + type: electricity + saves: + fort: 17 + ref: 15 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 17 + Athletics: 18 + Intimidation: 13 + Stealth: 15 + Survival: 15 + speed: + - amount: 20 + type: Land + - amount: 50 + type: Fly + - amount: 20 + type: Burrow (sand only) + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Dragon + - Earth + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 2 + wis_mod: 1 + ac: 18 + automatic_abilities: + - description: '' + name: Light Blindness + traits: null + description: Drow fighters train to master techniques that inflict deep, bleeding + wounds and use poisoned crossbow bolts to exhaust enemies. + hp: 18 + immunities: + - sleep + innate_spells: + - frequency: at will + level: 2 + name: darkness + - frequency: at will + level: 2 + name: faerie fire + items: + - hand crossbow (10 bolts) + - leather armor + - lethargy poison (2 doses) + - rapier + languages: + - Elven + - Undercommon + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: piercing + name: Rapier + to_hit: 9 + traits: + - deadly 1d8 + - disarm + - finesse + - action_cost: One Action + damage: + formula: 1d4+2 + type: piercing + name: Main-gauche + to_hit: 9 + traits: + - agile + - disarm + - finesse + - parry + - versatile S + name: Drow Fighter + perception: 6 + proactive_abilities: + - action_cost: One Action + description: action, then Strikes with that weapon. + name: Quick Draw + traits: null + - action_cost: Two Actions + description: . + name: Skewer + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+1 plus lethargy poison + type: piercing + name: Hand Crossbow + to_hit: 9 + traits: + - range increment 60 feet + - reload 1 + resistances: null + saves: + fort: 7 + ref: 9 + will: 4 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic, +2 status to all saves vs. mental + senses: + - darkvision + skills: + Acrobatics: 7 + Athletics: 5 + Intimidation: 3 + Stealth: 7 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Drow + - Elf + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 2 + wis_mod: 0 + ac: 19 + automatic_abilities: + - description: ' ' + name: Light Blindness + traits: null + description: Loners at heart, drow rogues trust no one—least of all fellow slayers. + Thees drow rely on awareness and adaptation to survive the cutthroat nature of + their society. + hp: 26 + immunities: + - sleep + innate_spells: + - frequency: at will + level: 2 + name: darkness + - frequency: at will + level: 2 + name: faerie fire + items: + - hand crossbow (10 bolts) + - lethargy poison (2 doses) + - shortsword + - studded leather armor + languages: + - Elven + - Undercommon + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: Shortsword + to_hit: 10 + traits: + - agile + - finesse + - versatile S + - action_cost: One Action + damage: + formula: 1d6 plus lethargy poison + type: piercing + name: Hand Crossbow + to_hit: 10 + traits: + - range increment 60 feet + - reload 1 + name: Drow Rogue + perception: 6 + proactive_abilities: + - action_cost: One Action + description: action, then Strikes with that weapon. + name: Quick Draw + traits: null + - description: creatures. + name: Sneak Attack + traits: null + ranged: null + resistances: null + saves: + fort: 6 + ref: 10 + will: 6 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic, +2 status to all saves vs. mental + senses: + - darkvision + skills: + Acrobatics: 8 + Deception: 7 + Society: 4 + Stealth: 10 + Thievery: 8 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Drow + - Elf + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 2 + int_mod: 0 + str_mod: 1 + wis_mod: 4 + ac: 20 + automatic_abilities: + - description: '' + name: Light Blindness + traits: null + description: Many drow priestesses venerate demon lords and other foul divinities. + hp: 39 + immunities: + - sleep + innate_spells: + - level: 4 + name: darkness + - frequency: x3 + level: 3 + name: dispel magic + - frequency: x3 + level: 3 + name: levitate + - frequency: at will + level: 2 + name: darkness + - frequency: at will + level: 2 + name: faerie fire + - frequency: at will + level: 1 + name: command + items: + - chain mail + - hand crossbow (10 bolts) + - lethargy poison (4 doses) + - rapier + - religious symbol + - steel shield (Hardness 5, HP 20, BT 10) + languages: + - Abyssal + - Elven + - Undercommon + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: piercing + name: Rapier + to_hit: 9 + traits: + - deadly 1d8 + - disarm + - finesse + name: Drow Priestess + perception: 9 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6 plus lethargy poison + type: piercing + name: Hand Crossbow + to_hit: 9 + traits: + - range increment 60 feet + - reload 1 + resistances: null + saves: + fort: 8 + ref: 7 + will: 11 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic, +2 status to all saves vs. mental + senses: + - darkvision + skills: + Deception: 8 + Intimidation: 8 + Religion: 9 + Society: 5 + Stealth: 7 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Drow + - Elf + - Humanoid + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 3 + int_mod: 0 + str_mod: 1 + wis_mod: 2 + ac: 17 + automatic_abilities: null + 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. + hp: 16 + immunities: null + innate_spells: [] + languages: + - Common + - Dwarven + - Undercommon + level: 0 + melee: + - action_cost: One Action + damage: + formula: 1d4+1 + type: bludgeoning + name: Light Mace + to_hit: 5 + traits: + - agile + - finesse + - shove + - action_cost: One Action + damage: + formula: 1d8 or bola bolt + type: piercing + name: Crossbow + to_hit: 7 + traits: + - range increment 120 feet + - reload 1 + name: Duergar Sharpshooter + perception: 4 + proactive_abilities: + - description: . This check can be attempted either by the target or a creature + adjacent to the target. + name: Bola Bolt + traits: null + ranged: null + resistances: null + saves: + fort: 7 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: +2 status to saves vs. magic + senses: + - darkvision + skills: + Athletics: 3 + Stealth: 5 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: 12 + traits: + - LE + - Medium + - Duergar + - Dwarf + - Humanoid + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 3 + int_mod: 3 + str_mod: 1 + wis_mod: 1 + ac: 18 + automatic_abilities: + - description: A duergar bombardier’s items listed as infused last for 24 hours, + or until the next time they make their daily preparations. + name: Infused Items + traits: null + 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. + hp: 20 + immunities: null + innate_spells: [] + items: + - alchemist's tools + - infused lesser acid flask (2) + - infused lesser alchemist's fire (2) + - studded leather armor + - warhammer + - infused reagents (2) + languages: + - Common + - Dwarven + - Undercommon + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+1 + type: bludgeoning + name: Warhammer + to_hit: 4 + traits: + - shove + name: Duergar Bombardier + perception: 4 + proactive_abilities: + - description: '** lesser acid flask, lesser alchemist fire, lesser tanglefoot bag' + name: Alchemical Formulas + traits: + - 1st + - description: The duergar bombardier has a range increment of 30 feet with their + bombs instead of 20 feet. + name: Far Lobber + traits: null + - action_cost: One Action + description: . This item has the infused trait, but it remains potent only until + the start of the duergar bombardier’s next turn. + name: Quick Alchemy + traits: + - see Alchemical Formulas + - action_cost: One Action + description: The duergar can use Interact to draw a bomb, then Strike with it. + name: Quick Bomber + traits: null + ranged: + - action_cost: One Action + name: Bomb + to_hit: 8 + traits: + - range increment 30 feet + - splash + resistances: null + saves: + fort: 7 + ref: 8 + will: 4 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 6 + Crafting: 6 + Occultism: 6 + Stealth: 6 + Survival: 4 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: 17 + traits: + - LE + - Medium + - Duergar + - Dwarf + - Humanoid + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 2 + dex_mod: 0 + int_mod: 0 + str_mod: 2 + wis_mod: 2 + ac: 18 + automatic_abilities: null + 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. + hp: 30 + immunities: null + innate_spells: [] + languages: + - Common + - Dwarven + - Undercommon + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d12+2 + type: bludgeoning + name: Maul + to_hit: 8 + traits: + - shove + name: Duergar Taskmaster + perception: 8 + proactive_abilities: + - action_cost: One Action + description: that are within 20 feet of the duergar taskmaster gain a +1 status + bonus to attack rolls and damage rolls until the end of the duergar taskmaster’s + next turn. + name: Take Them Down! + traits: null + ranged: null + resistances: null + saves: + fort: 8 + ref: 4 + will: 8 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. magic, iron mind + senses: + - darkvision + skills: + Athletics: 7 + Deception: 7 + Intimidation: 7 + Occultism: 5 + Religion: 6 + Survival: 6 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: 18 + traits: + - LE + - Medium + - Duergar + - Dwarf + - Humanoid + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 2 + dex_mod: 2 + int_mod: 2 + str_mod: 6 + wis_mod: 3 + ac: 28 + automatic_abilities: null + description: Riding on a horse as black as night, the headless hunter known as the + dullahan tracks down and takes the heads of those it deems unfit to continue living. + When closing in for the kill, the dullahan first whispers its victim’s name, then + swiftly collects its prize, casting a pall of dread upon all who witness the grim + execution. + hp: 95 + immunities: + - fear + - death effects + - disease + - poison + - paralyzed + - unconscious + innate_spells: null + languages: + - Common + - Necril + level: 7 + melee: + - action_cost: One Action + damage: + formula: 1d8+10 + type: slashing + name: keen longsword + to_hit: 18 + traits: + - magical + - versatile P + - action_cost: One Action + damage: + formula: 1d6+10 + type: slashing + name: keen returning hatchet + to_hit: 17 + traits: + - agile + - sweep + - action_cost: One Action + damage: + formula: 1d4+10 + type: bludgeoning + name: fist + to_hit: 18 + traits: + - agile + - nonlethal + name: Dullahan + perception: 14 + proactive_abilities: + - description: . 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. + name: Head Hunter + traits: null + - action_cost: Two Actions + description: The dullahan removes the head of a dead creature within reach. Each + creature within the area of the dullahan’s frightful presence must attempt a + new save, even if they are temporarily immune. + name: Reap + traits: null + - action_cost: Two Actions + description: with elite adjustments and the fiend trait. This steed remains until + it is slain, the dullahan Dismisses it, or the dullahan summons another steed. + name: Summon Steed + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d8+10 + type: slashing + name: keen returning hatchet + to_hit: 14 + traits: + - agile + - thrown 10 feet + resistances: null + saves: + fort: 13 + ref: 15 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - lifesense 60 feet + skills: + Athletics: 15 + Intimidation: 17 + Stealth: 13 + Survival: 15 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Medium + - Undead + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 3 + int_mod: -4 + str_mod: 0 + wis_mod: 1 + ac: 16 + automatic_abilities: null + 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. + hp: 6 + immunities: null + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: beak + to_hit: 6 + traits: + - finesse + - action_cost: One Action + damage: + formula: 1d4 + type: slashing + name: talon + to_hit: 6 + traits: + - agile + - finesse + name: Eagle + perception: 6 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Eagle Dive + traits: null + ranged: null + resistances: null + saves: + fort: 4 + ref: 6 + will: 2 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 6 + speed: + - amount: 10 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Animal + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 1 + dex_mod: 4 + int_mod: 0 + str_mod: 3 + wis_mod: 2 + ac: 19 + automatic_abilities: null + 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. + hp: 45 + immunities: null + innate_spells: null + languages: + - Auran + - Sylvan + level: 3 + melee: + - action_cost: One Action + damage: + formula: 2d8+5 + type: piercing + name: beak + to_hit: 12 + traits: null + - action_cost: One Action + damage: + formula: 1d10+5 plus Grab + type: slashing + name: talon + to_hit: 12 + traits: + - agile + name: Giant Eagle + perception: 11 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Eagle Dive + traits: null + - 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. + name: Snatch + traits: null + ranged: null + resistances: null + saves: + fort: 6 + ref: 11 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 11 + Athletics: 8 + speed: + - amount: 10 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NG + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 2 + int_mod: -5 + str_mod: 1 + wis_mod: 1 + ac: 16 + automatic_abilities: null + 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. + hp: 18 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: jaws + to_hit: 6 + traits: null + - action_cost: One Action + damage: + formula: 1d4+1 plus 1d4 electricity and stunning shock + type: bludgeoning + name: tail + to_hit: 6 + traits: + - agile + name: Electric Eel + perception: 4 + proactive_abilities: + - description: A creature critically hit by the electric eel’s tail must attempt + a DC 17 Fortitude save. **Critical Success** The creature is unaffected. **Success** + The creature is stunned 1. **Failure** The creature is stunned 2. **Critical + Failure** The creature is stunned 3. + name: Stunning Shock + traits: + - incapacitation + ranged: null + resistances: + - amount: 7 + type: electricity + saves: + fort: 7 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 6 + Stealth: 7 + speed: + - amount: 5 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Animal + - Aquatic + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 3 + dex_mod: 2 + int_mod: -4 + str_mod: 6 + wis_mod: 2 + ac: 21 + automatic_abilities: null + 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. + hp: 65 + immunities: null + innate_spells: null + languages: '' + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d6+8 plus Grab + type: piercing + name: jaws + to_hit: 15 + traits: + - reach 10 feet + name: Giant Moray Eel + perception: 11 + proactive_abilities: + - action_cost: Two Actions + description: 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. + name: Pharyngeal Jaws + traits: null + - action_cost: One Action + description: Small, 1d6+6 bludgeoning, Rupture 12 + name: Swallow Whole + traits: + - attack + ranged: null + resistances: + - amount: 5 + type: bludgeoning + - amount: 5 + type: piercing + saves: + fort: 14 + ref: 13 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 9 + Athletics: 13 + Stealth: 13 + speed: + - amount: 10 + type: Land + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + - Aquatic + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 2 + dex_mod: 4 + int_mod: -3 + str_mod: 4 + wis_mod: 2 + ac: 24 + automatic_abilities: null + 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. + hp: 95 + immunities: + - fire + innate_spells: null + languages: + - Sylvan + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d6+8 and 1d6 fire + type: piercing + name: jaws + to_hit: 16 + traits: + - magical + - action_cost: One Action + damage: + formula: 2d6+8 + type: slashing + name: claw + to_hit: 16 + traits: + - agile + name: Elananx + perception: 14 + proactive_abilities: + - description: The elananx’s Strikes deal an extra 1d6 damage to creatures within + the reach of at least two of its allies. + name: Pack Attack + traits: null + - action_cost: One Action + 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. + name: Pounce + traits: null + ranged: null + resistances: null + saves: + fort: 12 + ref: 16 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 14 + Athletics: 14 + Survival: 14 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Fey + - Fire + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 1 + dex_mod: 4 + int_mod: -4 + str_mod: 2 + wis_mod: 0 + ac: 21 + automatic_abilities: null + description: Zephyr hawks drift among the currents of the Plane of Air in great + flocks. + hp: 36 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 + type: slashing + name: wing + to_hit: 11 + traits: + - agile + - finesse + name: Zephyr Hawk + perception: 7 + proactive_abilities: + - action_cost: Two Actions + description: The zephyr hawk Flies up to half its Speed, makes two wing Strikes, + then Flies up to half its Speed again to return to its original location. The + second half of this movement doesn’t trigger reactions. Both attacks count toward + the zephyr hawk’s multiple attack penalty, but the penalty doesn’t increase + until after it makes both attacks. + name: Circling Attack + traits: null + ranged: null + resistances: null + saves: + fort: 6 + ref: 13 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 13 + Stealth: 11 + speed: + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Air + - Elemental + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 5 + int_mod: -2 + str_mod: 3 + wis_mod: 1 + ac: 24 + automatic_abilities: null + description: A living whirlwind resembles a roughly humanoid-shaped dust devil. + hp: 50 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Auran + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d6+7 plus Push 5 feet + type: bludgeoning + name: gust + to_hit: 14 + traits: + - finesse + - reach 10 feet + name: Living Whirlwind + perception: 10 + proactive_abilities: + - description: The living whirlwind’s movement doesn’t trigger reactions. + name: Swiftness + traits: null + ranged: null + resistances: null + saves: + fort: 9 + ref: 16 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 16 + Stealth: 14 + speed: + - amount: 50 + type: Fly + - amount: null + type: Swiftness + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Air + - Elemental + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 6 + int_mod: -2 + str_mod: 3 + wis_mod: 2 + ac: 26 + automatic_abilities: null + 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. + hp: 70 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Auran + level: 7 + melee: + - action_cost: One Action + damage: + formula: 1d10+5 + type: bludgeoning + name: fist + to_hit: 18 + traits: + - agile + - finesse + name: Invisible Stalker + perception: 16 + proactive_abilities: + - description: creatures. + name: Sneak Attack + traits: null + - description: The invisible stalker moves at full Speed while Tracking. + name: Swift Tracker + traits: null + ranged: null + resistances: null + saves: + fort: 14 + ref: 18 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 16 + Stealth: 18 + Survival: 15 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Air + - Elemental + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 7 + int_mod: -1 + str_mod: 4 + wis_mod: 3 + ac: 30 + automatic_abilities: null + description: Storm lords wage battles to claim important territory within the Plane + of Air. + hp: 120 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Auran + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d12+10 plus Push 5 feet + type: bludgeoning + name: gust + to_hit: 20 + traits: + - finesse + - reach 15 feet + name: Storm Lord + perception: 18 + proactive_abilities: + - description: The storm lord’s movement doesn’t trigger reactions. + name: Swiftness + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d12+4 + type: electricity + name: lightning lash + to_hit: 20 + traits: + - range increment 50 feet + resistances: null + saves: + fort: 15 + ref: 20 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 20 + Stealth: 18 + speed: + - amount: 75 + type: Fly + - amount: null + type: Swiftness + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Air + - Elemental + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 7 + int_mod: 0 + str_mod: 6 + wis_mod: 3 + ac: 32 + automatic_abilities: null + description: Elemental hurricanes embody the ferocity of violent windstorms. + hp: 140 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Auran + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d10+12 plus Push 10 feet + type: bludgeoning + name: gust + to_hit: 24 + traits: + - finesse + - reach 20 feet + name: Elemental Hurricane + perception: 20 + proactive_abilities: + - action_cost: Two Actions + 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. + **Critical Success** The creature is unaffected. **Success** The creature is + Pushed 20 feet. **Failure** The creature is Pushed 40 feet. **Critical Failure** + The creature is Pushed 40 feet and knocked prone. + name: Breath Weapon + traits: + - air + - description: The elemental’s movement doesn’t trigger reactions. + name: Swiftness + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d12+6 + type: electricity + name: lightning lash + to_hit: 24 + traits: + - range increment 75 feet + resistances: null + saves: + fort: 19 + ref: 24 + will: 18 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 24 + Stealth: 22 + speed: + - amount: 100 + type: Fly + - amount: null + type: Swiftness + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Air + - Elemental + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 3 + dex_mod: -1 + int_mod: -4 + str_mod: 4 + wis_mod: 2 + ac: 19 + automatic_abilities: + - description: A sod hound can sense crystals or gems within as if using the scent + ability + name: Crystal Sense + range: 60 feet + traits: null + description: Sod hounds are mossy extraplanar canines formed of packed dirt and + pebbles. + hp: 44 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+6 plus Knockdown + type: piercing + name: jaws + to_hit: 11 + traits: null + name: Sod Hound + perception: 9 + proactive_abilities: + - 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. + name: Earth Glide + traits: null + ranged: null + resistances: null + saves: + fort: 12 + ref: 6 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - crystal sense (imprecise) 60 feet + - darkvision + skills: + Athletics: 11 + Survival: 9 + speed: + - amount: 30 + type: Land + - amount: 20 + type: Burrow + - amount: null + type: Earth Glide + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Earth + - Elemental + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 4 + dex_mod: -1 + int_mod: -2 + str_mod: 5 + wis_mod: 1 + ac: 21 + automatic_abilities: + - description: When not touching solid ground, the living landslide is slowed 1 + and can’t use reactions. + name: Earthbound + traits: null + description: Living landslides resemble humanoids made of earth and gravel. + hp: 90 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Terran + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 + type: bludgeoning + name: fist + to_hit: 16 + traits: + - reach 10 feet + name: Living Landslide + perception: 12 + proactive_abilities: + - 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. + name: Earth Glide + traits: null + ranged: null + resistances: null + saves: + fort: 15 + ref: 8 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 60 feet + skills: + Athletics: 14 + Stealth: 8 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Burrow + - amount: null + type: Earth Glide + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Earth + - Elemental + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 5 + dex_mod: 0 + int_mod: 0 + str_mod: 6 + wis_mod: 2 + ac: 25 + automatic_abilities: null + 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. + hp: 115 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Common + - Terran + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d10+8 + type: piercing + name: jaw + to_hit: 18 + traits: + - deadly 1d10 + - action_cost: One Action + damage: + formula: 2d6+8 + type: slashing + name: claw + to_hit: 18 + traits: + - agile + name: Xorn + perception: 15 + proactive_abilities: + - action_cost: Two Actions + description: The xorn makes three claw Strikes; no more than two can be against + the same target. These attacks count toward the xorn’s multiple attack penalty, + but the penalty doesn’t increase until after all the attacks have been made. + name: Claw Frenzy + traits: null + - 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. + name: Earth Glide + traits: null + ranged: null + resistances: + - amount: 5 + type: cold + - amount: 5 + type: electricity + - amount: 5 + type: fire + saves: + fort: 18 + ref: 11 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 60 feet + skills: + Athletics: 17 + Stealth: 11 + Survival: 15 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Burrow + - amount: null + type: Earth Glide + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Earth + - Elemental + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 7 + dex_mod: -1 + int_mod: -1 + str_mod: 6 + wis_mod: 3 + ac: 27 + automatic_abilities: + - description: When not touching solid ground, a stone mauler is slowed 1 and can’t + use reactions. + name: Earthbound + traits: null + description: These towering heaps of earth can inflict tremendous damage up close + and from afar. + hp: 180 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Terran + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d10+10 plus Push 10 feet + type: bludgeoning + name: fist + to_hit: 21 + traits: + - reach 10 feet + name: Stone Mauler + perception: 16 + proactive_abilities: + - 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. + name: Earth Glide + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d12+6 + type: bludgeoning + name: rock + to_hit: 21 + traits: + - brutal + - range increment 80 feet + resistances: null + saves: + fort: 23 + ref: 15 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 80 feet + skills: + Athletics: 21 + Stealth: 12 + speed: + - amount: 35 + type: Land + - amount: 35 + type: Burrow + - amount: null + type: Earth Glide + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Earth + - Elemental + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 8 + dex_mod: -1 + int_mod: 0 + str_mod: 7 + wis_mod: 3 + ac: 32 + automatic_abilities: + - description: When not touching solid ground, the elemental avalanche is slowed + 1, can’t use reactions, and can’t Trample. + name: Earthbound + traits: null + description: Stubborn and ponderous, elemental avalanches are massive beings of + living rock and dirt. + hp: 215 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Terran + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d12+11 + type: bludgeoning + name: fist + to_hit: 24 + traits: null + name: Elemental Avalanche + perception: 20 + proactive_abilities: + - 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. + name: Earth Glide + traits: null + - description: Large or smaller, fist, DC 30 + name: Trample + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d12+7 + type: bludgeoning + name: rock + to_hit: 24 + traits: null + resistances: null + saves: + fort: 26 + ref: 17 + will: 21 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 90 feet + skills: + Athletics: 24 + Stealth: 14 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Burrow + - amount: null + type: Earth Glide + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Earth + - Elemental + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 3 + int_mod: -4 + str_mod: 2 + wis_mod: 2 + ac: 18 + automatic_abilities: + - description: The cinder rat ignores the concealed condition from smoke. + name: Smoke Vision + traits: null + description: These oversized rodents are made of smoldering charcoal and elemental + fire, and noxious fumes continually bellow from their flaming flesh. + hp: 45 + immunities: + - bleed + - fire + - paralyzed + - poison + - sleep + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 plus 1d4 persistent fire + type: fire + name: jaws + to_hit: 10 + traits: + - finesse + name: Cinder Rat + perception: 9 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 9 + ref: 12 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - smoke vision + skills: + Acrobatics: 10 + Stealth: 10 + Survival: 9 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Elemental + - Fire + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 4 + int_mod: -2 + str_mod: 3 + wis_mod: 3 + ac: 22 + automatic_abilities: + - description: The living wildfire ignores the concealed condition from smoke. + name: Smoke Vision + traits: null + description: Living wildfires appear as humanoids made of living fire. + hp: 80 + immunities: + - bleed + - fire + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Ignan + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d6+6 plus 2d4 persistent fire + type: fire + name: tendril + to_hit: 15 + traits: + - agile + - finesse + - reach 10 feet + name: Living Wildfire + perception: 10 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 2d6+3 + type: fire + name: fire mote + to_hit: 15 + traits: + - range increment 60 feet + resistances: null + saves: + fort: 11 + ref: 15 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - smoke vision + skills: + Acrobatics: 13 + speed: + - amount: 50 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Elemental + - Fire + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 3 + int_mod: 2 + str_mod: 4 + wis_mod: 2 + ac: 26 + automatic_abilities: null + 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. + hp: 125 + immunities: + - bleed + - fire + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Common + - Ignan + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d10+7 + type: piercing + name: ranseur + to_hit: 18 + traits: + - disarm + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d8+7 plus 1d6 fire and Grab + type: bludgeoning + name: tail + to_hit: 17 + traits: + - agile + - reach 10 feet + name: Salamander + perception: 15 + proactive_abilities: + - action_cost: One Action + 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. + name: Armor of Flames + traits: null + - action_cost: One Action + description: 1d8+4 bludgeoning plus 1d6 fire, DC 25 + name: Constrict + traits: null + ranged: null + resistances: null + saves: + fort: 15 + ref: 16 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 12 + Athletics: 17 + Crafting: 15 + Deception: 12 + Intimidation: 14 + Society: 13 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Elemental + - Fire + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 5 + int_mod: -1 + str_mod: 5 + wis_mod: 3 + ac: 28 + automatic_abilities: + - description: The firewyrm ignores the concealed condition from smoke. + name: Smoke Vision + traits: null + description: Firewyrms live in tubes of molten lava found throughout the Plane of + Fire. + hp: 165 + immunities: + - bleed + - fire + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Ignan + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d8+11 plus 2d8 persistent fire + type: fire + name: tail + to_hit: 20 + traits: + - reach 15 feet + name: Firewyrm + perception: 16 + proactive_abilities: + - action_cost: Two Actions + description: The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire and + 2d8 persistent fire damage to every creature within the cone (DC 28 basic Reflex + save). The firewyrm can’t use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - evocation + - fire + - primal + ranged: + - action_cost: One Action + damage: + formula: 2d8+6 + type: fire + name: fire mote + to_hit: 20 + traits: + - range increment 60 feet + resistances: null + saves: + fort: 18 + ref: 20 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - smoke vision + skills: + Acrobatics: 20 + speed: + - amount: 60 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Elemental + - Fire + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 5 + dex_mod: 6 + int_mod: 0 + str_mod: 6 + wis_mod: 3 + ac: 31 + automatic_abilities: + - description: The elemental inferno ignores the concealed condition from smoke. + name: Smoke Vision + traits: null + description: Walking conflagrations of unimaginably hot fire, elemental infernos + are harbingers of destruction and heedless chaos. + hp: 210 + immunities: + - bleed + - fire + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Ignan + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d10+12 plus 3d8 persistent fire + type: fire + name: tendril + to_hit: 24 + traits: + - reach 15 feet + name: Elemental Inferno + perception: 20 + proactive_abilities: + - 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. + name: Blue Flames + traits: null + - action_cost: Two Actions + 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. + name: Inferno Leap + traits: + - fire + ranged: + - action_cost: One Action + damage: + formula: 2d10+6 + type: fire + name: fire mote + to_hit: 24 + traits: + - range increment 60 feet + resistances: null + saves: + fort: 21 + ref: 23 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - smoke vision + skills: + Acrobatics: 21 + speed: + - amount: 70 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Elemental + - Fire + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 0 + dex_mod: 4 + int_mod: -2 + str_mod: 1 + wis_mod: 0 + ac: 16 + automatic_abilities: null + 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. + hp: 12 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: + - level: 2 + name: blur + languages: + - Auran + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+1 + type: slashing + name: claw + to_hit: 9 + traits: + - agile + - finesse + name: Air Mephit + perception: 3 + proactive_abilities: + - action_cost: Two Actions + description: The air mephit breathes sand and grit in a 15-foot cone that deals + 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). + The air mephit can’t use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - air + - arcane + ranged: null + resistances: null + saves: + fort: 3 + ref: 19 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Stealth: 7 + speed: + - amount: 20 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Air + - Elemental + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: -1 + int_mod: -2 + str_mod: 3 + wis_mod: 0 + ac: 15 + automatic_abilities: null + 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. + hp: 20 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: + - level: 3 + name: meld into stone + languages: + - Terran + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: bludgeoning + name: fist + to_hit: 8 + traits: null + name: Earth Mephit + perception: 3 + proactive_abilities: + - action_cost: Two Actions + description: The earth mephit breathes rocks in a 15-foot cone that deals 2d6 + bludgeoning damage to each creature within the area (DC 17 basic Reflex save). + The earth mephit can’t use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - arcane + - earth + ranged: null + resistances: null + saves: + fort: 8 + ref: 4 + will: 3 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 30 feet + skills: + Athletics: 6 + Stealth: 2 + speed: + - amount: 20 + type: Land + - amount: 15 + type: Fly + - amount: 20 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Earth + - Elemental + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 4 + int_mod: -2 + str_mod: 0 + wis_mod: 0 + ac: 17 + automatic_abilities: + - description: The fire mephit ignores the concealed condition from smoke. + name: Smoke Vision + traits: null + description: Fire mephits are conniving and quick to anger. They aren’t evil, but + 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. + hp: 16 + immunities: + - bleed + - fire + - paralyzed + - poison + - sleep + innate_spells: [] + languages: + - Ignan + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6 and 1d4 fire + type: piercing + name: jaws + to_hit: 9 + traits: + - finesse + name: Fire Mephit + perception: 3 + proactive_abilities: + - action_cost: Two Actions + description: The fire mephit breathes flames in a 15-foot cone that deals 2d4 + fire and 1d4 persistent fire damage to each creature within the area (DC 17 + basic Reflex save). The fire mephit can’t use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - arcane + - fire + ranged: null + resistances: null + saves: + fort: 3 + ref: 9 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - smoke vision + skills: + Acrobatics: 7 + Deception: 7 + speed: + - amount: 20 + type: Land + - amount: 25 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Elemental + - Fire + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 1 + dex_mod: 3 + int_mod: -2 + str_mod: 1 + wis_mod: 0 + ac: 16 + automatic_abilities: null + 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. + hp: 20 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: [] + languages: + - Aquan + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+1 + type: slashing + name: claw + to_hit: 8 + traits: + - finesse + name: Water Mephit + perception: 3 + proactive_abilities: + - action_cost: Two Actions + description: The water mephit breathes acid in a 15-foot cone that deals 2d6 acid + damage to each creature within the area (DC 17 basic Reflex save). The water + mephit can’t use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - acid + - arcane + - action_cost: One Action + 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). + name: Drench + traits: + - abjuration + - arcane + - water + ranged: null + resistances: + - amount: 3 + type: acid + - amount: 3 + type: fire + saves: + fort: 7 + ref: 11 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 6 + Stealth: 6 + speed: + - amount: 20 + type: Land + - amount: 25 + type: Fly + - amount: 25 + type: Swim + spell_attack_to_hit: 9 + spell_dc: null + traits: + - N + - Small + - Aquatic + - Elemental + - Water + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 2 + int_mod: -4 + str_mod: 3 + wis_mod: 1 + ac: 19 + automatic_abilities: null + description: Brine sharks are deadly elementals that roam the endless oceans of + the Plane of Water. + hp: 45 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d12+7 plus Grab + type: piercing + name: jaws + to_hit: 11 + traits: null + name: Brine Shark + perception: 8 + proactive_abilities: + - action_cost: One Action + 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. + name: Deep Plunge + traits: null + ranged: null + resistances: + - amount: 5 + type: fire + saves: + fort: 9 + ref: 11 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 10 + Stealth: 11 + Survival: 8 + speed: + - amount: 15 + type: Land + - amount: 50 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Aquatic + - Elemental + - Water + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 3 + int_mod: -2 + str_mod: 4 + wis_mod: 1 + ac: 20 + automatic_abilities: + - description: When not touching water, the living waterfall is slowed 1 and can’t + use reactions. + name: Water-Bound + traits: null + description: Living waterfalls are humanoid-shaped columns of churning water. + hp: 90 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Aquan + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d8+7 plus Push or Pull 5 feet + type: bludgeoning + name: wave + to_hit: 15 + traits: + - reach 10 feet + name: Living Waterfall + perception: 10 + proactive_abilities: + - action_cost: One Action + 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). + name: Drench + traits: + - abjuration + - primal + - water + ranged: null + resistances: + - amount: 5 + type: fire + saves: + fort: 14 + ref: 12 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 13 + Stealth: 12 + speed: + - amount: 20 + type: Land + - amount: 60 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Aquatic + - Elemental + - Water + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 0 + dex_mod: 2 + int_mod: 4 + str_mod: 4 + wis_mod: 3 + ac: 25 + automatic_abilities: null + description: Quatoids are peculiar, mysterious elementals native to the Plane of + Water that resemble four-tentacled octopuses with eerily humanoid faces on their + mantles. + hp: 120 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: [] + languages: + - Aquan + - Common + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d12+6 plus Grab + type: bludgeoning + name: tentacle + to_hit: 16 + traits: + - reach 10 feet + name: Quatoid + perception: 18 + proactive_abilities: + - action_cost: One Action + description: 1d12+6 bludgeoning, DC 25 + name: Constrict + traits: null + ranged: null + resistances: + - amount: 5 + type: bludgeoning + - amount: 5 + type: fire + saves: + fort: 13 + ref: 15 + will: 18 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 15 + Diplomacy: 12 + Occultism: 17 + Society: 17 + Stealth: 13 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Swim + spell_attack_to_hit: 17 + spell_dc: null + traits: + - LN + - Small + - Aquatic + - Elemental + - Water + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 5 + dex_mod: 5 + int_mod: -1 + str_mod: 5 + wis_mod: 3 + ac: 28 + automatic_abilities: + - description: When not touching water, the tidal master is slowed 1 and can’t use + reactions. + name: Water-Bound + traits: null + description: Tidal masters use their power over waves and water to drown their enemies. + hp: 155 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Aquan + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d12+11 plus Push or Pull 10 feet + type: bludgeoning + name: wave + to_hit: 21 + traits: + - reach 15 feet + name: Tidal Master + perception: 18 + proactive_abilities: + - action_cost: One Action + 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). + name: Drench + traits: + - abjuration + - primal + - water + ranged: null + resistances: + - amount: 10 + type: fire + saves: + fort: 18 + ref: 21 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 20 + Stealth: 19 + speed: + - amount: 30 + type: Land + - amount: 80 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Aquatic + - Elemental + - Water + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 6 + dex_mod: 6 + int_mod: 0 + str_mod: 6 + wis_mod: 3 + ac: 31 + automatic_abilities: + - description: When not touching water, the elemental tsunami is slowed 1 and can’t + use reactions. + name: Water-Bound + traits: null + description: Elemental tsunamis are huge and destructive. + hp: 195 + immunities: + - bleed + - paralyzed + - poison + - sleep + innate_spells: null + languages: + - Aquan + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d12+12 plus Push or Pull 10 feet + type: bludgeoning + name: wave + to_hit: 24 + traits: + - reach 20 feet + name: Elemental Tsunami + perception: 22 + proactive_abilities: + - action_cost: One Action + 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). + name: Drench + traits: + - abjuration + - primal + - water + - action_cost: Two Actions + description: . A creature that fails this save is Pushed 20 feet. The elemental + tsunami then retracts to its former space. The elemental tsunami can’t Surge + again for 1d4 rounds. + name: Surge + traits: + - DC 31 basic Fortitude save + ranged: null + resistances: + - amount: 10 + type: fire + saves: + fort: 21 + ref: 22 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 23 + Stealth: 23 + speed: + - amount: 35 + type: Land + - amount: 100 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Aquatic + - Elemental + - Water + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: 0 + int_mod: -4 + str_mod: 7 + wis_mod: 2 + ac: 23 + automatic_abilities: null + 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. + hp: 130 + immunities: null + innate_spells: null + languages: '' + level: 7 + melee: + - action_cost: One Action + damage: + formula: 3d8+9 + type: piercing + name: tusk + to_hit: 16 + traits: + - reach 10 feet + - action_cost: One Action + name: trunk + to_hit: 18 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d10+9 + type: bludgeoning + name: foot + to_hit: 16 + traits: + - reach 10 feet + name: Elephant + perception: 13 + proactive_abilities: + - description: creature along with it. + name: Grabbing Trunk + traits: null + - description: Large or smaller, foot, DC 24 + name: Trample + traits: null + ranged: null + resistances: null + saves: + fort: 18 + ref: 11 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 17 + Survival: 15 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 5 + dex_mod: 1 + int_mod: -4 + str_mod: 8 + wis_mod: 1 + ac: 29 + automatic_abilities: null + 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. + hp: 190 + immunities: null + innate_spells: null + languages: '' + level: 10 + melee: + - action_cost: One Action + damage: + formula: 3d8+12 + type: piercing + name: tusk + to_hit: 22 + traits: + - reach 15 feet + - action_cost: One Action + name: trunk + to_hit: 22 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d10+12 + type: bludgeoning + name: foot + to_hit: 22 + traits: + - reach 10 feet + name: Mammoth + perception: 18 + proactive_abilities: + - action_cost: One Action + description: The mammoth makes two tusk Strikes, each against a different creature. + This counts as one attack for the mammoth’s multiple attack penalty, and the + penalty doesn’t increase until after both attacks. + name: Dual Tusks + traits: null + - description: creature along with it. + name: Grabbing Trunk + traits: null + - description: Large or smaller, foot, DC 28 + name: Trample + traits: null + ranged: null + resistances: null + saves: + fort: 21 + ref: 15 + will: 18 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. cold + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 22 + Survival: 19 + speed: + - amount: 45 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 3 + dex_mod: 4 + int_mod: -2 + str_mod: 5 + wis_mod: 1 + ac: 21 + automatic_abilities: null + 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. + hp: 75 + immunities: null + innate_spells: null + languages: + - Aklo + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d10+7 plus ether spider venom and Grab + type: piercing + name: fangs + to_hit: 15 + traits: + - magical + name: Ether Spider + perception: 12 + proactive_abilities: + - 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)' + name: Ether Spider Venom + traits: + - poison + - action_cost: One Action + 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. + name: Ethereal Step + traits: null + - description: . + name: Ethereal Web Trap + traits: + - Escape DC 22 + - action_cost: Two Actions + description: ', as ethereal web trap, unless it succeeds at a DC 22 Reflex save.' + name: Web Burst + traits: null + ranged: + - action_cost: One Action + name: web + to_hit: 14 + traits: + - magical + - range increment 30 feet + resistances: null + saves: + fort: 12 + ref: 15 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 12 + Stealth: 15 + speed: + - amount: 40 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Beast + - Ethereal + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: -1 + int_mod: -2 + str_mod: 6 + wis_mod: 2 + ac: 21 + automatic_abilities: + - description: Each of an ettin’s heads rolls its own initiative and has its own + turn. Neither head can Delay. At the start of a head’s turn, that head gets + 2 actions and 1 reaction. Each brain controls one of the ettin’s arms, but both + can move the legs. Any ability that would sever an ettin’s head (such as the + *vorpal* weapon property) doesn’t cause the ettin to die if it still has its + 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. + name: Independent Brains + traits: null + description: Two heads aren’t always better than one. The slovenly, violent giants + known as ettins are proof enough of that. + hp: 110 + immunities: null + innate_spells: null + items: + - flail (2) + languages: + - Goblin + - Jotun + - Orcish + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d6+10 + type: bludgeoning + name: flail + to_hit: 16 + traits: + - disarm + - reach 10 feet + - sweep + - trip + - action_cost: One Action + damage: + formula: 1d6+10 + type: bludgeoning + name: fist + to_hit: 16 + traits: + - agile + - reach 10 feet + name: Ettin + perception: 16 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 16 + ref: 11 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 16 + Intimidation: 10 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 4 + int_mod: 2 + str_mod: -2 + wis_mod: 0 + ac: 18 + automatic_abilities: null + 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. + hp: 30 + immunities: + - paralyzed + - sleep + innate_spells: [] + languages: + - Common + - Draconic + - Sylvan + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d4 + type: piercing + name: jaws + to_hit: 10 + traits: + - magical + - finesse + name: Faerie Dragon + perception: 16 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Breath Weapon + traits: + - arcane + - evocation + - poison + ranged: null + resistances: null + saves: + fort: 5 + ref: 12 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Deception: 8 + Diplomacy: 8 + Nature: 4 + Stealth: 10 + speed: + - amount: 15 + type: Land + - amount: 40 + type: Fly + - amount: 20 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CG + - Tiny + - Dragon + type: Creature +- ability_mods: + cha_mod: -3 + con_mod: 4 + dex_mod: -2 + int_mod: -5 + str_mod: 4 + wis_mod: 0 + ac: 19 + automatic_abilities: null + 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. + hp: 50 + immunities: + - acid + - mental + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+8 + type: slashing + name: claw + to_hit: 11 + traits: + - agile + name: Grothlut + perception: 5 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 2d6 damage plus 1d6 splash acid damage + type: acid + name: digestive spew + to_hit: 7 + traits: + - acid + - range increment 15 feet + - splash + resistances: null + saves: + fort: 11 + ref: 5 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 11 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Aberration + - Mindless + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 3 + dex_mod: 3 + int_mod: 2 + str_mod: 4 + wis_mod: 3 + ac: 24 + automatic_abilities: null + 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.' + hp: 95 + immunities: + - sleep + innate_spells: + - level: 4 + name: clairvoyance + - level: 4 + name: suggestion + - level: 3 + name: clairaudience + - level: 3 + name: dispel magic + - level: 3 + name: levitate + - frequency: at will + level: 2 + name: darkness + - frequency: at will + level: 2 + name: faerie fire + languages: + - Elven + - Undercommon + level: 6 + melee: + - action_cost: One Action + damage: + formula: 1d8+10 + type: slashing + name: glaive + to_hit: 16 + traits: + - deadly 1d8 + - forceful + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d6+10 plus drider venom + type: piercing + name: fangs + to_hit: 16 + traits: null + name: Drider + perception: 13 + proactive_abilities: + - description: '**Saving Throw** DC 23 Fortitude; **Maximum Duration** 6 rounds; + **Stage 1** 1d8 poison damage and enfeebled 1 (1 round)' + name: Drider Venom + traits: + - poison + - description: . + name: Web Trap + traits: + - Escape DC 21 + ranged: + - action_cost: One Action + damage: + formula: 1d8+8 + type: piercing + name: composite longbow + to_hit: 16 + traits: + - deadly d10 + - magical + - propulsive + - range increment 100 feet + - reload 0 + - volley 50 feet + - action_cost: One Action + name: web + to_hit: 15 + traits: + - range increment 30 feet + resistances: null + saves: + fort: 13 + ref: 13 + will: 15 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Arcana: 14 + Athletics: 12 + Intimidation: 14 + Religion: 13 + Stealth: 15 + speed: + - amount: 30 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 5 + dex_mod: 3 + int_mod: -5 + str_mod: 2 + wis_mod: 2 + ac: 18 + automatic_abilities: null + 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. + hp: 50 + immunities: + - mental + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+2 plus 1d6 acid and Improved Grab + type: piercing + name: leaf + to_hit: 11 + traits: + - reach 10 feet + name: Snapping Flytrap + perception: 7 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Focused Assault + traits: null + - action_cost: Two Actions + description: The flytrap makes two leaf Strikes at a –2 penalty, each against + a different target. These attacks count toward the flytrap’s multiple attack + penalty, but the multiple attack penalty doesn’t increase until after it makes + all its attacks. + name: Hungry Flurry + traits: null + - action_cost: One Action + description: Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5 + name: Swallow Whole + traits: + - attack + ranged: null + resistances: + - amount: 5 + type: acid + saves: + fort: 12 + ref: 8 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - tremorsense (imprecise) 30 feet + skills: + Athletics: 11 + Stealth: 10 + speed: + - amount: 15 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Mindless + - Plant + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 5 + dex_mod: 5 + int_mod: -5 + str_mod: 7 + wis_mod: 3 + ac: 29 + automatic_abilities: null + 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. + hp: 185 + immunities: + - mental + innate_spells: null + languages: '' + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d8+7 plus 2d6 acid and Improved Grab + type: piercing + name: leaf + to_hit: 23 + traits: + - reach 15 feet + name: Giant Flytrap + perception: 17 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Focused Assault + traits: null + - action_cost: Two Actions + description: The flytrap makes four leaf Strikes at a –2 penalty, each against + a different target. These attacks count toward the flytrap’s multiple attack + penalty, but the multiple attack penalty doesn’t increase until after it makes + all its attacks. + name: Hungry Flurry + traits: null + - action_cost: One Action + description: Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17 + name: Swallow Whole + traits: + - attack + ranged: null + resistances: + - amount: 10 + type: acid + saves: + fort: 21 + ref: 17 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - tremorsense (imprecise) 60 feet + skills: + Athletics: 23 + Stealth: 21 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Mindless + - Plant + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 2 + int_mod: -2 + str_mod: 3 + wis_mod: 2 + ac: 21 + automatic_abilities: null + 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. + hp: 40 + immunities: null + innate_spells: null + languages: + - Common + - Terran + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d8+3 + type: piercing + name: jaws + to_hit: 13 + traits: null + - action_cost: One Action + damage: + formula: 2d6+3 + type: slashing + name: claw + to_hit: 13 + traits: + - agile + name: Gargoyle + perception: 10 + proactive_abilities: + - action_cost: One Action + 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. + name: Statue + traits: + - concentrate + ranged: null + resistances: + - amount: 5 + type: physical (except adamantine) + saves: + fort: 13 + ref: 10 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 10 + Athletics: 9 + Stealth: 12 + speed: + - amount: 25 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Beast + - Earth + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 2 + int_mod: 2 + str_mod: 4 + wis_mod: 3 + ac: 20 + automatic_abilities: null + 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. + hp: 60 + immunities: null + innate_spells: + - frequency: to Astral Plane, Elemental Planes, or Material Plane only + level: 7 + name: plane shift + - frequency: x3 + level: 2 + name: create food + - frequency: x3 + level: 2 + name: invisibility + - frequency: x3 + level: 2 + name: speak with animals + languages: + - Common + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d6+10 + type: slashing + name: scimitar + to_hit: 14 + traits: + - forceful +1 + - sweep + - action_cost: One Action + damage: + formula: 1d4+10 + type: bludgeoning + name: fist + to_hit: 14 + traits: + - agile + - magical + - nonlethal + name: Janni + perception: 11 + proactive_abilities: + - action_cost: Two Actions + description: '**Frequency** Once per day. **Effect** The janni changes a creature’s + size. This works as a 4th-level *enlarge* or *shrink* spell but can target an + unwilling creature (DC 21 Fortitude save negates).' + name: Change Size + traits: + - arcane + - concentrate + - polymorph + - transmutation + ranged: + - action_cost: One Action + damage: + formula: 1d6+5 + type: piercing + name: composite shortbow + to_hit: 12 + traits: + - deadly 1d10 + - propulsive + - range increment 60 feet + - reload 0 + resistances: + - amount: 5 + type: fire + saves: + fort: 12 + ref: 10 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Arcana: 10 + Crafting: 8 + Deception: 7 + Survival: 11 + speed: + - amount: 20 + type: Land + - amount: 15 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Elemental + - Genie + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 2 + dex_mod: 5 + int_mod: 2 + str_mod: 4 + wis_mod: 2 + ac: 22 + automatic_abilities: null + 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). + hp: 71 + immunities: + - acid + innate_spells: + - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only + level: 7 + name: plane shift + - level: 4 + name: creation + - level: 4 + name: gaseous form + - level: 3 + name: illusory creature + - level: 3 + name: illusory object + - frequency: at will + level: 2 + name: enhance victuals + - frequency: at will + level: 2 + name: invisibility + - frequency: constant + level: 3 + name: detect magic + languages: + - Auran + - Common + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d6+10 + type: slashing + name: scimitar + to_hit: 15 + traits: + - forceful +1 + - reach 10 feet + - sweep + - action_cost: One Action + damage: + formula: 1d4+10 + type: bludgeoning + name: fist + to_hit: 16 + traits: + - agile + - finesse + - magical + - nonlethal + - reach 10 feet + name: Djinni + perception: 13 + proactive_abilities: + - action_cost: One Action + description: '**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.' + name: Hurricane Blast + traits: + - air + - arcane + - evocation + ranged: + - action_cost: One Action + damage: + formula: 1d8+6 + type: bludgeoning + name: crashing wind + to_hit: 15 + traits: + - air + - arcane + - evocation + - range increment 20 feet + resistances: + - amount: 5 + type: mental + - amount: 5 + type: sonic + saves: + fort: 9 + ref: 14 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - '*detect magic*' + skills: + Acrobatics: 14 + Arcana: 11 + Athletics: 11 + Crafting: 9 + Deception: 11 + Diplomacy: 13 + Society: 9 + Stealth: 12 + speed: + - amount: 25 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CG + - Large + - Air + - Elemental + - Genie + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 4 + dex_mod: 1 + int_mod: 3 + str_mod: 6 + wis_mod: 2 + ac: 25 + automatic_abilities: null + 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. + hp: 110 + immunities: null + innate_spells: + - frequency: to Astral Plane, Elemental Planes, or Material Plane only + level: 7 + name: plane shift + - frequency: self only + level: 5 + name: veil + - frequency: self only + level: 5 + name: wall of stone + - frequency: at will + level: 4 + name: shape stone + - frequency: x2 + level: 2 + name: glitterdust + - frequency: constant + level: 4 + name: detect magic + languages: + - Common + - Terran + level: 7 + melee: + - action_cost: One Action + damage: + formula: 1d10+12 + type: slashing + name: falchion + to_hit: 20 + traits: + - forceful +1 + - magical + - reach 10 feet + - sweep + - action_cost: One Action + damage: + formula: 1d4+12 plus Push 10 feet and shove into stone + type: bludgeoning + name: fist + to_hit: 19 + traits: + - agile + - magical + - nonlethal + - reach 10 feet + name: Shaitan + perception: 15 + proactive_abilities: + - description: The shaitan can Burrow through dirt and stone at its full burrow + Speed, leaving no tunnels or signs of its passing. + name: Earth Glide + traits: null + - 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). + name: Shove into Stone + traits: + - arcane + - earth + - transmutation + ranged: null + resistances: + - amount: 10 + type: electricity + saves: + fort: 18 + ref: 12 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - '*detect magic*' + - tremorsense (imprecise) 60 feet + skills: + Athletics: 19 + Crafting: 14 + Deception: 16 + Nature: 15 + Society: 14 + speed: + - amount: 20 + type: Land + - amount: 45 + type: Burrow + - amount: 20 + type: Climb + - amount: null + type: Earth Glide + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LN + - Large + - Earth + - Elemental + - Genie + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 4 + dex_mod: 3 + int_mod: 1 + str_mod: 5 + wis_mod: 2 + ac: 28 + automatic_abilities: null + 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. + hp: 175 + immunities: + - fire + innate_spells: + - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only + level: 7 + name: plane shift + - level: 5 + name: illusory object + - frequency: x2 + level: 4 + name: gaseous form + - frequency: x2 + level: 4 + name: invisibility + - frequency: constant + level: 5 + name: detect magic + languages: + - Common + - Ignan + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d6+11 plus 2d6 fire + type: slashing + name: scimitar + to_hit: 21 + traits: + - fire + - forceful +2 + - magical + - reach 10 feet + - sweep + - action_cost: One Action + damage: + formula: 1d4+11 plus 2d6 fire + type: bludgeoning + name: fist + to_hit: 20 + traits: + - agile + - magical + - reach 10 feet + name: Efreeti + perception: 17 + proactive_abilities: + - 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. + name: Burning Grasp + traits: + - fire + - action_cost: Two Actions + description: '**Frequency** Once per day. **Effect** The efreeti changes a creature’s + size. This works as a 4th-level *enlarge* or *shrink* spell but can target an + unwilling creature (DC 29 Fortitude save negates).' + name: Change Size + traits: + - arcane + - concentrate + - polymorph + - transmutation + - action_cost: One Action + description: The efreeti makes a melee Strike while keeping one hand free. If + the Strike hits, the target is grabbed in the efreeti’s free hand. + name: Combat Grab + traits: null + ranged: null + resistances: null + saves: + fort: 18 + ref: 17 + will: 20 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - '*detect magic*' + skills: + Arcana: 14 + Athletics: 22 + Crafting: 14 + Deception: 19 + Diplomacy: 17 + Intimidation: 19 + Society: 14 + speed: + - amount: 25 + type: Land + - amount: 35 + type: Fly + spell_attack_to_hit: 19 + spell_dc: null + traits: + - Uncommon + - LE + - Large + - Elemental + - Fire + - Genie + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 4 + dex_mod: 5 + int_mod: 1 + str_mod: 5 + wis_mod: 3 + ac: 28 + automatic_abilities: null + description: Marids are capricious but powerful genies from the Plane of Water; + among geniekind, they are rivaled in power only by the fiery efreet. Marids embody + the strength of the ocean’s waves and currents, but they also have a gentler side, + 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. + hp: 145 + immunities: null + innate_spells: + - frequency: at will; to Astral Plane, Elemental Planes, or Material Plane only + level: 7 + name: plane shift + - frequency: at will + level: 5 + name: control water + - frequency: at will + level: 5 + name: hallucinatory terrain + - frequency: at will + level: 4 + name: hydraulic push + - frequency: at will + level: 4 + name: hydraulic torrent + - frequency: at will + level: 4 + name: solid fog + - frequency: at will + level: 2 + name: blur + - frequency: at will + level: 2 + name: illusory object + - frequency: constant + level: 5 + name: detect magic + - frequency: constant + level: 5 + name: detect alignment + - frequency: constant + level: 1 + name: detect alignment + languages: + - Aquan + - Common + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d8+11 + type: piercing + name: trident + to_hit: 21 + traits: + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d4+11 + type: bludgeoning + name: fist + to_hit: 20 + traits: + - agile + - magical + - nonlethal + - reach 10 feet + name: Marid + perception: 18 + proactive_abilities: + - action_cost: One Action + description: The marid can take on the appearance of any water elemental or humanoid. + This ability doesn’t change the marid’s Speed or its attack and damage bonuses + with its Strikes. + name: Change Shape + traits: + - arcane + - concentrate + - polymorph + - transmutation + - action_cost: Two Actions + description: The marid releases a jet of water in a 60-foot line, dealing 9d6 + bludgeoning damage (DC 28 basic Reflex save). A creature that fails its save + is also pushed 10 feet (20 feet on a critical failure). The marid can’t use + Rush of Water again for 1d4 rounds. + name: Rush of Water + traits: + - arcane + - evocation + - water + - action_cost: One Action + description: . + name: Skewer + traits: + - 4d6 on a critical hit + ranged: + - action_cost: One Action + damage: + formula: 2d8+11 + type: piercing + name: trident + to_hit: 21 + traits: + - magical + - thrown 20 feet + resistances: + - amount: 10 + type: fire + saves: + fort: 18 + ref: 21 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - '*detect alignment*' + - '*detect magic*' + - wavesense (imprecise) 60 feet + skills: + Athletics: 20 + Crafting: 16 + Diplomacy: 19 + Nature: 18 + Performance: 16 + Society: 14 + Stealth: 18 + speed: + - amount: 20 + type: Land + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CN + - Large + - Elemental + - Genie + - Water + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 3 + int_mod: 0 + str_mod: -5 + wis_mod: 2 + ac: 20 + automatic_abilities: + - description: '' + name: Site Bound + traits: null + description: The ghost commoner is an ordinary person who believes they died unjustly, + usually due to foul play or betrayal. + hp: 30 + immunities: + - death effects + - disease + - paralyzed + - poison + - precision + - unconscious + innate_spells: null + languages: + - Common + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d6+2 + type: negative + name: ghostly hand + to_hit: 13 + traits: + - agile + - finesse + - magical + name: Ghost Commoner + perception: 10 + proactive_abilities: + - action_cost: One Action + description: DC 21 + name: Frightful Moan + traits: + - auditory + - divine + - emotion + - enchantment + - fear + - mental + ranged: null + resistances: + - amount: 5 + type: all damage (except force, ghost touch, or positive; double resistance vs. + non-magical) + saves: + fort: 8 + ref: 11 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Stealth: 12 + speed: + - amount: 25 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Ghost + - Incorporeal + - Spirit + - Undead + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 0 + dex_mod: 3 + int_mod: 6 + str_mod: -5 + wis_mod: 3 + ac: 27 + automatic_abilities: + - description: '' + name: Site Bound + traits: null + description: A wizard who died with a major project left undone might become a ghost + mage, constantly seeking to finish its task in undeath. + hp: 135 + immunities: + - death effects + - disease + - paralyzed + - poison + - precision + - unconscious + innate_spells: + - level: 5 + name: cone of cold + - level: 5 + name: hallucination + - level: 4 + name: phantasmal killer + - level: 4 + name: suggestion + - level: 3 + name: blindness + - level: 3 + name: dispel magic + - level: 3 + name: nondetection + - frequency: x2 + level: 2 + name: telekinetic maneuver + - frequency: x2 + level: 1 + name: ray of enfeeblement + languages: + - Common + - Draconic + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d8+12 + type: negative + name: ghostly hand + to_hit: 21 + traits: + - agile + - finesse + - magical + name: Ghost Mage + perception: 17 + proactive_abilities: + - action_cost: One Action + description: DC 29 + name: Frightful Moan + traits: + - auditory + - divine + - emotion + - enchantment + - fear + - mental + - action_cost: Two Actions + description: DC 29 + name: Telekinetic Assault + traits: + - divine + - evocation + ranged: null + resistances: + - amount: 10 + type: all damage (except force, ghost touch, or positive; double resistance vs. + non-magical) + saves: + fort: 16 + ref: 19 + will: 22 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Arcana: 22 + Intimidation: 22 + Stealth: 21 + speed: + - amount: 25 + type: Fly + spell_attack_to_hit: 23 + spell_dc: null + traits: + - CE + - Medium + - Ghost + - Incorporeal + - Spirit + - Undead + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 1 + dex_mod: 4 + int_mod: 1 + str_mod: 1 + wis_mod: 2 + ac: 16 + automatic_abilities: null + description: Ghouls are ravenous undead who haunt graveyards and eat corpses. + hp: 20 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Common + - Necril + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+1 plus ghoul fever and paralysis + type: piercing + name: jaws + to_hit: 9 + traits: + - finesse + - action_cost: One Action + damage: + formula: 1d4+1 plus paralysis + type: slashing + name: claw + to_hit: 9 + traits: + - agile + - finesse + name: Ghoul + perception: 7 + proactive_abilities: + - action_cost: One Action + description: '**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.' + name: Consume Flesh + traits: + - manipulate + - 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.' + name: Ghoul Fever + traits: + - disease + - 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. + name: Paralysis + traits: + - incapacitation + - occult + - necromancy + - action_cost: One Action + description: The ghoul jumps up to half its Speed. This movement doesn’t trigger + reactions. + name: Swift Leap + traits: + - move + ranged: null + resistances: null + saves: + fort: 4 + ref: 9 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Athletics: 4 + Stealth: 7 + Survival: 5 + speed: + - amount: 30 + type: Land + - amount: 5 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Ghoul + - Undead + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 2 + dex_mod: 4 + int_mod: 1 + str_mod: 3 + wis_mod: 2 + ac: 18 + automatic_abilities: null + description: Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful + kin of ghouls. They are relentless in the pursuit of their prey. + hp: 30 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Common + - Necril + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+5 plus ghast fever and paralysis + type: piercing + name: jaws + to_hit: 11 + traits: + - finesse + - action_cost: One Action + damage: + formula: 1d4+5 plus paralysis + type: slashing + name: claw + to_hit: 11 + traits: + - agile + - finesse + name: Ghast + perception: 8 + proactive_abilities: + - action_cost: One Action + description: '**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.' + name: Consume Flesh + traits: + - manipulate + - 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' + name: Ghast Fever + traits: + - disease + - 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. + name: Paralysis + traits: + - incapacitation + - occult + - necromancy + - action_cost: One Action + description: The ghast jumps up to half its Speed. This movement doesn’t trigger + reactions. + name: Swift Leap + traits: + - move + ranged: null + resistances: null + saves: + fort: 6 + ref: 10 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 10 + Athletics: 7 + Stealth: 10 + Survival: 8 + speed: + - amount: 30 + type: Land + - amount: 5 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Ghoul + - Undead + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 0 + int_mod: -2 + str_mod: 6 + wis_mod: 2 + ac: 24 + automatic_abilities: null + 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. + hp: 140 + immunities: null + innate_spells: null + languages: + - Common + - Jotun + level: 7 + melee: + - action_cost: One Action + damage: + formula: 1d10+14 + type: bludgeoning + name: greatclub + to_hit: 19 + traits: + - backswing + - reach 10 feet + - shove + - action_cost: One Action + damage: + formula: 1d6+4 + type: bludgeoning + name: fist + to_hit: 19 + traits: + - agile + - reach 10 feet + name: Hill Giant + perception: 13 + proactive_abilities: + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + - action_cost: One Action + description: The hill giant makes a single greatclub Strike and compares the attack + roll result to the ACs of up to two foes within its reach. This counts as two + attacks for the hill giant’s multiple attack penalty. + name: Wide Swing + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d8+14 + type: bludgeoning + name: rock + to_hit: 19 + traits: + - brutal + - range increment 120 feet + resistances: null + saves: + fort: 17 + ref: 12 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 19 + Intimidation: 11 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Earth + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 2 + int_mod: 0 + str_mod: 6 + wis_mod: 1 + ac: 27 + automatic_abilities: null + 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. + hp: 150 + immunities: null + innate_spells: null + languages: + - Common + - Jotun + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d10+12 + type: bludgeoning + name: greatclub + to_hit: 21 + traits: + - backswing + - magical + - reach 10 feet + - shove + - action_cost: One Action + damage: + formula: 2d6+14 + type: bludgeoning + name: fist + to_hit: 20 + traits: + - agile + - reach 10 feet + name: Stone Giant + perception: 16 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Big Swing + traits: null + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d6+12 + type: bludgeoning + name: rock + to_hit: 18 + traits: + - brutal + - range increment 120 feet + resistances: null + saves: + fort: 18 + ref: 14 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 14 + Athletics: 20 + Intimidation: 14 + Stealth: 14 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Earth + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 5 + dex_mod: 0 + int_mod: 0 + str_mod: 6 + wis_mod: 2 + ac: 29 + automatic_abilities: null + 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. + hp: 150 + immunities: + - cold + innate_spells: null + languages: + - Common + - Jotun + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d12+12 + type: slashing + name: greataxe + to_hit: 21 + traits: + - magical + - reach 10 feet + - sweep + - action_cost: One Action + damage: + formula: 2d8+12 + type: bludgeoning + name: fist + to_hit: 21 + traits: + - agile + - reach 10 feet + name: Frost Giant + perception: 17 + proactive_abilities: + - action_cost: One Action + 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. + name: Chill Breath + traits: + - cold + - evocation + - primal + - description: checks to keep from falling on slippery ice. + name: Ice Stride + traits: null + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + - action_cost: One Action + description: The frost giant makes a single greataxe Strike and compares the attack + roll result to the ACs of up to two foes within its reach. This counts as two + attacks for the frost giant’s multiple attack penalty. + name: Wide Swing + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d10+9 + type: bludgeoning + name: rock + to_hit: 21 + traits: + - brutal + - range increment 120 feet + resistances: null + saves: + fort: 23 + ref: 16 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 23 + Crafting: 18 + Intimidation: 18 + Stealth: 17 + speed: + - amount: 30 + type: Land + - amount: null + type: Ice Stride + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Cold + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 5 + dex_mod: 0 + int_mod: 2 + str_mod: 7 + wis_mod: 2 + ac: 31 + automatic_abilities: null + 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. + hp: 175 + immunities: + - fire + innate_spells: null + languages: + - Common + - Jotun + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d12+13 + type: slashing + name: greatsword + to_hit: 24 + traits: + - magical + - reach 10 feet + - versatile P + - action_cost: One Action + damage: + formula: 2d8+13 + type: bludgeoning + name: fist + to_hit: 23 + traits: + - agile + - reach 10 feet + name: Fire Giant + perception: 18 + proactive_abilities: + - action_cost: Two Actions + description: The fire giant imbues its blade with flames and makes a greatsword + Strike with a –2 circumstance penalty against each creature in a 15-foot line. + It makes only one attack roll and compares the result to each creature’s AC. + This Strike deals an additional 1d6 fire damage and counts as one attack for + the fire giant’s multiple attack penalty. + name: Flaming Stroke + traits: + - evocation + - fire + - primal + - action_cost: One Action + description: A rock thrown by a fire giant deals an additional 1d6 fire damage + on a hit. + name: Throw Rock + traits: + - fire + ranged: + - action_cost: One Action + damage: + formula: 2d8+13 plus 1d6 fire + type: bludgeoning + name: rock + to_hit: 23 + traits: + - brutal + - range increment 120 feet + resistances: null + saves: + fort: 23 + ref: 16 + will: 18 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 25 + Crafting: 22 + Intimidation: 23 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Fire + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 5 + dex_mod: 0 + int_mod: 1 + str_mod: 7 + wis_mod: 3 + ac: 30 + automatic_abilities: null + 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. + hp: 220 + immunities: null + innate_spells: + - level: 4 + name: solid fog + - frequency: at will + level: 3 + name: levitate + languages: + - Common + - Jotun + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d10+13 + type: piercing + name: ranseur + to_hit: 25 + traits: + - disarm + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d8+13 + type: bludgeoning + name: fist + to_hit: 24 + traits: + - agile + - reach 15 feet + name: Cloud Giant + perception: 22 + proactive_abilities: + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + - action_cost: Two Actions + 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. **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. + name: Wind Strike + traits: + - air + - evocation + - primal + ranged: + - action_cost: One Action + damage: + formula: 2d10+13 + type: bludgeoning + name: rock + to_hit: 24 + traits: + - brutal + - range increment 120 feet + resistances: null + saves: + fort: 25 + ref: 18 + will: 21 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 26 + Crafting: 21 + Diplomacy: 24 + Intimidation: 26 + Performance: 21 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Air + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 6 + dex_mod: 1 + int_mod: 3 + str_mod: 8 + wis_mod: 5 + ac: 34 + automatic_abilities: null + 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. + hp: 235 + immunities: + - electricity + innate_spells: + - frequency: x3 + level: 6 + name: chain lightning + - frequency: at will + level: 3 + name: levitate + - frequency: constant + level: 4 + name: freedom of movement + languages: + - Auran + - Common + - Draconic + - Jotun + level: 13 + melee: + - action_cost: One Action + damage: + formula: 2d12+16 plus 1d6 electricity + type: slashing + name: greatsword + to_hit: 28 + traits: + - magical + - reach 15 feet + - versatile P + - action_cost: One Action + damage: + formula: 2d8+16 plus 1d6 electricity + type: bludgeoning + name: fist + to_hit: 27 + traits: + - agile + - reach 15 feet + name: Storm Giant + perception: 24 + proactive_abilities: + - 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. + name: Lightning Blade + traits: + - electricity + - evocation + - primal + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + - action_cost: One Action + description: The storm giant makes a single greatsword Strike and compares the + attack roll result to the ACs of up to two foes within its reach. This counts + as two attacks for the giant’s multiple attack penalty. + name: Wide Swing + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d10+16 + type: bludgeoning + name: rock + to_hit: 37 + traits: + - brutal + - range increment 120 feet + resistances: null + saves: + fort: 28 + ref: 21 + will: 23 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 20 + Athletics: 27 + Crafting: 24 + Intimidation: 24 + Performance: 22 + speed: + - amount: 35 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Huge + - Amphibious + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 7 + dex_mod: 2 + int_mod: 2 + str_mod: 9 + wis_mod: 6 + ac: 38 + automatic_abilities: null + 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. + hp: 330 + immunities: + - fire + innate_spells: + - level: 8 + name: charm + - level: 8 + name: suggestion + - frequency: x3 + level: 6 + name: dominate + - frequency: x3 + level: 6 + name: true seeing + - level: 5 + name: sending + - frequency: at will + level: 4 + name: charm + - frequency: at will + level: 4 + name: suggestion + - frequency: constant + level: 4 + name: air walk + languages: + - Common + - Jotun + - Terran + level: 16 + melee: + - action_cost: One Action + damage: + formula: 3d12+17 + type: slashing + name: greatsword + to_hit: 33 + traits: + - magical + - reach 20 feet + - versatile P + - action_cost: One Action + damage: + formula: 2d8+17 + type: piercing + name: longspear + to_hit: 32 + traits: + - magical + - reach 25 feet + - action_cost: One Action + damage: + formula: 3d8+17 + type: bludgeoning + name: fist + to_hit: 31 + traits: + - agile + - reach 20 feet + name: Rune Giant + perception: 28 + proactive_abilities: + - description: When a rune giant casts a mental spell against another giant, the + DC is 39, rather than 35. + name: Command Giants + traits: null + - action_cost: Free Action + description: When a rune giant casts its innate *sending* spell, it can also cast + *suggestion* on the target. + name: Demand + traits: + - arcane + - enchantment + - mental + - action_cost: Free Action + description: '**Trigger** The rune giant uses an arcane ability or casts an arcane + spell. **Effect** The runes on the giant’s body flash as they produce magical + energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude + save. **Critical Success** The creature is unaffected. **Success** The creature + is dazzled for 1 round. **Failure** The creature is blinded for 1 round.' + name: Flashing Runes + traits: + - arcane + - evocation + - light + - action_cost: One Action + 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). 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. + name: Invoke Rune + traits: + - arcane + - concentrate + - electricity + - evocation + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + - action_cost: One Action + description: The rune giant makes a single greatsword Strike and compares the + attack roll result to the ACs of up to two foes within its reach. This counts + as two attacks for the giant’s multiple attack penalty. + name: Wide Swing + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d12+17 + type: bludgeoning + name: rock + to_hit: 31 + traits: + - brutal + - range increment 120 feet + resistances: null + saves: + fort: 33 + ref: 26 + will: 28 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Arcana: 28 + Athletics: 32 + Crafting: 28 + Intimidation: 28 + Society: 27 + speed: + - amount: 45 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Gargantuan + - Evil + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 3 + int_mod: -3 + str_mod: 2 + wis_mod: 3 + ac: 21 + automatic_abilities: null + 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. + hp: 120 + immunities: null + innate_spells: null + languages: + - Aklo + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d8+5 plus 1d4 persistent bleed damage and Grab + type: piercing + name: jaws + to_hit: 14 + traits: + - finesse + name: Gibbering Mouther + perception: 15 + proactive_abilities: + - description: . + name: Burn Eyes + traits: + - or blinded for 1 round on a critical failure + - action_cost: One Action + description: DC 22, 3d8 piercing, Escape DC 22, Rupture 8 + name: Engulf + traits: null + - action_cost: Two Actions + 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. + name: Ground Manipulation + traits: + - occult + - transmutation + ranged: + - action_cost: One Action + damage: + formula: 4d6 and burn eyes + type: acid + name: spittle + to_hit: 14 + traits: + - range 30 feet + resistances: null + saves: + fort: 15 + ref: 12 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 12 + Athletics: 13 + speed: + - amount: 10 + type: Land + - amount: 20 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Aberration + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 4 + dex_mod: 7 + int_mod: 5 + str_mod: 4 + wis_mod: 3 + ac: 34 + automatic_abilities: + - description: Hungersense allows the gimmerling to sense creatures that require + food to live. + name: Hungersense + traits: null + 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. + hp: 235 + immunities: null + innate_spells: null + items: + - +1 striking hand crossbow (20 bolts) + languages: + - Aklo + - Common + - Sylvan + level: 12 + melee: + - action_cost: One Action + damage: + formula: 2d8+7 plus Disarm + type: slashing + name: claw + to_hit: 26 + traits: + - agile + - finesse + - action_cost: One Action + damage: + formula: 3d8+7 plus 2d6 poison + type: piercing + name: jaws + to_hit: 26 + traits: + - finesse + name: Gimmerling + perception: 21 + proactive_abilities: + - action_cost: One Action + 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. + name: Change Shape + traits: + - concentrate + - polymorph + - primal + - transmutation + - action_cost: Two Actions + description: The gimmerling knocks a held or carried weapon to the ground in the + target’s space. + name: Disarm + traits: null + - description: creatures. + name: Sneak Attack + traits: null + - description: The gimmerling ignores difficult terrain and doesn’t trigger traps + with its movement. + name: Trickster's Step + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d6+3 plus 2d6 poison + type: piercing + name: hand crossbow + to_hit: 28 + traits: + - range increment 60 feet + - reload 1 + resistances: null + saves: + fort: 22 + ref: 25 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - hungersense (imprecise) 30 feet + - low-light vision + skills: + Crafting: 23 + Deception: 25 + Nature: 21 + Stealth: 25 + Thievery: 25 + speed: + - amount: 30 + type: Land + - amount: null + type: Trickster's Step + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Small + - Fey + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 3 + int_mod: -1 + str_mod: 4 + wis_mod: 1 + ac: 18 + automatic_abilities: null + description: Gnoll hunters serve their clans by hunting for food in the wilds, marauding + along well-traveled roads, and tracking down escaped slaves. + hp: 29 + immunities: null + innate_spells: null + languages: + - Gnoll + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 + type: slashing + name: battle axe + to_hit: 10 + traits: + - sweep + - action_cost: One Action + damage: + formula: 1d8+2 + type: piercing + name: jaws + to_hit: 10 + traits: + - agile + name: Gnoll Hunter + perception: 7 + proactive_abilities: + - description: A gnoll hunter deals 1d4 extra damage to any creature that’s within + reach of at least two of the gnoll hunter’s allies. + name: Pack Attack + traits: null + - description: A gnoll ignores the first square of difficult terrain it moves into + each time it Steps or Strides. + name: Rugged Travel + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: shortbow + to_hit: 10 + traits: + - deadly 1d10 + - range increment 60 feet + resistances: null + saves: + fort: 8 + ref: 7 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Athletics: 8 + Intimidation: 4 + Stealth: 7 + Survival: 5 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Gnoll + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 2 + int_mod: 0 + str_mod: 2 + wis_mod: 3 + ac: 19 + automatic_abilities: null + 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. + hp: 45 + immunities: null + innate_spells: null + languages: + - Abyssal + - Common + - Gnoll + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+3 + type: slashing + name: falchion + to_hit: 10 + traits: + - forceful + - sweep + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: jaws + to_hit: 10 + traits: + - agile + name: Gnoll Cultist + perception: 8 + proactive_abilities: + - description: A gnoll cultist deals 1d4 extra damage to any creature that’s within + reach of at least two of the gnoll cultist's allies. + name: Pack Attack + traits: null + - description: A gnoll ignores the first square of difficult terrain it moves into + each time it Steps or Strides. + name: Rugged Travel + traits: null + ranged: null + resistances: null + saves: + fort: 8 + ref: 6 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Intimidation: 7 + Medicine: 7 + Religion: 10 + Stealth: 7 + Survival: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Gnoll + - Humanoid + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 2 + int_mod: 0 + str_mod: 4 + wis_mod: 1 + ac: 21 + automatic_abilities: null + 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. + hp: 60 + immunities: null + innate_spells: null + languages: + - Common + - Gnoll + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d6+7 + type: slashing + name: scimitar + to_hit: 14 + traits: + - forceful + - sweep + - action_cost: One Action + damage: + formula: 1d6+7 + type: piercing + name: jaws + to_hit: 14 + traits: + - agile + name: Gnoll Sergeant + perception: 10 + proactive_abilities: + - action_cost: One Action + description: The gnoll sergeant commands its allies to reposition. Any allies + who hear and understand this order can use a reaction to Step. + name: Bark Orders + traits: + - auditory + - linguistic + - description: A gnoll sergeant deals 1d4 extra damage to any creature that’s within + reach of at least two of the gnoll sergeant's allies. + name: Pack Attack + traits: null + - description: A gnoll ignores the first square of difficult terrain it moves into + each time it Steps or Strides. + name: Rugged Travel + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: composite shortbow + to_hit: 12 + traits: + - deadly 1d10 + - propulsive + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 12 + ref: 10 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 13 + Intimidation: 9 + Stealth: 11 + Survival: 10 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Gnoll + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 3 + int_mod: 0 + str_mod: 0 + wis_mod: -1 + ac: 16 + automatic_abilities: null + 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. + hp: 6 + immunities: null + innate_spells: null + languages: + - Goblin + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d6 + type: slashing + name: dogslicer + to_hit: 8 + traits: + - agile + - backstabber + - finesse + name: Goblin Warrior + perception: 2 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: shortbow + to_hit: 8 + traits: + - deadly 1d10 + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 5 + ref: 7 + will: 3 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 5 + Athletics: 2 + Nature: 1 + Stealth: 5 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Small + - Goblin + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 2 + dex_mod: 3 + int_mod: -1 + str_mod: 3 + wis_mod: 0 + ac: 17 + automatic_abilities: null + 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. + hp: 18 + immunities: null + innate_spells: null + languages: + - Common + - Goblin + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+3 + type: slashing + name: horsechopper + to_hit: 8 + traits: + - reach 10 feet + - trip + - versatile P + name: Goblin Commando + perception: 5 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: shortbow + to_hit: 8 + traits: + - deadly 1d10 + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 7 + ref: 8 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 6 + Athletics: 6 + Intimidation: 5 + Nature: 5 + Stealth: 6 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Small + - Goblin + - Humanoid + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 0 + wis_mod: -1 + ac: 17 + automatic_abilities: null + 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. + hp: 15 + immunities: null + innate_spells: null + languages: + - Common + - Goblin + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4 plus 1 fire + type: bludgeoning + name: torch + to_hit: 7 + traits: + - fire + name: Goblin Pyro + perception: 4 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 5 + ref: 9 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Stealth: 7 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Small + - Goblin + - Humanoid + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 2 + dex_mod: 3 + int_mod: 1 + str_mod: 2 + wis_mod: 0 + ac: 17 + automatic_abilities: null + 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. + hp: 16 + immunities: null + innate_spells: null + languages: + - Common + - Goblin + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: slashing + name: dogslicer + to_hit: 8 + traits: + - agile + - backstabber + - finesse + name: Goblin War Chanter + perception: 5 + proactive_abilities: + - action_cost: One Action + 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. **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. + name: Goblin Song + traits: + - concentrate + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: shortbow + to_hit: 8 + traits: + - deadly 1d10 + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 7 + ref: 8 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 6 + Deception: 7 + Occultism: 4 + Performance: 7 + Stealth: 6 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Small + - Goblin + - Humanoid + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 2 + int_mod: -4 + str_mod: 3 + wis_mod: 1 + ac: 17 + automatic_abilities: null + 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. + hp: 17 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 plus goblin pox + type: piercing + name: jaws + to_hit: 9 + traits: null + name: Goblin Dog + perception: 6 + proactive_abilities: + - 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). + name: Goblin Pox + traits: + - disease + - action_cost: Two Actions + description: The goblin dog vigorously scratches itself, exposing all adjacent + creatures to goblin pox. + name: Scratch + traits: + - manipulate + ranged: null + resistances: null + saves: + fort: 8 + ref: 8 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 6 + Stealth: 7 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 3 + int_mod: -2 + str_mod: 6 + wis_mod: 1 + ac: 31 + automatic_abilities: null + 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. + hp: 250 + immunities: null + innate_spells: null + languages: + - Undercommon + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d10+12 plus Improved Grab + type: piercing + name: jaws + to_hit: 26 + traits: null + - action_cost: One Action + damage: + formula: 3d6+12 + type: piercing + name: leg + to_hit: 26 + traits: + - agile + - reach 10 feet + name: Gogiteth + perception: 21 + proactive_abilities: + - description: The gogiteth can move at its full Speed while it has a creature grabbed + in its jaws, bringing the grabbed creature along. + name: Carry Off Prey + traits: null + - action_cost: One Action + description: 3d6+12 bludgeoning, DC 32 + name: Constrict + traits: null + - action_cost: Two Actions + description: The gogiteth Strides three times. Once per Stride, it can attempt + a leg Strike against a creature in its reach at any point during the Stride; + it must make each attack against a different creature, but it doesn’t apply + its multiple attack penalty until after making all its Strikes. If any of the + Strikes result in a critical failure, Skittering Assault ends. + name: Skittering Assault + traits: null + ranged: null + resistances: + - amount: 10 + type: poison + saves: + fort: 25 + ref: 22 + will: 20 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 19 + Athletics: 24 + Stealth: 21 + Survival: 17 + speed: + - amount: 40 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Huge + - Aberration + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 3 + dex_mod: -1 + int_mod: -5 + str_mod: 5 + wis_mod: 0 + ac: 26 + automatic_abilities: null + 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. + hp: 140 + immunities: + - bleed + - disease + - death effects + - electricity + - doomed + - drained + - fatigued + - healing + - magic (see below) + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d10+7 + type: bludgeoning + name: fist + to_hit: 20 + traits: + - magical + - reach 10 feet + name: Flesh Golem + perception: 12 + proactive_abilities: + - action_cost: One Action + description: . + name: Berserk Slam + traits: null + ranged: null + resistances: + - amount: 5 + type: physical (except adamantine) + saves: + fort: 18 + ref: 14 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 19 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Large + - Construct + - Golem + - Mindless + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 3 + dex_mod: 4 + int_mod: -5 + str_mod: 6 + wis_mod: 0 + ac: 27 + automatic_abilities: null + 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. + hp: 150 + immunities: + - acid + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - magic (see below) + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d10+6 plus alchemical injection + type: piercing + name: syringe + to_hit: 22 + traits: + - magical + - reach 10 feet + name: Alchemical Golem + perception: 15 + proactive_abilities: + - description: . + name: Alchemical Injection + traits: + - or exposes the target to the sickness effect + - as appropriate + - action_cost: One Action + 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.' + name: Generate Bomb + traits: + - manipulate + ranged: + - action_cost: One Action + name: bomb + to_hit: 20 + traits: + - magical + - thrown 20 feet + resistances: + - amount: 12 + type: physical (except adamantine or bludgeoning) + saves: + fort: 20 + ref: 19 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 22 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Large + - Alchemical + - Construct + - Golem + - Mindless + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 6 + dex_mod: -1 + int_mod: -5 + str_mod: 6 + wis_mod: 0 + ac: 29 + automatic_abilities: null + 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. + hp: 175 + immunities: + - acid + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - magic (see below) + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d10+12 plus cursed wound + type: bludgeoning + name: fist + to_hit: 24 + traits: + - magical + - reach 10 feet + name: Clay Golem + perception: 16 + proactive_abilities: + - action_cost: One Action + description: . + name: Berserk Slam + traits: null + - description: A creature hit by the clay golem’s fist must succeed at a DC 29 Fortitude + save or be cursed until healed to its maximum HP. The cursed creature can’t + 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. + name: Cursed Wound + traits: + - divine + - curse + - necromancy + ranged: null + resistances: + - amount: 10 + type: physical (except adamantine) + saves: + fort: 23 + ref: 16 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 24 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Large + - Construct + - Golem + - Mindless + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 4 + dex_mod: -1 + int_mod: -5 + str_mod: 7 + wis_mod: 0 + ac: 30 + automatic_abilities: null + description: Stone golems are slow and steady constructs typically carved from marble + or granite. They’re often made to serve as works of art when at rest, so some + 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. + hp: 175 + immunities: + - acid + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - magic (see below) + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d10+13 + type: bludgeoning + name: fist + to_hit: 24 + traits: + - magical + - reach 10 feet + name: Stone Golem + perception: 17 + proactive_abilities: + - description: '**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.' + name: Impose Paralysis + traits: + - incapacitation + - action_cost: One Action + 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. + name: Inexorable March + traits: null + - action_cost: One Action + description: Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude + save or be slowed 1 for 1 minute. The golem can’t use Slowing Pulse again for + 1d4 rounds. + name: Slowing Pulse + traits: + - arcane + - concentrate + - transmutation + ranged: null + resistances: + - amount: 10 + type: physical (except adamantine) + saves: + fort: 24 + ref: 18 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 26 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Large + - Construct + - Golem + - Mindless + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 4 + dex_mod: -1 + int_mod: -5 + str_mod: 8 + wis_mod: 0 + ac: 34 + automatic_abilities: null + 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. + hp: 190 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - fire + - healing + - magic (see below) + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 13 + melee: + - action_cost: One Action + damage: + formula: 3d10+12 + type: bludgeoning + name: fist + to_hit: 28 + traits: + - magical + - reach 10 feet + name: Iron Golem + perception: 21 + proactive_abilities: + - action_cost: Two Actions + description: The iron golem exhales poisonous gas in a 10-foot radius centered + on the corner of one of the iron golem’s squares. The gas persists for 1 round. + 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. + name: Breath Weapon + traits: + - arcane + - necromancy + - poison + - action_cost: One Action + 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. + name: Inexorable March + traits: null + - 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). + name: Iron Golem Poison + traits: + - poison + ranged: null + resistances: + - amount: 15 + type: physical (except adamantine) + saves: + fort: 26 + ref: 21 + will: 22 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 30 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Large + - Construct + - Golem + - Mindless + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 9 + dex_mod: -1 + int_mod: -5 + str_mod: 9 + wis_mod: 0 + ac: 42 + automatic_abilities: null + 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. + hp: 255 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - fire + - healing + - magic (see below) + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 18 + melee: + - action_cost: One Action + damage: + formula: 3d10+17 plus destructive strike + type: bludgeoning + name: fist + to_hit: 35 + traits: + - deadly 3d12 + - magical + - reach 15 feet + name: Adamantine Golem + perception: 26 + proactive_abilities: + - description: On a critical hit, the adamantine golem’s fist Strike breaks the + target’s armor, if any, in addition to dealing damage to the target. If the + target has a shield raised, the golem breaks the shield instead. + name: Destructive Strike + traits: null + - action_cost: One Action + description: The resisting creature is damaged and its armor takes damage as if + hit by the adamantine golem’s fist. + name: Inexorable March + traits: null + - action_cost: One Action + description: The golem repairs itself, regaining 30 Hit Points. + name: Self-Repair + traits: + - manipulate + - action_cost: One Action + 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. + name: Vent + traits: + - fire + ranged: null + resistances: + - amount: 20 + type: physical (except vorpal adamantine) + saves: + fort: 33 + ref: 27 + will: 29 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 38 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - N + - Huge + - Construct + - Golem + - Mindless + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 4 + int_mod: 2 + str_mod: 7 + wis_mod: 3 + ac: 31 + automatic_abilities: null + description: 'Graveknights are undead warriors granted unlife by a cursed suit of + armor.

    Creating Graveknights

    You can turn an existing, + living creature into a graveknight by completing the following steps. It’s best + to build a graveknight from scratch, but if you don’t have the time, simply apply + the template. A creature should be at least level 5 before being converted to + a graveknight. Increase the creature’s level by 1 and change its statistics as + follows.

    Graveknight + Abilities

    A graveknight gains the undead and graveknight traits, and its + alignment is usually adjusted to evil. It loses any abilities that come from it + being a living creature and any traits that represent its life, such as human + and humanoid. **Darkvision** **Negative Healing** **Rejuvenation** (divine, necromancy) + When a graveknight is destroyed, its armor rebuilds its body over the course of + 1d10 days—or more quickly if the armor is worn by a living host (see Graveknight + Armor, below). If the body is destroyed before then, the process restarts. A graveknight + can only be permanently destroyed by obliterating its armor (such as with disintegrate), + transporting it to the Positive Energy Plane, or throwing it into the heart of + a volcano. **Immunities** death effects, disease, paralyzed, poison, precision, + unconscious, plus one energy type (the same chosen for ruinous weapons below). + **Sacrilegious Aura** (abjuration, aura, divine, evil) 30 feet. When a creature + in the aura uses a positive spell or ability, the graveknight automatically attempts + to counteract it, with the listed counteract modifier. **Devastating Blast** |2| + (arcane, evocation) The graveknight unleashes a 30-foot cone of energy. Creatures + in the area take 1d12 damage, plus an additional 1d12 damage for every two levels + the graveknight has (basic Reflex save). The graveknight can use this ability + once every 1d4 rounds. This energy damage is of the same type as that of its ruinous + weapons (see below); Devastating Blast gains the associated energy trait. **Phantom + Mount** |2| (arcane, conjuration, summon) The graveknight summons a supernatural + mount as per phantom steed, heightened to a level equal to half the graveknight’s + level. Unlike phantom steed, the steed’s AC and saving throw bonuses are all 4 + lower than the graveknight’s, and the steed has one-third the graveknight’s Hit + Points (rounded down). If the steed is destroyed, the graveknight must wait 1 + hour before using this ability again. **Ruinous Weapons** At the time of its creation, + a graveknight chooses one of the following energy types that was relevant to its + life or death: acid, cold, electricity, or fire. Any weapon the graveknight wields + gains the effects of the caustic, frost, shock, or flaming weapon rune, respectively, + in addition to a +1 striking weapon rune. If the graveknight is 14th level or + higher, its weapons instead gain the effects of the greater versions of both of + these runes. **Weapon Master** The graveknight has access to the critical specialization + effects of any weapons it wields.

    Alternate Graveknight Abilities

    + Although the abilities listed above are standard for a graveknight, you can create + a more unusual graveknight by substituting one of the aforementioned abilities + (except for its rejuvenation ability) with one of the following. **Betrayed Revivification** + The graveknight died after being deeply betrayed. Instead of being immune to a + type of energy damage, it is immune to mental damage, its weapons deal 1d6 additional + mental damage, and its Devastating Blast deals mental damage with a Will saving + throw instead of Reflex. **Create Grave Squire** The graveknight can gift a piece + of its armor to a willing ally, which becomes its grave squire. The graveknight + can communicate telepathically with its squire at any distance, see through the + squire’s senses, and cast suggestion as a divine innate spell through the telepathic + link at will; the squire treats its degree of success as one step worse. If the + graveknight’s main armor is destroyed, the squire’s piece expands to cover the + squire’s body over 1d10 days, after which point it becomes the graveknight’s new + body. The graveknight can have only one squire at a time, and must recover the + gifted piece of armor if it wishes to create a new squire. **Dark Deliverance** + The graveknight has positive resistance equal to its level.

    Graveknight + Armor

    Wearing graveknight armor is very risky, for the graveknight’s essence + rapidly parasitizes the new wearer, accelerating the graveknight’s rejuvenation. + This agonizing transformation inevitably kills the host, transforming their flesh + into the graveknight’s new body. Removing the curse allows a character to remove + the armor, but if it ever wears the armor again, the curse returns. If the wearer + dies from another cause while wearing the armor, or if the graveknight’s rejuvenation + completes before the wearer dies from the curse, the wearer immediately progresses + to stage 3. **Graveknight’s Curse** (arcane, curse, necromancy) This curse affects + anyone who wears a graveknight’s armor for at least 1 hour. **Saving Throw** Will + save; **Onset** 1 hour; **Stage 1** doomed 1 and cannot remove the armor (1 day); + **Stage 2** doomed 2, hampered 10, and cannot remove the armor (1 day); **Stage + 3** dies and transforms into the armor’s graveknight.' + hp: 175 + immunities: + - death effects + - disease + - paralyzed + - poison + - precision + - unconscious + - plus one energy type (the same chosen for ruinous weapons below). + innate_spells: null + languages: + - Common + - Necril + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d12+10 plus 1d6 cold + type: slashing + name: frost greatsword + to_hit: 24 + traits: + - cold + - magical + - versatile P + - action_cost: One Action + damage: + formula: 2d6+10 plus 1d6 cold + type: bludgeoning + name: fist + to_hit: 23 + traits: + - agile + - cold + name: Graveknight + perception: 19 + proactive_abilities: + - action_cost: Two Actions + description: 6d12 cold, DC 29 + name: Devastating Blast + traits: + - arcane + - cold + - evocation + - description: DC 33 + name: Graveknight's Curse + traits: null + - description: HP 58; AC 27, Fort +17, Ref +15, Will +14. + name: Phantom Mount + traits: + - arcane + - conjuration + - description: '' + name: Weapon Master + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d8+6 plus 1d6 cold + type: piercing + name: frost composite longbow + to_hit: 21 + traits: + - cold + - deadly 1d10 + - magical + - range increment 100 feet + - reload 0 + - volley 30 feet + resistances: null + saves: + fort: 21 + ref: 19 + will: 18 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 23 + Intimidation: 22 + Religion: 19 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Undead + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 0 + dex_mod: 3 + int_mod: -1 + str_mod: -1 + wis_mod: 1 + ac: 15 + automatic_abilities: + - description: mitflit’s self-loathing makes it easy to influence. It takes a –4 + penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, + and Request. **Vermin Empathy** Mitflits can use Diplomacy to Make an Impression + on and Request things of arthropods (insects, spiders, scorpions, crabs, and + similar invertebrate animals). Most arthropods have a starting attitude of indifferent + to mitflits. + name: Self-Loathing + traits: + - emotion + - mental + - 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. + name: Vermin Empathy + traits: null + 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. + hp: 10 + immunities: null + innate_spells: + - frequency: at will; arthropods only + level: 2 + name: speak with animals + - level: 1 + name: bane + items: + - dart (10) + - shortsword + languages: + - Undercommon + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d6-1 + type: piercing + name: shortsword + to_hit: 8 + traits: + - agile + - finesse + - versatile S + name: Mitflit + perception: 4 + proactive_abilities: + - description: As long as it isn’t frightened, a mitflit gains a +2 status bonus + to damage rolls against a creature that has previously damaged or tormented + it. + name: Vengeful Anger + traits: + - emotion + - mental + ranged: + - action_cost: One Action + damage: + formula: 1d4-1 + type: piercing + name: dart + to_hit: 8 + traits: + - agile + - range increment 20 feet + - thrown + resistances: null + saves: + fort: 2 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 5 + Diplomacy: 1 + Nature: 3 + Stealth: 5 + Thievery: 5 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Small + - Fey + - Gremlin + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 0 + dex_mod: 3 + int_mod: 0 + str_mod: -3 + wis_mod: 2 + ac: 16 + automatic_abilities: null + 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. + hp: 17 + immunities: null + innate_spells: + - frequency: at will + level: 2 + name: speak with animals + languages: + - Gnoll + - Undercommon + level: 0 + melee: + - action_cost: One Action + damage: + formula: 1d6-3 + type: slashing + name: shortsword + to_hit: 8 + traits: + - agile + - finesse + - magical + - versatile S + name: Pugwampi + perception: 6 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: shortbow + to_hit: 8 + traits: + - deadly 1d10 + - magical + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 5 + ref: 8 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - (– + skills: + Crafting: 2 + Deception: 2 + Nature: 4 + Stealth: 5 + Thievery: 5 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Tiny + - Fey + - Gremlin + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 4 + int_mod: 2 + str_mod: -2 + wis_mod: 2 + ac: 17 + automatic_abilities: null + 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. + hp: 19 + immunities: null + innate_spells: [] + languages: + - Undercommon + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6-2 + type: piercing + name: shortsword + to_hit: 9 + traits: + - agile + - finesse + - magical + - versatile S + name: Jinkin + perception: 7 + proactive_abilities: + - description: creatures. + name: Sneak Attack + traits: null + - description: A group of six jinkins can work together for an hour to imbue an + item with a curse at a range of 60 feet. While this process is lengthy, it’s + 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. + name: Tinker + traits: + - curse + - primal + - transmutation + ranged: null + resistances: null + saves: + fort: 6 + ref: 10 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Crafting: 5 + Deception: 5 + Nature: 5 + Stealth: 7 + Thievery: 7 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Tiny + - Fey + - Gremlin + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 3 + dex_mod: 3 + int_mod: -4 + str_mod: 4 + wis_mod: 1 + ac: 21 + automatic_abilities: null + 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. + hp: 60 + immunities: null + innate_spells: null + languages: '' + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d8+4 + type: piercing + name: beak + to_hit: 14 + traits: + - deadly 1d10 + - action_cost: One Action + damage: + formula: 2d6+4 + type: piercing + name: talon + to_hit: 14 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d6+4 + type: bludgeoning + name: wing + to_hit: 14 + traits: + - reach 10 feet + name: Griffon + perception: 11 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Flying Strafe + traits: null + - action_cost: One Action + 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. + name: Pounce + traits: null + ranged: null + resistances: null + saves: + fort: 13 + ref: 13 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 11 + Athletics: 12 + Survival: 9 + speed: + - amount: 25 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 5 + dex_mod: 4 + int_mod: 2 + str_mod: 8 + wis_mod: 5 + ac: 36 + automatic_abilities: + - description: "he grikkitog implants its core into an adjacent section of earth\ + \ or stone, melding seamlessly and changing its visual appearance to match the\ + \ surrounding rock. It’s immobilized but automatically succeeds at its Deception\ + \ 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. **Manifold Vision** While its core is implanted, the grikkitog\ + \ can see through the eyes it creates throughout the area of its infestation\ + \ aura, gaining the benefits of all-around \x1Cvision." + name: Implant Core + traits: + - manipulate + - 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 \x1Cvision." + name: Manifold Vision + traits: null + 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. + hp: 200 + immunities: null + innate_spells: null + languages: + - Terran + level: 14 + melee: + - action_cost: One Action + damage: + formula: 3d12+14 plus barbed maw + type: piercing + name: jaws + to_hit: 29 + traits: + - magical + name: Grikkitog + perception: 29 + proactive_abilities: + - description: ', 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.' + name: Barbed Maw + traits: null + - description: The grikkitog can Burrow through dirt and stone at its full burrow + Speed, leaving no tunnels or signs of its passing. + name: Earth Glide + traits: null + ranged: null + resistances: + - amount: 10 + type: ' (except adamantine)' + saves: + fort: 28 + ref: 23 + will: 24 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - manifold vision + - tremorsense (imprecise) 30 feet + skills: + Athletics: 28 + Deception: 27 + Survival: 25 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Huge + - Aberration + - Earth + type: Creature +- ability_mods: + cha_mod: 8 + con_mod: 8 + dex_mod: 10 + int_mod: 5 + str_mod: 8 + wis_mod: 7 + ac: 47 + automatic_abilities: + - description: '' + name: Death’s Grace + traits: null + - description: The grim reaper automatically knows the Hit Points, conditions, afflictions, + and emotions of all creatures it can see. + name: Status Sight + traits: null + 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. + hp: 320 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: + - frequency: x4 + level: 10 + name: finger of death + - level: 7 + name: plane shift + - frequency: constant + level: 6 + name: true seeing + - frequency: constant + level: 6 + name: haste + - frequency: constant + level: 6 + name: see invisibility + - frequency: constant + level: 3 + name: haste + - frequency: constant + level: 3 + name: see invisibility + - frequency: constant + level: 2 + name: see invisibility + items: + - scythe + languages: + - Common + - Necril + level: 21 + melee: + - action_cost: One Action + damage: + formula: 4d10+23 plus death strike and energy drain + type: slashing + name: keen scythe + to_hit: 40 + traits: + - agile + - deadly 3d10 + - magical + - reach 10 feet + - trip + name: Grim Reaper + perception: 41 + proactive_abilities: + - description: A creature critically hit by any of the grim reaper’s attacks or + that critically fails against any of its spells must succeed at a DC 47 Fortitude + save or die. + name: Death Strike + traits: + - death + - description: . + name: Energy Drain + traits: + - to a maximum of doomed 3 + - description: A creature killed by the grim reaper can’t be brought back to life + by any means short of divine intervention. + name: Final Death + traits: null + - description: Any scythe gains the agile trait, can’t be disarmed, and becomes + 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. + name: Infuse Weapon + traits: + - divine + - evocation + ranged: null + resistances: + - amount: 15 + type: all damage + saves: + fort: 37 + ref: 41 + will: 38 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*see invisibility*' + - status sight + - '*true seeing*' + skills: + Acrobatics: 43 + Athletics: 38 + Deception: 40 + Intimidation: 43 + Religion: 39 + Society: 36 + Stealth: 43 + speed: + - amount: 50 + type: Land + - amount: 75 + type: Fly + spell_attack_to_hit: 37 + spell_dc: null + traits: + - Unique + - NE + - Medium + - Undead + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 6 + dex_mod: 9 + int_mod: 4 + str_mod: 6 + wis_mod: 6 + ac: 39 + automatic_abilities: + - description: '' + name: Death’s Grace + traits: null + - description: The lesser death automatically knows the Hit Points, conditions, + afflictions, and emotions of all creatures it can see. + name: Status Sight + traits: null + 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. + hp: 255 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: + - frequency: constant + level: 6 + name: true seeing + - frequency: constant + level: 6 + name: haste + - frequency: constant + level: 6 + name: see invisibility + - frequency: constant + level: 3 + name: haste + - frequency: constant + level: 3 + name: see invisibility + - frequency: constant + level: 2 + name: see invisibility + items: + - scythe + languages: + - Common + - Necril + level: 16 + melee: + - action_cost: One Action + damage: + formula: 3d10+14 plus 1d12 negative + type: slashing + name: keen scythe + to_hit: 32 + traits: + - agile + - deadly 2d10 + - magical + - reach 10 feet + - trip + name: Lesser Death + perception: 32 + proactive_abilities: + - 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. + name: Infuse Weapon + traits: + - divine + - evocation + ranged: null + resistances: null + saves: + fort: 30 + ref: 33 + will: 32 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*see invisibility*' + - status sight + - '*true seeing*' + skills: + Acrobatics: 33 + Athletics: 28 + Deception: 30 + Intimidation: 32 + Religion: 30 + Society: 26 + Stealth: 35 + speed: + - amount: 50 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - NE + - Medium + - Undead + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 6 + dex_mod: 3 + int_mod: 0 + str_mod: 7 + wis_mod: 3 + ac: 30 + automatic_abilities: null + 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. + hp: 175 + immunities: null + innate_spells: null + languages: + - Undercommon + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d12+13 + type: piercing + name: jaws + to_hit: 23 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d8+13 + type: slashing + name: claw + to_hit: 23 + traits: + - agile + - reach 15 feet + name: Gug + perception: 19 + proactive_abilities: + - description: Despite its size, the gug’s multiple joints allow it to fit through + tight spaces as if it were a Medium creature. While Squeezing, it can move at + its full Speed. + name: Eerie Flexibility + traits: null + - action_cost: Two Actions + description: The gug makes up to four claw Strikes, each against a different target. + These attacks all count toward the gug’s multiple attack penalty, but the penalty + doesn’t increase until after the gug makes all its attacks. + name: Furious Claws + traits: null + - action_cost: One Action + description: claw + name: Rend + traits: null + ranged: null + resistances: null + saves: + fort: 22 + ref: 17 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 19 + Athletics: 23 + Stealth: 19 + Survival: 17 + speed: + - amount: 40 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 8 + dex_mod: 2 + int_mod: -4 + str_mod: 10 + wis_mod: 0 + ac: 43 + automatic_abilities: null + 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. + hp: 325 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - magic (see below) + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 19 + melee: + - action_cost: One Action + damage: + formula: 4d12+18 plus Improved Grab or Improved Push 20 feet + type: bludgeoning + name: fist + to_hit: 38 + traits: + - deadly 3d12 + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 4d8+18 plus Improved Knockdown + type: bludgeoning + name: foot + to_hit: 38 + traits: + - deadly 3d12 + - magical + - reach 20 feet + name: Guthallath + perception: 30 + proactive_abilities: + - action_cost: Two Actions + description: . There is no additional effect on creatures in any area where the + beams overlap. The guthallath can’t use this ability again for 1d4 rounds. + name: Annihilation Beams + traits: + - DC 41 Fortitude + - action_cost: One Action + description: 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. + name: Deadly Throw + traits: null + - 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. + name: Powerful Blows + traits: null + - description: Huge or smaller, foot, DC 45 + name: Trample + traits: null + ranged: null + resistances: + - amount: 15 + type: physical (except adamantine) + saves: + fort: 38 + ref: 32 + will: 30 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - '*true seeing*' + skills: + Acrobatics: 25 + Athletics: 40 + speed: + - amount: 40 + type: Land + - amount: 50 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - N + - Gargantuan + - Construct + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 4 + dex_mod: 3 + int_mod: 1 + str_mod: 4 + wis_mod: 3 + ac: 19 + automatic_abilities: + - description: he 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. + name: Coven + traits: + - necromancy + - occult + - description: '' + name: Sea Hag’s Bargain + traits: null + description: Sea hags kill and eat fishers and sailors who come near their lairs, + torment coastal dwellers with dark promises and vague threats, and enjoy the act + 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. + hp: 45 + immunities: null + innate_spells: null + languages: + - Aklo + - Common + - Jotun + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+4 + type: slashing + name: claw + to_hit: 12 + traits: + - agile + - magical + name: Sea Hag + perception: 10 + proactive_abilities: + - action_cost: Two Actions + 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. **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. + name: Dread Gaze + traits: + - curse + - emotion + - fear + - mental + - occult + ranged: null + resistances: null + saves: + fort: 11 + ref: 8 + will: 10 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 8 + Athletics: 11 + Deception: 10 + Occultism: 8 + Stealth: 8 + speed: + - amount: 25 + type: Land + - amount: 35 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Amphibious + - Hag + - Humanoid + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 3 + dex_mod: 3 + int_mod: 2 + str_mod: 5 + wis_mod: 2 + ac: 21 + automatic_abilities: + - description: A green hag adds *entangle*, *outcast’s curse*, and *wall of thorns* + to her coven’s spells. + name: Coven + traits: null + description: Green hags hate beauty and purity, so they use disguises and treachery + to lure and murder innocents, corrupt the pure of heart, and shatter the minds + and morals of their victims. Green hags create imaginative schemes to utterly + ruin anyone who crosses them, as well as good or righteous folk whose very existence + insults the hag’s twisted sensibilities. The complicated scandals perpetuated + by green hags involve impersonation, mistaken identity, the seduction and betrayal + of loved ones, or all these things in combination. + hp: 70 + immunities: null + innate_spells: + - frequency: at will + level: 2 + name: invisibility + - frequency: at will + level: 2 + name: tree shape + - frequency: constant + level: 5 + name: tongues + - frequency: constant + level: 5 + name: water breathing + - frequency: constant + level: 5 + name: pass without trace + - frequency: constant + level: 2 + name: water breathing + - frequency: constant + level: 2 + name: pass without trace + - frequency: constant + level: 1 + name: pass without trace + languages: + - Aklo + - Common + - Jotun + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d10+5 plus enfeebling humors + type: slashing + name: claw + to_hit: 14 + traits: + - agile + - magical + name: Green Hag + perception: 10 + proactive_abilities: + - action_cost: One Action + description: The green hag touches a creature that doesn’t realize the hag is + an enemy. The betrayed creature is affected by the hag’s enfeebling humors and + takes a –4 circumstance penalty to their saving throw against that effect. + name: Betraying Touch + traits: null + - action_cost: One Action + description: The green hag can take on the appearance of any Medium humanoid woman. + This doesn’t change her Speed or her attack and damage bonuses with her Strikes, + but might change the damage type her Strikes deal (typically to bludgeoning). + name: Change Shape + traits: + - concentrate + - occult + - polymorph + - transmutation + - 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. + name: Enfeebling Humors + traits: + - necromancy + - occult + - action_cost: Two Actions + description: The green hag exhales a miasma of green vapors. Each living creature + in a 15-foot cone is affected by her enfeebling humors (attempting a save as + normal). She can’t use Exhale Miasma again for 1d4 rounds. + name: Exhale Miasma + traits: + - necromancy + - occult + ranged: null + resistances: null + saves: + fort: 11 + ref: 11 + will: 12 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 9 + Athletics: 11 + Deception: 10 + Nature: 8 + Occultism: 8 + Stealth: 9 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Swim + spell_attack_to_hit: 14 + spell_dc: 20 + traits: + - CE + - Medium + - Hag + - Humanoid + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 4 + dex_mod: 4 + int_mod: 1 + str_mod: 6 + wis_mod: 4 + ac: 24 + automatic_abilities: + - description: An annis hag adds *earthbind*, *passwall*, and *spellwrack* to her + coven’s spells. + name: Coven + traits: null + 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. + hp: 85 + immunities: null + innate_spells: null + languages: + - Aklo + - Common + - Jotun + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+6 iron slashing plus Grab + type: cold + name: claw + to_hit: 16 + traits: + - agile + - magical + - reach 10 feet + name: Annis Hag + perception: 15 + proactive_abilities: + - action_cost: Two Actions + description: Once per day, an annis hag can cause a cage built of cold iron fingernails + to spring out of nothingness at a range of up to 30 feet, attempting an Athletics + check to Grapple against the target’s Fortitude DC; if the target has a weakness + 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. + name: Bonds of Iron + traits: + - attack + - conjuration + - occult + - action_cost: One Action + description: The hag can take on the appearance of any Medium female humanoid. + This doesn’t change her Speed or her attack and damage bonuses with her Strikes + but might change the damage type her Strikes deal (typically to bludgeoning). + name: Change Shape + traits: + - concentrate + - occult + - polymorph + - transmutation + - action_cost: One Action + description: claw + name: Rend + traits: null + ranged: null + resistances: + - amount: 5 + type: physical (except bludgeoning) + saves: + fort: 16 + ref: 12 + will: 14 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 10 + Athletics: 14 + Deception: 11 + Diplomacy: 9 + Intimidation: 11 + Stealth: 14 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Hag + - Humanoid + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 6 + dex_mod: 4 + int_mod: 4 + str_mod: 5 + wis_mod: 5 + ac: 28 + automatic_abilities: + - description: A night hag adds *dominate*, *nightmare*, *scrying*, and *spellwrack* + to her coven’s spells. **Nightmare Rider** When a night hag rides a nightmare, + the nightmare also gains the night hag’s status bonus to saves against magic, + and both the hag and rider benefit when the night hag uses her *heartstone’s* + *ethereal jaunt* innate spell. + name: Coven + traits: null + - description: When a night hag rides a nightmare, the nightmare also gains the + night hag’s status bonus to saves against magic, and both the hag and rider + benefit when the night hag uses her *heartstone’s* *ethereal jaunt* innate spell. + name: Nightmare Rider + traits: null + 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. + hp: 170 + immunities: + - sleep + innate_spells: + - frequency: at will; from heartstone + level: 9 + name: bind soul + - frequency: at will; from heartstone + level: 9 + name: ethereal jaunt + - level: 8 + name: dream council + - frequency: x2, from heartstone + level: 5 + name: nightmare + - frequency: x2, from heartstone + level: 5 + name: shadow blast + - frequency: at will + level: 3 + name: dream message + - frequency: at will + level: 3 + name: magic missile + - frequency: at will + level: 2 + name: invisibility + - frequency: at will + level: 1 + name: ray of enfeeblement + - frequency: at will + level: 1 + name: sleep + - frequency: constant + level: 3 + name: detect magic + - frequency: constant + level: 3 + name: detect alignment + - frequency: constant + level: 2 + name: detect alignment + items: + - heartstone + languages: + - Abyssal + - Aklo + - Celestial + - Common + - Infernal + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 plus 1d6 evil and Abyssal plague + type: piercing + name: jaws + to_hit: 20 + traits: + - magical + - action_cost: One Action + damage: + formula: 2d10+8 plus 1d6 evil + type: slashing + name: claw + to_hit: 20 + traits: + - agile + - magical + name: Night Hag + perception: 18 + proactive_abilities: + - description: A creature can’t recover from drained until abyssal plague is cured. + **Saving Throw** DC 28 Fortitude; **Stage 1** Drained 1 (1 day); **Stage 2** + Drained increases by 2 (1 day) + name: Abyssal Plague + traits: + - disease + - action_cost: One Action + description: The night hag can take on the appearance of any Medium female humanoid. + This doesn’t change her Speed or her attack and damage bonuses with her Strikes, + but might change the damage type her Strikes deal (typically to bludgeoning). + name: Change Shape + traits: + - concentrate + - occult + - polymorph + - transmutation + - description: If a night hag is ethereal and hovering over a sleeping chaotic or + evil creature, she can ride the victim’s back until dawn. The creature endures + 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. + name: Dream Haunting + traits: + - enchantment + - occult + - mental + - description: to the night hag takes a –2 circumstance penalty to checks and DCs + to defend against her spells. + name: Spell Ambush + traits: null + ranged: null + resistances: + - amount: 10 + type: mental + saves: + fort: 19 + ref: 17 + will: 18 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. magic, –2 to all saves if the night hag does + not have her + senses: + - darkvision + skills: + Arcana: 18 + Deception: 18 + Diplomacy: 18 + Intimidation: 14 + Occultism: 20 + Religion: 20 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: 28 + traits: + - NE + - Medium + - Fiend + - Hag + - Humanoid + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 0 + dex_mod: 4 + int_mod: -1 + str_mod: 1 + wis_mod: 1 + ac: 22 + automatic_abilities: null + 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. + hp: 68 + immunities: null + innate_spells: null + languages: + - Common + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d6+4 + type: bludgeoning + name: club + to_hit: 12 + traits: null + - action_cost: One Action + damage: + formula: 2d6+4 + type: slashing + name: talon + to_hit: 15 + traits: + - agile + - finesse + name: Harpy + perception: 12 + proactive_abilities: + - action_cost: One Action + description: The harpy cries out an eerie, compelling melody. Each non-harpy creature + within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated + by the harpy’s song. The effect lasts for 1 round, but if the harpy uses this + 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. + name: Captivating Song + traits: + - auditory + - concentrate + - enchantment + - incapacitation + - mental + - primal + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: bludgeoning + name: club + to_hit: 15 + traits: + - thrown 10 feet + resistances: null + saves: + fort: 9 + ref: 15 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 13 + Deception: 13 + Intimidation: 11 + Performance: 14 + speed: + - amount: 20 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Humanoid + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 2 + dex_mod: 3 + int_mod: -2 + str_mod: 4 + wis_mod: 2 + ac: 19 + automatic_abilities: null + description: A hell hound’s appearance dismisses any doubts as to its infernal origins—flesh + the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud + of ever-burning hell re are all trademark features. + hp: 40 + immunities: + - fire + innate_spells: null + languages: + - Infernal + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 plus 1d6 evil and 1d6 fire + type: piercing + name: jaws + to_hit: 13 + traits: + - magical + name: Hell Hound + perception: 9 + proactive_abilities: + - action_cost: One Action + description: The hell hound breathes flames that deal 4d6 fire damage to all creatures + in a 15-foot cone (DC 19 basic Reflex save). The hell hound can’t use Breath + Weapon again for 1d4 rounds. If the hell hound would take fire damage or be + targeted by a fire effect, its Breath Weapon recharges. + name: Breath Weapon + traits: + - divine + - evocation + - fire + ranged: null + resistances: null + saves: + fort: 9 + ref: 10 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 8 + Athletics: 9 + Stealth: 8 + Survival: 9 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Beast + - Fiend + - Fire + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 5 + dex_mod: 5 + int_mod: -2 + str_mod: 6 + wis_mod: 4 + ac: 28 + automatic_abilities: null + 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. + hp: 150 + immunities: + - fire + innate_spells: null + languages: + - Infernal + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d8+6 plus 1d6 evil and 2d6 fire + type: piercing + name: jaws + to_hit: 21 + traits: + - magical + name: Nessian Warhound + perception: 19 + proactive_abilities: + - action_cost: One Action + description: The warhound breathes flames that deal 10d6 fire damage to all creatures + in a 15-foot cone (DC 28 basic Reflex save.) The warhound can’t use Breath Weapon + again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted + by a fire effect, its Breath Weapon recharges. + name: Breath Weapon + traits: + - divine + - evocation + - fire + ranged: null + resistances: null + saves: + fort: 21 + ref: 19 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 120 feet + skills: + Acrobatics: 18 + Athletics: 19 + Stealth: 18 + Survival: 20 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Beast + - Fiend + - Fire + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 3 + int_mod: 0 + str_mod: 3 + wis_mod: 2 + ac: 18 + automatic_abilities: null + description: Soldiers make up the bulk of hobgoblin society, whether that society + is a village or a military unit. + hp: 20 + immunities: null + innate_spells: null + languages: + - Common + - Goblin + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+3 + type: slashing + name: longsword + to_hit: 8 + traits: + - versatile P + name: Hobgoblin Soldier + perception: 7 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: shortbow + to_hit: 8 + traits: + - deadly 1d10 + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 5 + ref: 6 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 6 + Stealth: 6 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Goblin + - Humanoid + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 2 + wis_mod: 2 + ac: 23 + automatic_abilities: null + description: Bands of hobgoblin soldiers typically have at least one archer among + their ranks. In smaller groups, the hobgoblin archer also serves as that band’s + captain. + hp: 50 + immunities: null + innate_spells: null + languages: + - Common + - Goblin + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: shortsword + to_hit: 12 + traits: + - agile + - versatile S + name: Hobgoblin Archer + perception: 10 + proactive_abilities: + - description: The first time the archer hits with a crossbow attack in a round, + it deals 1d8 extra precision damage. + name: Crossbow Precision + traits: null + - description: The hobgoblin archer ignores the concealed condition. Their targets + don’t benefit from lesser cover, and they reduce the AC bonus from standard + cover by 2 against the hobgoblin archer’s attack. + name: Perfect Aim + traits: null + - action_cost: One Action + description: The archer Strides, Steps, or Sneaks, then Interacts to reload. + name: Running Reload + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d8+2 plus crossbow precision + type: piercing + name: crossbow + to_hit: 14 + traits: + - range increment 120 feet + - reload 1 + resistances: null + saves: + fort: 10 + ref: 12 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Athletics: 8 + Stealth: 10 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Goblin + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 2 + dex_mod: 3 + int_mod: 0 + str_mod: 4 + wis_mod: 1 + ac: 25 + automatic_abilities: + - description: '' + name: General’s Cry + traits: null + description: Hobgoblin generals serve as leaders of entire armies and rulers of + hobgoblin settlements. A general does not permit the luxuries of rule to soften + them. They lead their forces on the field of battle and view this opportunity + to excel in a fight at the head of an army as the true reward for a life spent + honing one’s skills in battle. + hp: 90 + immunities: null + innate_spells: null + languages: + - Common + - Goblin + level: 6 + melee: + - action_cost: One Action + damage: + formula: 1d8+10 + type: slashing + name: glaive + to_hit: 17 + traits: + - deadly 1d8 + - forceful + - reach + name: Hobgoblin General + perception: 13 + proactive_abilities: + - description: On a critical hit, the target of the critical hit is moved 5 feet + in a direction of the hobgoblin general’s choice. + name: Polearm Critical Specialization + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+8 + type: piercing + name: composite shortbow + to_hit: 15 + traits: + - brutal + - deadly 1d10 + - propulsive + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 12 + ref: 15 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 12 + Athletics: 15 + Intimidation: 14 + Stealth: 12 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Goblin + - Humanoid + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 0 + dex_mod: 3 + int_mod: 0 + str_mod: -1 + wis_mod: 1 + ac: 17 + automatic_abilities: + - description: homunculus can’t speak, but it is telepathically linked to its creator. + It can share information back and forth, including its master’s knowledge and + everything the homunculus hears. The range of this link is 1,. The homunculus + adopts the same alignment as its creator and is utterly faithful. If the homunculus + is destroyed, the master takes 2d10 mental damage. If the master is slain, the + homunculus becomes mindless, claims its current location as its lair, and instinctively + attacks anyone who comes near. + name: Master Link + range: 500 feet + traits: + - arcane + - divination + - mental + 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.' + hp: 17 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: + - Common + level: 0 + melee: + - action_cost: One Action + damage: + formula: 1d4 plus homunculus poison + type: piercing + name: jaws + to_hit: 7 + traits: + - finesse + - magical + name: Homunculus + perception: 3 + proactive_abilities: + - 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) + name: Homunculus Poison + traits: + - poison + ranged: null + resistances: null + saves: + fort: 2 + ref: 7 + will: 3 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 5 + Stealth: 5 + speed: + - amount: 15 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Tiny + - Construct + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 2 + int_mod: -4 + str_mod: 3 + wis_mod: 2 + ac: 14 + automatic_abilities: null + description: '*This entry did not have a separate description for the creature.*' + hp: 16 + immunities: null + innate_spells: null + languages: '' + level: 0 + melee: + - action_cost: One Action + damage: + formula: 1d4+3 + type: bludgeoning + name: hoof + to_hit: 5 + traits: null + name: Riding Pony + perception: 4 + proactive_abilities: + - action_cost: Two Actions + description: The riding pony Strides twice. It has a +10-foot circumstance bonus + to its Speed during these Strides. + name: Gallop + traits: null + ranged: null + resistances: null + saves: + fort: 7 + ref: 4 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 4 + Athletics: 7 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 4 + dex_mod: 3 + int_mod: -4 + str_mod: 4 + wis_mod: 2 + ac: 16 + automatic_abilities: null + description: '*This entry did not have a separate description for the creature.*' + hp: 22 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+4 + type: bludgeoning + name: hoof + to_hit: 7 + traits: null + name: Riding Horse + perception: 5 + proactive_abilities: + - action_cost: Two Actions + description: The riding horse Strides twice. It has a +10-foot circumstance bonus + to its Speed during these Strides. + name: Gallop + traits: null + ranged: null + resistances: null + saves: + fort: 9 + ref: 6 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 6 + Athletics: 7 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 4 + int_mod: -4 + str_mod: 4 + wis_mod: 2 + ac: 16 + automatic_abilities: null + description: '*This entry did not have a separate description for the creature.*' + hp: 20 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4+4 + type: bludgeoning + name: hoof + to_hit: 7 + traits: null + name: War Pony + perception: 5 + proactive_abilities: + - action_cost: Two Actions + description: The war pony Strides twice. It has a +10-foot circumstance bonus + to its Speed during these Strides. + name: Gallop + traits: null + ranged: null + resistances: null + saves: + fort: 8 + ref: 7 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 7 + Athletics: 7 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: 3 + int_mod: -4 + str_mod: 5 + wis_mod: 2 + ac: 17 + automatic_abilities: null + description: '*This entry did not have a separate description for the creature.*' + hp: 36 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+5 + type: bludgeoning + name: hoof + to_hit: 9 + traits: null + name: War Horse + perception: 6 + proactive_abilities: + - action_cost: Two Actions + description: The war horse Strides twice. It has a +10-foot circumstance bonus + to its Speed during these Strides. + name: Gallop + traits: null + ranged: null + resistances: null + saves: + fort: 8 + ref: 7 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 7 + Athletics: 11 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 5 + dex_mod: 4 + int_mod: -3 + str_mod: 7 + wis_mod: 2 + ac: 23 + automatic_abilities: null + description: Hydras are multiheaded, foul-tempered serpentine beasts with voracious + appetites, widely feared for their regeneration abilities. + hp: 90 + immunities: + - area damage + innate_spells: null + languages: '' + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d6+7 + type: piercing + name: fangs + to_hit: 16 + traits: + - reach 10 feet + name: Hydra + perception: 17 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Focused Assault + traits: null + - action_cost: Two Actions + description: The hydra makes a number of Strikes up to its number of heads, each + against a different target. These attacks count toward the hydra’s multiple + attack penalty, but the multiple attack penalty doesn’t increase until after + the hydra makes all its attacks. + name: Storm of Jaws + traits: null + ranged: null + resistances: null + saves: + fort: 15 + ref: 12 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 17 + Stealth: 12 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Beast + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 2 + dex_mod: 3 + int_mod: -4 + str_mod: 3 + wis_mod: 1 + ac: 16 + automatic_abilities: null + 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.' + hp: 20 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+3 plus Knockdown + type: piercing + name: jaws + to_hit: 8 + traits: null + name: Hyena + perception: 6 + proactive_abilities: + - action_cost: One Action + description: enemy. If it hits, in addition to dealing damage, the hyena Strides + up to 10 feet, dragging the enemy along. + name: Drag + traits: null + - description: The hyena deals an extra 1d4 damage to any creature that’s within + reach of at least two of the hyena’s allies. + name: Pack Attack + traits: null + ranged: null + resistances: null + saves: + fort: 7 + ref: 8 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 6 + Athletics: 7 + Stealth: 6 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 3 + int_mod: -4 + str_mod: 5 + wis_mod: 2 + ac: 19 + automatic_abilities: null + 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. + hp: 45 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+5 plus Knockdown and bonecrunching bite + type: piercing + name: jaws + to_hit: 12 + traits: null + name: Hyaenodon + perception: 9 + proactive_abilities: + - description: as the creature’s bones or cartilage are crushed by the beast’s jaws. + name: Bonecrunching Bite + traits: null + - action_cost: One Action + description: enemy. If it hits, in addition to dealing damage, the hyaenodon Strides + up to 10 feet, dragging the enemy along. + name: Drag + traits: null + - description: The hyaenodon deals an extra 1d6 damage to any creature within reach + of at least two of the hyaenodon’s allies. + name: Pack Attack + traits: null + ranged: null + resistances: null + saves: + fort: 10 + ref: 8 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 12 + Stealth: 8 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 0 + dex_mod: 3 + int_mod: 0 + str_mod: 1 + wis_mod: 1 + ac: 16 + automatic_abilities: null + 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. + hp: 8 + immunities: null + innate_spells: null + languages: + - Draconic + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d6+1 + type: piercing + name: spear + to_hit: 3 + traits: null + name: Kobold Warrior + perception: 3 + proactive_abilities: + - action_cost: One Action + description: 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. + name: Hurried Retreat + traits: null + - description: The kobold warrior deals an extra 1d4 precision damage to flat-footed + creatures. + name: Sneak Attack + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d4 + type: bludgeoning + name: sling + to_hit: 5 + traits: + - propulsive + - range increment 50 feet + - reload 1 + - action_cost: One Action + damage: + formula: 1d6+1 + type: piercing + name: spear + to_hit: 5 + traits: + - thrown 20 feet + resistances: null + saves: + fort: 4 + ref: 7 + will: 3 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 5 + Crafting: 2 + Stealth: 5 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Small + - Humanoid + - Kobold + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 4 + int_mod: 0 + str_mod: 0 + wis_mod: 3 + ac: 18 + automatic_abilities: null + description: Most kobolds encountered outside of a well-defended warren or lair + are kobold scouts, creatures trained for stalking and the hunt. + hp: 16 + immunities: null + innate_spells: null + languages: + - Common + - Draconic + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: shortsword + to_hit: 9 + traits: + - agile + - finesse + - versatile S + name: Kobold Scout + perception: 8 + proactive_abilities: + - action_cost: One Action + description: 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. + name: Hurried Retreat + traits: null + - description: The kobold scout deals an extra 1d6 precision damage to flat-footed + creatures. + name: Sneak Attack + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d8 + type: piercing + name: crossbow + to_hit: 9 + traits: + - range increment 120 feet + - reload 1 + resistances: null + saves: + fort: 5 + ref: 9 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Crafting: 3 + Nature: 6 + Stealth: 7 + Survival: 6 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Small + - Humanoid + - Kobold + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 0 + dex_mod: 3 + int_mod: 2 + str_mod: -1 + wis_mod: 1 + ac: 17 + automatic_abilities: null + description: Kobold dragon mages use magic to carry out their secret schemes. The + presence of a dragon mage in a kobold warren is one of the greatest testaments + to the kobolds’ claim to draconic heritage. + hp: 25 + immunities: null + innate_spells: null + languages: + - Common + - Draconic + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6-1 + type: slashing + name: claw + to_hit: 7 + traits: + - agile + - finesse + - action_cost: One Action + damage: + formula: 1d4-1 + type: bludgeoning + name: staff + to_hit: 3 + traits: + - two-hand d8 + name: Kobold Dragon Mage + perception: 5 + proactive_abilities: + - description: '**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.' + name: Illusory Retreat + traits: + - arcane + - illusion + - manipulate + - move + - description: The dragon mage deals an extra 1d6 precision damage to flat-footed + creatures. + name: Sneak Attack + traits: null + ranged: null + resistances: + - amount: 5 + type: poison (see dragonscaled) + saves: + fort: 4 + ref: 7 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Arcana: 6 + Deception: 8 + Diplomacy: 8 + Intimidation: 8 + Stealth: 7 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Small + - Humanoid + - Kobold + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 9 + dex_mod: 4 + int_mod: 5 + str_mod: 9 + wis_mod: 6 + ac: 42 + automatic_abilities: null + 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. + hp: 360 + immunities: + - controlled + - emotion + innate_spells: + - frequency: animals only + level: 10 + name: dominate + - level: 8 + name: punishing winds + languages: + - Aquan + - Common + level: 18 + melee: + - action_cost: One Action + damage: + formula: 4d10+17 plus Grab + type: bludgeoning + name: arm + to_hit: 37 + traits: + - reach 40 feet + - magical + - action_cost: One Action + damage: + formula: 3d10+17 plus Grab + type: bludgeoning + name: tentacle + to_hit: 37 + traits: + - reach 60 feet + - agile + - magical + - action_cost: One Action + damage: + formula: 3d10+17 + type: piercing + name: beak + to_hit: 37 + traits: + - reach 20 feet + - magical + name: Kraken + perception: 34 + proactive_abilities: + - action_cost: One Action + description: 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is + holding its breath loses 1d4 rounds worth of air. + name: Constrict + traits: null + - action_cost: One Action + description: The kraken makes two Strikes with two different arms or tentacles, + each limb targeting a different creature. Double Attack counts as two attacks + toward the kraken’s multiple attack penalty for further actions, but the penalty + doesn’t increase until after both attacks are made. If the kraken subsequently + uses the Grab action, it Grabs any number of creatures it hit with Double Attack. + name: Double Attack + traits: null + - action_cost: One Action + description: The kraken emits a cloud of black, venomous ink in an 80-foot emanation. + This cloud has no effect outside water. Creatures inside the ink cloud are exposed + to kraken ink poison and are undetected while inside the cloud. The kraken can’t + use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute. + name: Ink Cloud + traits: null + - action_cost: One Action + description: The kraken moves through the water up to 280 feet in a straight line + without triggering reactions. + name: Jet + traits: + - move + - 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). + name: Kraken Ink + traits: + - poison + ranged: null + resistances: + - amount: 10 + type: cold + - amount: 20 + type: poison + saves: + fort: 35 + ref: 28 + will: 32 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 38 + Intimidation: 32 + Nature: 35 + Stealth: 33 + speed: + - amount: 10 + type: Land + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - NE + - Gargantuan + - Aquatic + - Beast + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 6 + dex_mod: 3 + int_mod: -4 + str_mod: 6 + wis_mod: 2 + ac: 26 + automatic_abilities: null + 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. + hp: 150 + immunities: null + innate_spells: null + languages: '' + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d12+9 plus Poison Tooth + type: piercing + name: jaws + to_hit: 20 + traits: + - deadly 1d10 + - poison + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+9 + type: slashing + name: claw + to_hit: 20 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d8+9 + type: piercing + name: tail + to_hit: 20 + traits: + - reach 15 feet + name: Krooth + perception: 16 + proactive_abilities: + - action_cost: One Action + description: '' + name: Aquatic Ambush + traits: null + - action_cost: One Action + description: '**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.' + name: Poison Tooth + traits: + - poison + ranged: null + resistances: null + saves: + fort: 20 + ref: 17 + will: 14 + saves_special: + fort: null + ref: null + will: +4 status to all saves vs. fear + senses: + - low-light vision + - scent (imprecise) 60 feet + skills: + Athletics: 18 + Stealth: 18 + Survival: 17 + speed: + - amount: 40 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Amphibious + - Animal + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 2 + dex_mod: 3 + int_mod: 1 + str_mod: 5 + wis_mod: 3 + ac: 24 + automatic_abilities: null + 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. + hp: 95 + immunities: null + innate_spells: + - frequency: x3 + level: 4 + name: charm + - frequency: x3 + level: 4 + name: suggestion + - level: 3 + name: sleep + - frequency: at will + level: 2 + name: humanoid form + - frequency: at will + level: 2 + name: mirror image + languages: + - Abyssal + - Common + level: 6 + melee: + - action_cost: One Action + damage: + formula: 1d6+8 + type: piercing + name: spear + to_hit: 17 + traits: null + - action_cost: One Action + damage: + formula: 1d6+8 plus Grab + type: slashing + name: claw + to_hit: 17 + traits: + - agile + name: Lamia + perception: 13 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Lamia's Caress + traits: + - curse + - enchantment + - mental + - occult + ranged: + - action_cost: One Action + damage: + formula: 1d4+8 + type: piercing + name: spear + to_hit: 14 + traits: + - thrown 20 feet + - versatile S + - action_cost: One Action + damage: + formula: 1d6+8 + type: piercing + name: javelin + to_hit: 15 + traits: + - thrown 30 feet + resistances: null + saves: + fort: 12 + ref: 15 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Deception: 15 + Diplomacy: 11 + Intimidation: 13 + Stealth: 15 + Survival: 11 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: 25 + traits: + - CE + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 3 + dex_mod: 4 + int_mod: 3 + str_mod: 6 + wis_mod: 3 + ac: 27 + automatic_abilities: null + 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. + hp: 135 + immunities: + - controlled + innate_spells: + - frequency: x3 + level: 4 + name: charm + - frequency: x3 + level: 4 + name: suggestion + - level: 3 + name: sleep + - frequency: at will + level: 2 + name: illusory disguise + - frequency: at will + level: 2 + name: illusory object + - frequency: at will + level: 2 + name: mirror image + languages: + - Abyssal + - Common + - Draconic + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d6+10 + type: slashing + name: scimitar + to_hit: 19 + traits: + - forceful +2 + - sweep + name: Lamia Matriarch + perception: 15 + proactive_abilities: + - action_cost: One Action + description: The lamia matriarch can take on the appearance of a Medium humanoid. + This doesn’t change their Speed or their attack and damage modifiers with their + 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. + name: Change Shape + traits: + - concentrate + - occult + - polymorph + - transmutation + - 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. + name: Dervish Strike + traits: null + - action_cost: Two Actions + 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. + name: Matriarch's Caress + traits: + - curse + - enchantment + - mental + - occult + ranged: null + resistances: + - amount: 10 + type: mental + saves: + fort: 13 + ref: 18 + will: 17 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Arcana: 18 + Deception: 20 + Diplomacy: 20 + Intimidation: 18 + Occultism: 17 + Stealth: 16 + Survival: 13 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Swim + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: 28 + traits: + - CE + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 2 + int_mod: -2 + str_mod: -1 + wis_mod: 2 + ac: 18 + automatic_abilities: null + 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. + hp: 15 + immunities: null + innate_spells: [] + languages: + - Common + - Druidic + - Sylvan + level: 0 + melee: + - action_cost: One Action + damage: + formula: 1d8–1 + type: piercing + name: longspear + to_hit: 3 + traits: + - reach 10 feet + name: Leaf Leshy + perception: 4 + proactive_abilities: + - action_cost: One Action + description: The leaf leshy transforms into a Small tree. This ability otherwise + uses the effects of *tree shape*. + name: Change Shape + traits: + - concentrate + - polymorph + - primal + - transmutation + - description: for 1 minute. + name: Deafening Blow + traits: null + - action_cost: One Action + 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. + name: Glide + traits: + - move + ranged: + - action_cost: One Action + damage: + formula: 1d6 plus deafening blow + type: bludgeoning + name: seedpod + to_hit: 6 + traits: + - range increment 30 feet + resistances: null + saves: + fort: 6 + ref: 6 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 4 + Nature: 4 + Stealth: 4 + speed: + - amount: 25 + type: Land + - amount: null + type: Glide + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Leshy + - Plant + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 4 + int_mod: -1 + str_mod: 2 + wis_mod: 2 + ac: 17 + automatic_abilities: + - description: he 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*. + name: Keepsake + traits: + - abjuration + - primal + 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. + hp: 20 + immunities: null + innate_spells: [] + languages: + - Common + - Druidic + - Sylvan + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4+2 plus ensnare + type: bludgeoning + name: fist + to_hit: 7 + traits: + - agile + - finesse + name: Gourd Leshy + perception: 5 + proactive_abilities: + - action_cost: One Action + description: The gourd leshy transforms into a Small gourd-bearing plant. This + ability otherwise uses the effects of *tree shape*. + name: Change Shape + traits: + - concentrate + - polymorph + - primal + - transmutation + - description: and wrap around the target’s limbs. The target must attempt a DC + 17 Reflex save. On a failure, the target takes a –10-foot status penalty to + its Speed for 1 round; on a critical failure, the target is immobilized for + 1 round and the penalty to Speed lasts for 1 minute. + name: Ensnare + traits: + - or seed + ranged: + - action_cost: One Action + damage: + formula: 1d6+2 plus ensnare + type: bludgeoning + name: seed + to_hit: 9 + traits: + - range increment 30 feet + resistances: null + saves: + fort: 5 + ref: 9 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Nature: 5 + Stealth: 7 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Leshy + - Plant + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 4 + int_mod: -1 + str_mod: 2 + wis_mod: 2 + ac: 19 + automatic_abilities: null + 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. + hp: 30 + immunities: null + innate_spells: [] + languages: + - Common + - Druidic + - Sylvan + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: bludgeoning + name: fist + to_hit: 10 + traits: + - agile + - finesse + name: Fungus Leshy + perception: 6 + proactive_abilities: + - action_cost: One Action + description: The fungus leshy transforms into a Small giant mushroom or patch + of fungi. This ability otherwise uses the effects of *tree shape*. + name: Change Shape + traits: + - concentrate + - polymorph + - primal + - transmutation + - action_cost: Two Actions + 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). + name: Spore Cloud + traits: + - poison + - description: A creature that takes damage from a fungus leshy’s spore pod Strike + must attempt a saving throw with the same DC and effect as its Spore Cloud ability + name: Spores + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+2 plus spores + type: bludgeoning + name: spore pod + to_hit: 10 + traits: + - range increment 30 feet + resistances: null + saves: + fort: 8 + ref: 10 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 6 + Nature: 6 + Stealth: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Fungus + - Leshy + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 0 + dex_mod: 4 + int_mod: 6 + str_mod: 0 + wis_mod: 4 + ac: 31 + automatic_abilities: null + description: A wizard whose insatiable desire for arcane power eclipsed their mortal + life, the lich is a truly devious and versatile spellcaster. + hp: 190 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Abyssal + - Aklo + - Common + - Draconic + - Elven + - Infernal + - Necril + - Undercommon + level: 12 + melee: + - action_cost: One Action + damage: + formula: 4d8 plus paralyzing touch + type: negative + name: hand + to_hit: 24 + traits: + - finesse + - magical + name: Lich + perception: 20 + proactive_abilities: + - action_cost: Free Action + description: 6th level + name: Drain Phylactery + traits: null + - description: DC 32 + name: Paralyzing Touch + traits: + - arcane + - curse + - incapacitation + - necromancy + - description: If a reaction would disrupt the lich’s spellcasting action, the lich + attempts a DC 15 flat check. On a success, the action isn’t disrupted. + name: Steady Spellcasting + traits: null + ranged: null + resistances: + - amount: 10 + type: 'cold ' + - amount: 10 + type: physical (except magic bludgeoning) + saves: + fort: 17 + ref: 21 + will: 23 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. positive + senses: + - darkvision + skills: + Arcana: 28 + Crafting: 24 + Deception: 17 + Diplomacy: 19 + Religion: 22 + Stealth: 20 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - NE + - Medium + - Undead + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 0 + dex_mod: 4 + int_mod: 7 + str_mod: -3 + wis_mod: -2 + ac: 38 + automatic_abilities: + - description: Typically, a demilich is inert when encountered and doesn’t take + actions until its *contingency* reaction has been triggered (see below). + name: Torpor + traits: null + description: Demiliches are formed when a lich, through carelessness or by accident, + loses its phylactery. As years pass, the lich’s body crumbles to dust, leaving + 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. + hp: 220 + immunities: + - disease + - paralyzed + - poison + - polymorph + - unconscious + innate_spells: + - level: 9 + name: wail of the banshee + - frequency: at will + level: 7 + name: spell turning + - frequency: at will + level: 4 + name: blink + - frequency: at will + level: 4 + name: dimension door + - frequency: at will + level: 4 + name: telekinetic maneuver + - frequency: constant + level: 6 + name: true seeing + items: + - demilich eye gem (2) + languages: + - Abyssal + - Aklo + - Common + - Draconic + - Elven + - Infernal + - Necril + - Undercommon + level: 15 + melee: + - action_cost: One Action + damage: + formula: 1d4-3 plus 6d6 negative + type: piercing + name: jaws + to_hit: 27 + traits: + - reach 0 feet + - finesse + - magical + name: Demilich + perception: 19 + proactive_abilities: + - 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. + name: Demilich Eye Gems + traits: + - arcane + - action_cost: One Action + description: '**Requirements** A soul has been trapped in one of the demilich’s + blight quartz gems (see Trap Soul) for 24 hours. **Effect** The demilich consumes + the soul. The soul is utterly destroyed, and the demilich regains HP equal to + double the creature’s level.' + name: Devour Soul + traits: + - arcane + - necromancy + - negative + - 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. + name: Mental Magic + traits: null + - description: ', but it could have spells from another staff of 8th level or lower + instead.' + name: Staff Gems + traits: null + - action_cost: One Action + description: . When the soul of a creature gets trapped, the creature’s body swiftly + turns to dust. The gemstones work like the black sapphires used in *bind soul*, + except that they can hold creatures of up to 17th level and have a value of + 200 gp apiece. The demilich can Devour a Soul it has trapped. + name: Trap Soul + traits: + - or is unaffected entirely on a critical success + ranged: null + resistances: + - amount: 5 + type: 'cold ' + - amount: 5 + type: 'electricity ' + - amount: 5 + type: 'fire ' + - amount: 5 + type: physical (except bludgeoning) + saves: + fort: 23 + ref: 27 + will: 23 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. positive + senses: + - darkvision + - '*true seeing*' + skills: + Acrobatics: 25 + Arcana: 32 + Deception: 28 + Occultism: 30 + Religion: 21 + Stealth: 25 + speed: + - amount: 30 + type: Fly + spell_attack_to_hit: 30 + spell_dc: null + traits: + - Rare + - NE + - Tiny + - Undead + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 6 + dex_mod: 4 + int_mod: -3 + str_mod: 8 + wis_mod: 4 + ac: 37 + automatic_abilities: null + description: Despite being among the weakest linnorms, the crag linnorm is a devastating + predator, capable of quickly cooking its foes with its magma breath. + hp: 270 + immunities: + - curse + - fire + - paralyzed + - sleep + innate_spells: + - frequency: constant + level: 6 + name: freedom of movement + - frequency: constant + level: 6 + name: true seeing + - frequency: constant + level: 5 + name: true seeing + languages: + - Aklo + - Draconic + - Sylvan + level: 14 + melee: + - action_cost: One Action + damage: + formula: 3d12+14 plus crag linnorm venom + type: piercing + name: jaws + to_hit: 30 + traits: + - reach 20 feet + - magical + - action_cost: One Action + damage: + formula: 3d8+14 + type: slashing + name: claw + to_hit: 30 + traits: + - reach 20 feet + - magical + - action_cost: One Action + damage: + formula: 3d6+14 plus Improved Grab + type: bludgeoning + name: tail + to_hit: 30 + traits: + - reach 20 feet + - magical + name: Crag Linnorm + perception: 26 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Breath Weapon + traits: + - evocation + - fire + - primal + - action_cost: One Action + description: 2d6+14 bludgeoning, DC 34 + name: Constrict + traits: null + - 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.' + name: Crag Linnorm Venom + traits: + - fire + - injury + - poison + ranged: null + resistances: null + saves: + fort: 28 + ref: 24 + will: 22 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - '*true seeing*' + skills: + Acrobatics: 22 + Athletics: 28 + speed: + - amount: 35 + type: Land + - amount: 100 + type: Fly + - amount: 60 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Gargantuan + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 7 + dex_mod: 5 + int_mod: -3 + str_mod: 9 + wis_mod: 6 + ac: 41 + automatic_abilities: null + 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. + hp: 330 + immunities: + - cold + - curse + - paralyzed + - sleep + innate_spells: + - frequency: constant + level: 8 + name: freedom of movement + - frequency: constant + level: 8 + name: true seeing + - frequency: constant + level: 7 + name: true seeing + languages: + - Aklo + - Draconic + - Sylvan + level: 17 + melee: + - action_cost: One Action + damage: + formula: 3d12+17 plus ice linnorm venom + type: piercing + name: jaws + to_hit: 34 + traits: + - reach 25 feet + - magical + - action_cost: One Action + damage: + formula: 3d8+17 + type: slashing + name: claw + to_hit: 34 + traits: + - reach 20 feet + - agile + - magical + - action_cost: One Action + damage: + formula: 3d6+17 plus Improved Grab + type: bludgeoning + name: tail + to_hit: 34 + traits: + - reach 25 feet + - agile + - magical + name: Ice Linnorm + perception: 29 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Breath Weapon + traits: + - cold + - evocation + - primal + - action_cost: One Action + description: 2d6+18 bludgeoning, DC 38 + name: Constrict + traits: null + - 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.' + name: Ice Linnorm Venom + traits: + - cold + - injury + - poison + ranged: null + resistances: null + saves: + fort: 32 + ref: 28 + will: 27 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - '*true seeing*' + skills: + Acrobatics: 28 + Athletics: 32 + speed: + - amount: 35 + type: Land + - amount: 100 + type: Fly + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Gargantuan + - Cold + - Dragon + type: Creature +- ability_mods: + cha_mod: 8 + con_mod: 8 + dex_mod: 6 + int_mod: -1 + str_mod: 10 + wis_mod: 7 + ac: 46 + automatic_abilities: null + description: Although more powerful linnorms exist, the multi-headed tarn linnorm + can wreak an awe-inspiring amount of devastation. + hp: 400 + immunities: + - acid + - curse + - paralyzed + - sleep + innate_spells: + - frequency: constant + level: 9 + name: freedom of movement + - frequency: constant + level: 9 + name: true seeing + - frequency: constant + level: 8 + name: true seeing + languages: + - Aklo + - Draconic + - Sylvan + level: 20 + melee: + - action_cost: One Action + damage: + formula: 4d12+18 plus tarn linnorm venom + type: piercing + name: jaws + to_hit: 38 + traits: + - reach 30 feet + - magical + - action_cost: One Action + damage: + formula: 4d8+18 + type: slashing + name: claw + to_hit: 38 + traits: + - reach 30 feet + - agile + - magical + - action_cost: One Action + damage: + formula: 4d6+18 plus Improved Grab + type: bludgeoning + name: tail + to_hit: 38 + traits: + - reach 30 feet + - agile + - magical + name: Tarn Linnorm + perception: 35 + proactive_abilities: + - action_cost: Two Actions + description: The tarn linnorm can expel either a 120-foot line or a 60-foot cone + of acid dealing 20d6 acid damage to creatures within the area (DC 44 basic Reflex + save). The acid creates toxic fumes. At the beginning of the linnorm’s next + turn, those who failed the breath weapon’s Reflex save must succeed at a DC + 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. + name: Breath Weapon + traits: + - acid + - evocation + - poison + - primal + - action_cost: One Action + description: 3d6+18 bludgeoning, DC 44 + name: Constrict + traits: null + - action_cost: One Action + description: The tarn linnorm Strides and then makes a jaws Strike with each of + its heads, each against a different target. These attacks count toward the tarn + linnorm’s multiple attack penalty, and the multiple attack penalty doesn’t increase + until after the tarn linnorm makes all of these attacks. + name: Double Bite + traits: null + - description: A tarn linnorm uses its Breath Weapon twice. A creature attempts + only one save and can take damage only once. The tarn linnorm can’t use Breath + Weapon or Overwhelming Breath again for 2d4 rounds. + name: Overwhelming Breath + traits: null + - 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.' + name: Tarn Linnorm Venom + traits: + - acid + - injury + - poison + ranged: null + resistances: null + saves: + fort: 36 + ref: 32 + will: 31 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - '*true seeing*' + skills: + Acrobatics: 32 + Athletics: 38 + Stealth: 34 + speed: + - amount: 35 + type: Land + - amount: 100 + type: Fly + - amount: 80 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Gargantuan + - Acid + - Amphibious + - Dragon + type: Creature +- ability_mods: + cha_mod: 9 + con_mod: 9 + dex_mod: 8 + int_mod: -1 + str_mod: 11 + wis_mod: 8 + ac: 47 + automatic_abilities: null + description: Tor linnorms dwell in the tallest volcanic mountains, either within + natural formed caverns or within molten craters. A tor linnorm’s temper can be + as hot and destructive as the magma the creature resembles. + hp: 440 + immunities: + - curse + - fire + - paralyzed + - sleep + innate_spells: + - frequency: constant + level: 9 + name: freedom of movement + - frequency: constant + level: 9 + name: true seeing + - frequency: constant + level: 8 + name: true seeing + languages: + - Aklo + - Draconic + - Sylvan + level: 21 + melee: + - action_cost: One Action + damage: + formula: 4d12+19 plus tor linnorm venom + type: piercing + name: jaws + to_hit: 40 + traits: + - reach 30 feet + - magical + - action_cost: One Action + damage: + formula: 4d8+19 + type: slashing + name: claw + to_hit: 40 + traits: + - reach 30 feet + - agile + - magical + - action_cost: One Action + damage: + formula: 4d6+19 plus Improved Grab + type: bludgeoning + name: tail + to_hit: 40 + traits: + - reach 30 feet + - agile + - magical + name: Tor Linnorm + perception: 37 + proactive_abilities: + - action_cost: Two Actions + description: The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6 + fire damage to creatures within the area (DC 46 basic Reflex save). At the start + of the tor linnorm’s next turn, the area affected by the breath weapon is covered + 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. + name: Breath Weapon + traits: + - evocation + - fire + - primal + - action_cost: One Action + description: 3d6+21 bludgeoning, DC 46 + name: Constrict + traits: null + - action_cost: One Action + description: A tor linnorm makes four Strikes with its claws, each against a different + target. These attacks count toward the tor linnorm’s multiple attack penalty, + but the multiple attack penalty doesn’t increase until after the tor linnorm + makes all its attacks. + name: Slashing Claws + traits: null + - 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.' + name: Tor Linnorm Venom + traits: + - fire + - injury + - poison + ranged: null + resistances: null + saves: + fort: 38 + ref: 35 + will: 33 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - '*true seeing*' + skills: + Acrobatics: 35 + Athletics: 40 + Stealth: 37 + speed: + - amount: 35 + type: Land + - amount: 100 + type: Fly + - amount: 60 + type: Swim + - amount: 35 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Gargantuan + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 1 + dex_mod: 3 + int_mod: -4 + str_mod: 2 + wis_mod: 2 + ac: 16 + automatic_abilities: + - description: A giant gecko’s allow it to climb virtually any surface, no matter + how slick or sheer. If a giant gecko attempts an Athletics check to climb and + critically fails, it gets a failure instead. + name: Uncanny Climber + range: ' feet' + traits: null + 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. + hp: 20 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+2 + type: piercing + name: jaws + to_hit: 8 + traits: null + name: Giant Gecko + perception: 7 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 6 + ref: 10 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 8 + Athletics: 5 + Stealth: 6 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 2 + int_mod: -4 + str_mod: 3 + wis_mod: 1 + ac: 18 + automatic_abilities: null + description: Large and seemingly ponderous, a monitor lizard is a deceptively swift + and ruthless predator. It ambushes its prey by rushing out from cover and biting + the target with its powerful jaws. A giant monitor lizard’s saliva is venomous, + 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. + hp: 30 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d10+3 plus Grab and monitor lizard venom + type: piercing + name: jaws + to_hit: 11 + traits: null + name: Giant Monitor Lizard + perception: 7 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Lurching Charge + traits: null + - 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)' + name: Monitor Lizard Venom + traits: + - poison + ranged: null + resistances: null + saves: + fort: 9 + ref: 8 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 6 + Athletics: 9 + Stealth: 6 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 1 + int_mod: -4 + str_mod: 5 + wis_mod: 2 + ac: 22 + automatic_abilities: null + description: Found in warm and tropical forests and savannas, these immense lizards + are a deadly threat to the unsuspecting traveler. When they aren’t sleeping or + 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. + hp: 75 + immunities: null + innate_spells: null + languages: '' + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d8+7 + type: piercing + name: jaws + to_hit: 16 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d6+7 + type: bludgeoning + name: tail + to_hit: 16 + traits: + - agile + - reach 10 feet + name: Giant Frilled Lizard + perception: 11 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Intimidating Display + traits: + - auditory + - emotion + - fear + - mental + - visual + ranged: null + resistances: null + saves: + fort: 13 + ref: 12 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 10 + Athletics: 14 + Stealth: 10 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 2 + int_mod: -1 + str_mod: 3 + wis_mod: 2 + ac: 16 + automatic_abilities: null + 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. + hp: 21 + immunities: null + innate_spells: null + languages: + - Draconic + - Iruxi + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: bludgeoning + name: flail + to_hit: 8 + traits: + - disarm + - sweep + - trip + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: jaws + to_hit: 8 + traits: null + - action_cost: One Action + damage: + formula: 1d4+3 + type: bludgeoning + name: tail + to_hit: 8 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: javelin + to_hit: 7 + traits: + - thrown 30 feet + name: Lizardfolk Defender + perception: 7 + proactive_abilities: + - description: . + name: Deep Breath + traits: + - 17-1/2 minutes + - description: to the lizardfolk defender. + name: Terrain Advantage + traits: null + ranged: null + resistances: null + saves: + fort: 8 + ref: 7 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: null + skills: + Acrobatics: 5 + Athletics: 6 + Survival: 5 + speed: + - amount: 25 + type: Land + - amount: 15 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Humanoid + - Lizardfolk + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 3 + int_mod: -1 + str_mod: 2 + wis_mod: 3 + ac: 17 + automatic_abilities: null + 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. + hp: 17 + immunities: null + innate_spells: null + languages: + - Common + - Draconic + - Iruxi + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: piercing + name: jaws + to_hit: 7 + traits: null + - action_cost: One Action + damage: + formula: 1d4+2 + type: bludgeoning + name: tail + to_hit: 8 + traits: + - agile + - finesse + name: Lizardfolk Scout + perception: 8 + proactive_abilities: + - description: . + name: Deep Breath + traits: + - 15 minutes + - 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)' + name: Giant Centipede Venom + traits: + - poison + - description: against the scout’s attacks until the end of the scout's turn. + name: Hidden Movement + traits: null + - description: creatures. + name: Sneak Attack + traits: null + - description: to the lizardfolk scout. + name: Terrain Advantage + traits: null + ranged: + - action_cost: One Action + name: blowgun + to_hit: 8 + traits: + - agile + - nonlethal + - range increment 20 feet + - reload 1 + resistances: null + saves: + fort: 6 + ref: 8 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: null + skills: + Acrobatics: 6 + Athletics: 5 + Diplomacy: 4 + Nature: 6 + Stealth: 6 + Survival: 8 + speed: + - amount: 25 + type: Land + - amount: 20 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Humanoid + - Lizardfolk + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 1 + dex_mod: 2 + int_mod: 0 + str_mod: 2 + wis_mod: 4 + ac: 17 + automatic_abilities: null + description: The tradition of astrology and looking to the stars for both navigation + and prognostication is well-established in iruxi society, and their wise and observant + stargazers are among the people’s most respected members. Even the lowliest stargazer, + as presented here, has a number of useful primal spells to aid their kin; in larger + iruxi settlements, stargazers wield even greater powers. + hp: 30 + immunities: null + innate_spells: null + languages: + - Draconic + - Iruxi + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: bludgeoning + name: staff + to_hit: 8 + traits: + - two-hand d8 + - action_cost: One Action + damage: + formula: 1d6+2 + type: piercing + name: jaws + to_hit: 8 + traits: null + - action_cost: One Action + damage: + formula: 1d4+2 + type: bludgeoning + name: tail + to_hit: 8 + traits: + - agile + - finesse + name: Lizardfolk Stargazer + perception: 8 + proactive_abilities: + - description: . + name: Deep Breath + traits: + - 20 minutes + ranged: null + resistances: null + saves: + fort: 7 + ref: 6 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: null + skills: + Diplomacy: 4 + Nature: 8 + Stealth: 6 + Survival: 8 + speed: + - amount: 25 + type: Land + - amount: 20 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Humanoid + - Lizardfolk + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 4 + dex_mod: 2 + int_mod: -2 + str_mod: 5 + wis_mod: 2 + ac: 23 + automatic_abilities: null + 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. + hp: 90 + immunities: null + innate_spells: null + languages: + - Common + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 + type: piercing + name: jaws + to_hit: 17 + traits: null + - action_cost: One Action + damage: + formula: 2d6+8 + type: slashing + name: claw + to_hit: 17 + traits: + - agile + name: Manticore + perception: 14 + proactive_abilities: + - action_cost: One Action + description: can pull the spike free. A manticore can hurl no more than 12 spikes + in 24 hours. + name: Spike Volley + traits: + - attempted as a single action + ranged: + - action_cost: One Action + damage: + formula: 1d10+5 + type: piercing + name: spike + to_hit: 14 + traits: + - range increment 40 feet + resistances: null + saves: + fort: 16 + ref: 12 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 10 + Athletics: 15 + Intimidation: 11 + Survival: 12 + speed: + - amount: 25 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 3 + int_mod: -5 + str_mod: 5 + wis_mod: 2 + ac: 20 + automatic_abilities: null + 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. + hp: 40 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+5 plus Grab + type: piercing + name: leg + to_hit: 12 + traits: + - agile + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d12+5 + type: piercing + name: mandibles + to_hit: 12 + traits: null + name: Giant Mantis + perception: 9 + proactive_abilities: + - description: The mantis pulls the creature adjacent to it, then makes a mandibles + Strike against the creature. + name: Deadly Mandibles + traits: null + - action_cost: Two Actions + description: The giant mantis lunges forward, making a leg Strike with an extended + reach of 20 feet. + name: Lunging Strike + traits: null + - description: to the giant mantis. + name: Sudden Strike + traits: null + ranged: null + resistances: null + saves: + fort: 10 + ref: 12 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Athletics: 12 + Stealth: 12 + speed: + - amount: 25 + type: Land + - amount: 20 + type: Fly + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 5 + dex_mod: 3 + int_mod: -5 + str_mod: 8 + wis_mod: 3 + ac: 31 + automatic_abilities: null + description: These gigantic mantids make their homes within deep jungles and prehistoric + forests where they hunt and devour equally massive prey. + hp: 220 + immunities: null + innate_spells: null + languages: '' + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d12+14 + type: piercing + name: mandibles + to_hit: 25 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+14 plus Grab + type: piercing + name: leg + to_hit: 24 + traits: + - agile + - reach 20 feet + name: Deadly Mantis + perception: 20 + proactive_abilities: + - action_cost: One Action + description: . 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. + name: Fling + traits: + - the creature takes damage from the fall as normal + - action_cost: Two Actions + 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. + name: Leaping Grab + traits: null + - action_cost: One Action + description: The mantis makes a mandibles Strike against a creature it has grabbed. + If that Strike hits and the creature is wearing armor with Hardness 12 or lower, + the armor is broken. This Strike doesn’t further damage armor that’s already + broken. + name: Rending Mandibles + traits: null + - description: to the deadly mantis. + name: Sudden Strike + traits: null + ranged: null + resistances: null + saves: + fort: 24 + ref: 20 + will: 18 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 18 + Athletics: 25 + Stealth: 22 + speed: + - amount: 50 + type: Land + - amount: 50 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Gargantuan + - Animal + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 4 + dex_mod: 5 + int_mod: 2 + str_mod: 2 + wis_mod: 1 + ac: 25 + automatic_abilities: null + 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. + hp: 105 + immunities: null + innate_spells: null + languages: + - Common + level: 7 + melee: + - action_cost: One Action + damage: + formula: 1d6+8 plus serpent venom + type: piercing + name: shortsword + to_hit: 18 + traits: + - agile + - finesse + - versatile S + - action_cost: One Action + damage: + formula: 1d4+8 plus serpent venom + type: piercing + name: snake fangs + to_hit: 16 + traits: + - agile + - finesse + name: Medusa + perception: 16 + proactive_abilities: + - action_cost: One Action + 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. + name: Focus Gaze + traits: + - arcane + - concentrate + - incapacitation + - transmutation + - visual + - 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)' + name: Serpent Venom + traits: + - poison + ranged: + - action_cost: One Action + damage: + formula: 1d6+7 plus serpent venom + type: piercing + name: composite shortbow + to_hit: 19 + traits: + - deadly 1d10 + - magical + - propulsive + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 15 + ref: 16 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Deception: 16 + Diplomacy: 14 + Stealth: 16 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 4 + int_mod: 0 + str_mod: 2 + wis_mod: 1 + ac: 18 + automatic_abilities: null + description: Merfolk warriors form the bulk of the militias of their vast underwater + realms and meet potential aggressors head-on with uncompromising force. + hp: 19 + immunities: null + innate_spells: null + languages: + - Aquan + - Common + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+2 + type: piercing + name: trident + to_hit: 7 + traits: null + name: Merfolk Warrior + perception: 6 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Aquatic Dash + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d8+2 + type: piercing + name: trident + to_hit: 9 + traits: + - thrown 20 feet + resistances: null + saves: + fort: 6 + ref: 9 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 5 + Medicine: 4 + speed: + - amount: 5 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Aquatic + - Humanoid + - Merfolk + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 1 + dex_mod: 2 + int_mod: 0 + str_mod: 3 + wis_mod: 4 + ac: 17 + automatic_abilities: null + description: Merfolk wavecallers use their primal power to call forth allies and + defend their people with deadly magic. + hp: 30 + immunities: null + innate_spells: null + languages: + - Aquan + - Common + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d4+3 + type: piercing + name: dagger + to_hit: 9 + traits: + - agile + - versatile S + name: Merfolk Wavecaller + perception: 8 + proactive_abilities: + - action_cost: One Action + description: '**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).' + name: Hydraulic Asphyxiation + traits: + - divine + - evocation + - water + ranged: + - action_cost: One Action + damage: + formula: 1d4+3 + type: piercing + name: dagger + to_hit: 9 + traits: + - agile + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 7 + ref: 6 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 7 + Deception: 6 + Nature: 8 + Religion: 8 + speed: + - amount: 5 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Aquatic + - Humanoid + - Merfolk + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 1 + int_mod: 0 + str_mod: 4 + wis_mod: 1 + ac: 20 + automatic_abilities: null + 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. + hp: 75 + immunities: null + innate_spells: null + languages: + - Common + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d8+4 plus adhesive + type: bludgeoning + name: pseudopod + to_hit: 14 + traits: null + name: Mimic + perception: 9 + proactive_abilities: + - action_cost: One Action + 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. + name: Mimic Object + traits: + - concentrate + - polymorph + ranged: null + resistances: null + saves: + fort: 11 + ref: 9 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 12 + Deception: 8 + speed: + - amount: 10 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Aberration + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 3 + dex_mod: 0 + int_mod: -2 + str_mod: 6 + wis_mod: 2 + ac: 20 + automatic_abilities: + - description: A minotaur automatically critically succeeds at Survival checks to + avoid becoming lost or to find its way, including those from the *maze* spell. + name: Natural Cunning + traits: null + 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. + hp: 70 + immunities: null + innate_spells: null + items: + - greataxe + languages: + - Jotun + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d12+8 + type: slashing + name: greataxe + to_hit: 14 + traits: + - reach 10 feet + - sweep + - action_cost: One Action + damage: + formula: 1d8+8 + type: piercing + name: horn + to_hit: 14 + traits: null + name: Minotaur + perception: 12 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Axe Swipe + traits: null + - action_cost: One Action + 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. + name: Hunted Fear + traits: null + - action_cost: Two Actions + 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. + name: Powerful Charge + traits: null + ranged: null + resistances: null + saves: + fort: 13 + ref: 8 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 14 + Intimidation: 9 + Survival: 12 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Humanoid + type: Creature +- ability_mods: + cha_mod: 9 + con_mod: 9 + dex_mod: 3 + int_mod: 4 + str_mod: 10 + wis_mod: 9 + ac: 45 + automatic_abilities: + - description: The mu spore senses vibrations in the air through its aerial spores. + name: Windsense + traits: null + 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. + hp: 350 + immunities: null + innate_spells: null + languages: + - Aklo + - Common + - Terran + - Undercommon + level: 21 + melee: + - action_cost: One Action + damage: + formula: 4d12+18 plus Improved Grab + type: piercing + name: jaws + to_hit: 40 + traits: + - deadly 3d12 + - reach 30 feet + name: Mu Spore + perception: 36 + proactive_abilities: + - action_cost: Two Actions + description: . The mu spore can't use this ability again for 1d4 rounds. + name: Cough Spores + traits: + - DC 46 basic Reflex save + - action_cost: Two Actions + 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. + name: Enormous Inhalation + traits: null + - description: The spore uses Swallow Whole. + name: Fast Swallow + traits: null + - action_cost: One Action + description: 15 bludgeoning, DC 45. + name: Greater Constrict + traits: null + - description: '' + name: Overpowering Jaws + traits: + - but not on critical failure + - action_cost: One Action + description: Gargantuan, 20d6+9 acid, Rupture 37. + name: Swallow Whole + traits: + - attack + ranged: null + resistances: + - amount: 20 + type: 'acid ' + - amount: 10 + type: 'all (except sonic) ' + saves: + fort: 38 + ref: 32 + will: 38 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - windsense 240 feet + skills: + Acrobatics: 26 + Athletics: 41 + Nature: 38 + Occultism: 36 + speed: + - amount: 40 + type: Land + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Gargantuan + - Fungus + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 7 + dex_mod: 0 + int_mod: -3 + str_mod: 9 + wis_mod: 3 + ac: 37 + automatic_abilities: null + description: Fearsome centipede-like creatures, mukradis are three-headed predators + with a devastating array of breath weapons. A Darklands version of the mukradi + is rumored to exist. It’s said these variant mukradis have black scales, and all + of their heads spew a black, acidic goo that animates before being reabsorbed + by the mukradis. + hp: 300 + immunities: null + innate_spells: null + languages: '' + level: 15 + melee: + - action_cost: One Action + damage: + formula: 2d12+17 plus 3d6 acid + type: piercing + name: acid maw + to_hit: 32 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d12+17 plus 3d6 fire + type: piercing + name: flame maw + to_hit: 32 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d12+17 plus 3d6 electricity + type: piercing + name: shock maw + to_hit: 32 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d10+17 + type: piercing + name: leg + to_hit: 32 + traits: + - agile + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+17 plus Knockdown + type: slashing + name: tail lash + to_hit: 32 + traits: + - magical + - reach 30 feet + name: Mukradi + perception: 24 + proactive_abilities: + - action_cost: Two Actions + description: The mukradi breathes a blast of energy from one of its three heads; + each creature in the area must attempt a DC 36 basic Reflex save. The mukradi + can’t use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - evocation + - primal + - action_cost: Two Actions + 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. + name: Pull Apart + traits: null + - action_cost: Two Actions + 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. + name: Thrash + traits: null + - description: Huge or smaller, leg, DC 36 + name: Trample + traits: null + ranged: null + resistances: null + saves: + fort: 32 + ref: 23 + will: 26 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 60 feet + skills: + Athletics: 32 + speed: + - amount: 60 + type: Land + - amount: 60 + type: Burrow + - amount: 60 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Gargantuan + - Beast + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 2 + dex_mod: 0 + int_mod: -2 + str_mod: 4 + wis_mod: 4 + ac: 23 + automatic_abilities: null + 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. + hp: 110 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Necril + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d6+7 plus mummy rot + type: bludgeoning + name: fist + to_hit: 16 + traits: null + name: Mummy Guardian + perception: 16 + proactive_abilities: + - description: This disease and any damage from it can’t be healed until this curse + is removed. A creature killed by mummy rot turns to dust and can’t be resurrected + 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) + name: Mummy Rot + traits: + - curse + - disease + - divine + - necromancy + - negative + ranged: null + resistances: null + saves: + fort: 14 + ref: 10 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 15 + Stealth: 11 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Mummy + - Undead + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 2 + int_mod: 0 + str_mod: 5 + wis_mod: 5 + ac: 27 + automatic_abilities: null + 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). + hp: 165 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Necril + level: 9 + melee: + - action_cost: One Action + damage: + formula: 1d10+11 plus insidious mummy rot + type: bludgeoning + name: fist + to_hit: 20 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d8+11 plus insidious mummy rot + type: piercing + name: longspear + to_hit: 21 + traits: + - magical + - reach 10 feet + name: Mummy Pharaoh + perception: 20 + proactive_abilities: + - description: The mummy pharaoh can deliver insidious mummy rot through melee weapons + it wields. + name: Channel Rot + traits: + - divine + - necromancy + - description: This disease and any damage from it can’t be healed until this curse + is removed. A creature killed by insidious mummy rot turns to sand and can’t + 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) + name: Insidious Mummy Rot + traits: + - curse + - disease + - divine + - necromancy + - action_cost: Two Actions + description: The mummy pharaoh exhales a 60-foot cone of superheated sand that + deals 5d6 fire and 5d6 slashing damage (DC 28 basic Reflex save). The mummy + pharaoh can’t use Sandstorm Wrath again for 1d4 rounds. + name: Sandstorm Wrath + traits: + - concentrate + - divine + - evocation + - fire + ranged: null + resistances: null + saves: + fort: 19 + ref: 15 + will: 20 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. positive + senses: + - darkvision + skills: + Deception: 18 + Intimidation: 20 + Occultism: 15 + Religion: 20 + Stealth: 13 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - LE + - Medium + - Mummy + - Undead + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 4 + dex_mod: 6 + int_mod: 3 + str_mod: 2 + wis_mod: 2 + ac: 27 + automatic_abilities: null + 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.' + hp: 115 + immunities: null + innate_spells: + - frequency: constant + level: 3 + name: mind reading + languages: + - Aklo + - Common + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d8+5 plus dark naga venom + type: piercing + name: fangs + to_hit: 19 + traits: + - agile + - finesse + name: Dark Naga + perception: 15 + proactive_abilities: + - 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)' + name: Dark Naga Venom + traits: + - incapacitation + - poison + ranged: null + resistances: null + saves: + fort: 15 + ref: 17 + will: 15 + saves_special: + fort: null + ref: null + will: guarded thoughts + senses: + - '*mind reading* 30 feet' + - darkvision + skills: + Acrobatics: 17 + Arcana: 16 + Athletics: 13 + Deception: 16 + Intimidation: 16 + Stealth: 19 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: 25 + traits: + - Uncommon + - LE + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 5 + dex_mod: 6 + int_mod: 3 + str_mod: 5 + wis_mod: 5 + ac: 31 + automatic_abilities: null + 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.' + hp: 175 + immunities: null + innate_spells: null + languages: + - Celestial + - Common + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 plus guardian naga venom + type: piercing + name: fangs + to_hit: 22 + traits: + - agile + - finesse + name: Guardian Naga + perception: 22 + proactive_abilities: + - 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)' + name: Guardian Naga Venom + traits: + - poison + ranged: + - action_cost: One Action + name: spit + to_hit: 22 + traits: + - agile + - poison + - range increment 30 feet + resistances: null + saves: + fort: 20 + ref: 21 + will: 22 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 22 + Deception: 18 + Diplomacy: 21 + Stealth: 20 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LG + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 3 + dex_mod: 3 + int_mod: 1 + str_mod: 6 + wis_mod: 4 + ac: 24 + automatic_abilities: + - description: 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. + name: Smoke + range: 15 feet + traits: + - aura + description: Nightmares are flaming equine harbingers of death. + hp: 100 + immunities: null + innate_spells: [] + languages: + - Abyssal + - Daemonic + - Infernal + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d10+6 plus 1d6 evil + type: piercing + name: jaws + to_hit: 16 + traits: + - evil + - magical + - action_cost: One Action + damage: + formula: 1d8+6 plus 1d6 evil and 1d8 fire + type: bludgeoning + name: hoof + to_hit: 16 + traits: + - agile + - evil + - fire + - magical + name: Nightmare + perception: 14 + proactive_abilities: + - action_cost: Two Actions + description: The nightmare Strides or Flies up to triple its Speed. Its hooves + burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save) + once to each creature other than the nightmare’s rider that the nightmare moves + adjacent to during its gallop. + name: Flaming Gallop + traits: + - fire + ranged: null + resistances: + - amount: 10 + type: fire + saves: + fort: 15 + ref: 15 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 13 + Athletics: 16 + Intimidation: 14 + Survival: 12 + speed: + - amount: 40 + type: Land + - amount: 90 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Beast + - Fiend + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 5 + dex_mod: 4 + int_mod: 2 + str_mod: 7 + wis_mod: 5 + ac: 21 + automatic_abilities: + - description: 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. + name: Smoke + range: 20 feet + traits: + - aura + description: The enormous greater nightmare is a more dangerous variety of nightmare, + particularly valued for its ability to invade other realities with its rider. + hp: 200 + immunities: null + innate_spells: [] + languages: + - Abyssal + - Daemonic + - Infernal + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d10+11 plus 1d6 evil + type: piercing + name: jaws + to_hit: 24 + traits: + - evil + - magical + - action_cost: One Action + damage: + formula: 1d8+11 plus 1d6 evil and 2d8 fire + type: bludgeoning + name: hoof + to_hit: 24 + traits: + - agile + - evil + - fire + - magical + name: Greater Nightmare + perception: 22 + proactive_abilities: + - action_cost: Two Actions + description: The greater nightmare Strides or Flies up to triple its Speed. Its + hooves burst with intense flame, dealing 6d6 fire damage (DC 30 basic Reflex + save) once to each creature other than the greater nightmare’s rider that the + greater nightmare moves adjacent to during its gallop. + name: Flaming Gallop + traits: + - fire + - description: Large or smaller, hoof, DC 30 + name: Trample + traits: null + ranged: null + resistances: + - amount: 15 + type: fire + saves: + fort: 25 + ref: 24 + will: 21 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 23 + Athletics: 24 + Intimidation: 22 + Survival: 20 + speed: + - amount: 60 + type: Land + - amount: 120 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Huge + - Beast + - Fiend + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 5 + int_mod: 3 + str_mod: 3 + wis_mod: 3 + ac: 32 + automatic_abilities: null + 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. + hp: 150 + immunities: null + innate_spells: + - level: 5 + name: hallucination + - level: 5 + name: mind probe + - frequency: at will, self only + level: 4 + name: blink + - frequency: at will, self only + level: 4 + name: confusion + - frequency: at will, self only + level: 4 + name: crushing despair + - frequency: at will, self only + level: 4 + name: dream message + - frequency: at will, self only + level: 4 + name: invisibility + - frequency: at will, self only + level: 4 + name: nightmare + - frequency: at will + level: 3 + name: mind reading + languages: + - Aklo + - Common + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d10+9 plus Grab + type: slashing + name: claw + to_hit: 23 + traits: + - agile + - finesse + - magical + - action_cost: One Action + damage: + formula: 2d12+9 + type: piercing + name: fangs + to_hit: 23 + traits: + - finesse + - magical + name: Nilith + perception: 19 + proactive_abilities: + - action_cost: One Action + description: '**Requirements** The nilith has a creature grabbed. **Effect** The + nilith reaches into the mind of the grabbed creature and implants disjointed + images of the victim’s worst fears and nightmares. The grabbed creature takes + 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.' + name: Mind Crush + traits: + - enchantment + - mental + - occult + ranged: null + resistances: + - amount: 10 + type: 'mental ' + - amount: 5 + type: physical (except silver) + saves: + fort: 17 + ref: 20 + will: 20 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 21 + Athletics: 17 + Intimidation: 23 + Occultism: 19 + Stealth: 21 + Survival: 17 + speed: + - amount: 25 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: 29 + traits: + - NE + - Medium + - Aberration + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 0 + dex_mod: 3 + int_mod: 1 + str_mod: 0 + wis_mod: 1 + ac: 16 + automatic_abilities: + - description: The naiad can use Diplomacy to Make an Impression on and make very + simple Requests of animals. + name: Wild Empathy + traits: null + 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. + hp: 20 + immunities: null + innate_spells: + - level: 1 + name: charm + - level: 1 + name: create water + - level: 1 + name: tidal surge + - frequency: constant + level: 2 + name: speak with animals + languages: + - Common + - Elven + - Sylvan + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6 + type: bludgeoning + name: aqueous fist + to_hit: 8 + traits: + - agile + - finesse + - magical + - water + name: Naiad + perception: 6 + proactive_abilities: + - action_cost: Two Actions + description: While within her bonded body of water (see water dependent above), + the naiad heals 1 Hit Point every 10 minutes. + name: Water Healing + traits: + - concentrate + - healing + - necromancy + - primal + ranged: null + resistances: + - amount: 3 + type: fire + saves: + fort: 3 + ref: 6 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 6 + Athletics: 3 + Diplomacy: 7 + Nature: 6 + Stealth: 6 + Survival: 4 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Medium + - Amphibious + - Fey + - Nymph + - Water + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 1 + dex_mod: 4 + int_mod: 2 + str_mod: 0 + wis_mod: 3 + ac: 19 + automatic_abilities: + - description: The dryad can use Diplomacy to Make an Impression on and make very + simple Requests of animals and plants. + name: Nature Empathy + traits: null + 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. + hp: 55 + immunities: null + innate_spells: + - frequency: x2 + level: 5 + name: tree stride + - frequency: x3 + level: 4 + name: charm + - frequency: x3 + level: 4 + name: suggestion + - level: 3 + name: sleep + - frequency: at will + level: 2 + name: entangle + - frequency: at will + level: 2 + name: tree shape + - frequency: constant + level: 4 + name: speak with plants + languages: + - Common + - Elven + - Sylvan + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d12+2 + type: bludgeoning + name: branch + to_hit: 12 + traits: + - finesse + - magical + name: Dryad + perception: 10 + proactive_abilities: + - action_cost: Two Actions + description: The dryad touches a tree of enough volume to contain her and merges + into it for as long as she wishes. She can Cast a Spell while inside as long + as the spell doesn’t require a line of effect outside the tree. She can hear, + but not see, what’s going on outside the tree. She can Dismiss this effect. + 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. + name: Tree Meld + traits: + - primal + - transmutation + ranged: null + resistances: null + saves: + fort: 6 + ref: 11 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 9 + Athletics: 5 + Crafting: 7 + Diplomacy: 9 + Nature: 13 + Stealth: 9 + Survival: 12 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: 11 + spell_dc: null + traits: + - CG + - Medium + - Fey + - Nymph + - Plant + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 4 + dex_mod: 5 + int_mod: 3 + str_mod: 0 + wis_mod: 4 + ac: 26 + automatic_abilities: + - description: '**Wild Empathy** The naiad can use Diplomacy to Make an Impression + on and make very simple Requests of animals.' + name: Tied to the Land + traits: null + - description: The naiad can use Diplomacy to Make an Impression on and make very + simple Requests of animals. + name: Wild Empathy + traits: null + description: Naiad queens rule over pristine wildernesses centered on untouched + lakes or other bodies of fresh water. Bards’ songs and artists’ paintings of nymphs + 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. + hp: 100 + immunities: null + innate_spells: + - frequency: at will + level: 4 + name: tidal surge + languages: + - Common + - Elven + - Sylvan + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d6+6 + type: bludgeoning + name: aqueous fist + to_hit: 17 + traits: + - agile + - finesse + - magical + - water + name: Naiad Queen + perception: 18 + proactive_abilities: + - action_cost: One Action + description: '' + name: Change Shape + traits: + - polymorph + - primal + - transmutation + - action_cost: One Action + description: On a failed save, if the target was already affected by the naiad + queen’s beauty, the image of the queen sears into the creature’s mind, allowing + 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. + name: Focus Beauty + traits: + - emotion + - enchantment + - incapacitation + - mental + - primal + - visual + - description: '' + name: Inspiration + traits: + - emotion + - enchantment + - mental + - primal + - action_cost: Two Actions + description: While within any body of water in her domain, the naiad queen heals + 28 Hit Points every 10 minutes. + name: Water Healing + traits: + - concentrate + - healing + - necromancy + - primal + ranged: null + resistances: + - amount: 10 + type: fire + saves: + fort: 15 + ref: 18 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - '*speak with animals*' + skills: + Acrobatics: 16 + Athletics: 9 + Diplomacy: 20 + Medicine: 15 + Nature: 15 + Performance: 20 + Stealth: 14 + Survival: 15 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CG + - Medium + - Amphibious + - Fey + - Nymph + - Water + type: Creature +- ability_mods: + cha_mod: 8 + con_mod: 6 + dex_mod: 6 + int_mod: 4 + str_mod: 2 + wis_mod: 4 + ac: 35 + automatic_abilities: + - description: "The dryad can use Diplomacy to Make an Impression on and make very\n\ + simple Requests of animals and plants. \n**Tied to the Land**" + name: Nature Empathy + traits: null + - description: '' + name: Tied to the Land + traits: null + 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. + hp: 220 + immunities: null + innate_spells: + - level: 8 + name: impaling briars + - frequency: x3 + level: 5 + name: tree stride + - frequency: at will + level: 4 + name: charm + - frequency: at will + level: 4 + name: suggestion + - frequency: at will + level: 3 + name: entangle + - frequency: at will + level: 3 + name: sleep + - frequency: at will + level: 2 + name: shape wood + - frequency: at will + level: 2 + name: tree shape + - frequency: constant + level: 4 + name: speak with plants + languages: + - Common + - Elven + - Sylvan + level: 13 + melee: + - action_cost: One Action + damage: + formula: 3d12+8 + type: bludgeoning + name: branch + to_hit: 27 + traits: + - finesse + - magical + name: Dryad Queen (Hamadryad) + perception: 25 + proactive_abilities: + - action_cost: One Action + description: '' + name: Change Shape + traits: + - polymorph + - primal + - transmutation + - action_cost: One Action + description: On a failed save, if the target was already affected by the dryad + queen’s beauty, the target suffers the effects of a failed save against *charm*. + name: Focus Beauty + traits: + - emotion + - enchantment + - incapacitation + - mental + - primal + - visual + - description: '' + name: Inspiration + traits: + - emotion + - enchantment + - mental + - primal + - action_cost: Two Actions + description: The hamadryad touches a tree within her domain of enough volume to + contain her and merges into it for as long as she wishes. She can Cast a Spell + while inside as long as the spell doesn’t require a line of effect outside the + tree. She can hear, but not see, what’s going on outside the tree. She can enter + 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. + name: Tree Meld + traits: + - primal + - transmutation + ranged: + - action_cost: One Action + damage: + formula: 3d8+6 + type: slashing + name: leaves + to_hit: 27 + traits: + - conjuration + - plant + - primal + - range increment 60 feet + resistances: null + saves: + fort: 24 + ref: 26 + will: 24 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 25 + Athletics: 19 + Crafting: 23 + Deception: 30 + Diplomacy: 30 + Intimidation: 27 + Nature: 24 + Performance: 28 + Stealth: 25 + Survival: 24 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: 25 + spell_dc: null + traits: + - Uncommon + - CG + - Medium + - Fey + - Nymph + - Plant + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: 3 + int_mod: -3 + str_mod: 6 + wis_mod: 3 + ac: 27 + automatic_abilities: null + description: Giant octopuses are found in the heart of deep, dark oceans. + hp: 135 + immunities: null + innate_spells: null + languages: '' + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d8+9 plus Grab + type: bludgeoning + name: arm + to_hit: 20 + traits: + - agile + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d8+9 plus giant octopus venom + type: piercing + name: beak + to_hit: 20 + traits: null + name: Giant Octopus + perception: 15 + proactive_abilities: + - 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. + name: Compression + traits: null + - action_cost: One Action + description: 1d8+9 bludgeoning + name: Constrict + traits: null + - 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)' + name: Giant Octopus Venom + traits: + - poison + - action_cost: One Action + description: The octopus emits a cloud of black ink in a 30-foot emanation. This + cloud has no effect outside of water. Creatures inside the cloud are undetected + and can’t use their sense of smell. The cloud dissipates after 1 minute. The + octopus can’t use Ink Cloud again for 2d6 rounds. + name: Ink Cloud + traits: null + - action_cost: Two Actions + description: The octopus moves up to 200 feet in a straight line through the water + without triggering reactions. + name: Jet + traits: + - move + - action_cost: Two Actions + description: The giant octopus makes up to four Strikes with different arms, each + against a different target. Each attack counts separately for the octopus’s + 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. + name: Writhing Arms + traits: null + ranged: null + resistances: + - amount: 10 + type: cold + saves: + fort: 16 + ref: 17 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 17 + Athletics: 20 + Stealth: 17 + speed: + - amount: 15 + type: Land + - amount: 40 + type: Swim + - amount: null + type: Compression + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + - Aquatic + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 6 + dex_mod: 3 + int_mod: -2 + str_mod: 7 + wis_mod: 2 + ac: 31 + automatic_abilities: + - 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. + name: Refuse Pile + traits: null + 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.' + hp: 170 + immunities: + - disease + - poison + innate_spells: null + languages: + - Common + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d12+13 plus wretched weeps + type: bludgeoning + name: fist + to_hit: 23 + traits: + - reach 10 feet + name: Ofalth + perception: 18 + proactive_abilities: + - 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)' + name: Wretched Weeps + traits: + - disease + ranged: + - action_cost: One Action + damage: + formula: 2d10+7 plus wretched weeps + type: bludgeoning + name: fling offal + to_hit: 19 + traits: + - range increment 30 feet + resistances: null + saves: + fort: 22 + ref: 17 + will: 18 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 23 + Stealth: 19 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: -1 + int_mod: -2 + str_mod: 5 + wis_mod: 0 + ac: 17 + automatic_abilities: null + description: The simplest of ogres are slabs of muscle with hatefully beady eyes, + misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre + warriors are quick to turn on their kin when there’s a shortage of smaller folk + to torment, so those who lead ogres do their best to keep them constantly distracted + with new opportunities for raids and ruin. + hp: 50 + immunities: null + innate_spells: null + languages: + - Jotun + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+7 + type: piercing + name: ogre hook + to_hit: 12 + traits: + - deadly 1d10 + - reach 10 feet + - trip + name: Ogre Warrior + perception: 5 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6+7 + type: piercing + name: javelin + to_hit: 6 + traits: + - thrown 30 feet + resistances: null + saves: + fort: 11 + ref: 6 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 12 + Intimidation: 9 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: -1 + int_mod: -2 + str_mod: 6 + wis_mod: 0 + ac: 18 + automatic_abilities: null + 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. + hp: 70 + immunities: null + innate_spells: null + languages: + - Jotun + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d12+8 + type: slashing + name: greataxe + to_hit: 14 + traits: + - reach 10 feet + - sweep + - action_cost: One Action + damage: + formula: 1d8+8 plus Grab and Glutton's Feast + type: piercing + name: jaws + to_hit: 14 + traits: null + name: Ogre Glutton + perception: 6 + proactive_abilities: + - description: If the ogre glutton damages a living creature with their jaws Strike, + they gain 1d4 temporary Hit Points for 1 minute. + name: Glutton's Feast + traits: null + - action_cost: Two Actions + 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. + name: Glutton's Rush + traits: null + - action_cost: One Action + description: Small, 2d4+4 bludgeoning, Rupture 14 + name: Swallow Whole + traits: + - attack + ranged: null + resistances: null + saves: + fort: 14 + ref: 7 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 12 + Intimidation: 10 + Survival: 6 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 0 + int_mod: 0 + str_mod: 7 + wis_mod: 1 + ac: 25 + automatic_abilities: null + description: In ogre society, might makes more than right—it makes the rules. The + strongest or most violent ogre in a family (in most cases, this is the same ogre) + is invariably that family’s boss. Quick to hook fallen foes on their weapons, + even other ogres fear the repercussions of displeasing an ogre boss. When an ogre + boss barks out commands, the other members of the family move quickly to obey. + hp: 130 + immunities: null + innate_spells: null + languages: + - Common + - Jotun + level: 7 + melee: + - action_cost: One Action + damage: + formula: 1d10+11 + type: piercing + name: ogre hook + to_hit: 19 + traits: + - deadly 1d10 + - reach 10 feet + - trip + name: Ogre Boss + perception: 12 + proactive_abilities: + - action_cost: One Action + 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. + name: Bellowing Command + traits: + - auditory + - fear + - linguistic + - description: The ogre boss makes an ogre hook Strike against the creature they + tripped. + name: Sweeping Hook + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+11 + type: piercing + name: javelin + to_hit: 12 + traits: + - thrown 30 feet + resistances: null + saves: + fort: 17 + ref: 12 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 16 + Intimidation: 16 + Stealth: 11 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 4 + dex_mod: -5 + int_mod: -5 + str_mod: 2 + wis_mod: 0 + ac: 8 + automatic_abilities: + - description: A sewer ooze can sense nearby motion through vibration and air movement. + name: Motion Sense + traits: null + description: These amorphous masses of sewage and other detritus make their way + through filthy culverts beneath cities large and small. + hp: 40 + immunities: + - acid + - critical hits + - mental + - precision + - unconscious + - visual + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+1 plus 1d4 acid + type: bludgeoning + name: pseudopod + to_hit: 9 + traits: null + name: Sewer Ooze + perception: 3 + proactive_abilities: + - action_cost: One Action + description: . A creature can spend and Interact action to clean someone off, + decreasing the Speed penalty by 5 feet with each action. + name: Filth Wave + traits: + - on a critical failure + - the creature also falls prone + ranged: null + resistances: null + saves: + fort: 9 + ref: 1 + will: 3 + saves_special: + fort: null + ref: null + will: null + senses: + - motion sense 60 feet + - no vision + skills: + Stealth: 1 + speed: + - amount: 10 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Mindless + - Ooze + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 5 + dex_mod: -5 + int_mod: -5 + str_mod: 4 + wis_mod: 0 + ac: 10 + automatic_abilities: + - description: A gelatinous cube can sense nearby motion through vibration and air + movement. **Transparent** A gelatinous cube is so clear that it’s difficult + to spot. A successful DC 23 Perception check is required to notice a stationary + cube, and a creature must be Searching to attempt this check. A creature that + walks into the cube is automatically Engulfed (this usually causes the GM to + call for initiative). + name: Motion Sense + traits: null + - description: A gelatinous cube is so clear that it’s difficult to spot. A successful + DC 23 Perception check is required to notice a stationary cube, and a creature + must be Searching to attempt this check. A creature that walks into the cube + is automatically Engulfed (this usually causes the GM to call for initiative). + name: Transparent + traits: null + description: Found underground or in dungeons, these quivering cubes of slime continuously + scour their domain for food. The acid in their bodies is weak enough that many + gelatinous cubes still contain the gear of their victims, as they’re unable to + break them down. + hp: 90 + immunities: + - acid + - critical hits + - mental + - precision + - unconscious + - visual + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d6 plus paralysis + type: acid + name: cube face + to_hit: 11 + traits: null + name: Gelatinous Cube + perception: 5 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Engulf + traits: null + - 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. + name: Paralysis + traits: + - incapacitation + - description: A gelatinous cube's acid damages only organic material—not metal, + stone, or other inorganic substances. + name: Weak Acid + traits: null + ranged: null + resistances: + - amount: 5 + type: electricity + saves: + fort: 12 + ref: 0 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - motion sense 60 feet + - no vision + skills: + Athletics: 11 + speed: + - amount: 15 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Mindless + - Ooze + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 6 + dex_mod: -5 + int_mod: -5 + str_mod: 4 + wis_mod: 0 + ac: 12 + automatic_abilities: + - description: A ochre jelly can sense nearby motion through vibration and air movement. + name: Motion Sense + traits: null + description: Ochre jellies are animate masses of protoplasm with a sickly combination + of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave + other materials, including a victim’s gear and bones, intact. Some ancient cultures + would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze + to break down the flesh and clean and polish the bones. + hp: 150 + immunities: + - acid + - critical hits + - electricity + - mental + - piercing + - precision + - slashing + - unconscious + - visual + innate_spells: null + languages: '' + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d8+7 plus 2d4 acid and Grab + type: bludgeoning + name: pseudopod + to_hit: 15 + traits: null + name: Ochre Jelly + perception: 7 + proactive_abilities: + - action_cost: One Action + description: 1d8+3 bludgeoning plus 1d4 acid, DC 23 + name: Constrict + traits: null + - description: An ochre jelly's acid damages only flesh—not bone, stone, wood, or + other materials. + name: Ochre Acid + traits: null + ranged: null + resistances: null + saves: + fort: 15 + ref: 4 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - motion sense 60 feet + - no vision + skills: + Athletics: 13 + speed: + - amount: 15 + type: Land + - amount: 10 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Mindless + - Ooze + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 7 + dex_mod: -5 + int_mod: -5 + str_mod: 7 + wis_mod: 0 + ac: 14 + automatic_abilities: + - description: A black pudding can sense nearby motion through vibration and air + movement. + name: Motion Sense + traits: null + 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. + hp: 165 + immunities: + - acid + - critical hits + - mental + - piercing + - precision + - slashing + - unconscious + - visual + innate_spells: null + languages: '' + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d8+7 plus 2d6 acid, corrosive touch, and Grab + type: bludgeoning + name: pseudopod + to_hit: 18 + traits: + - reach 10 feet + name: Black Pudding + perception: 9 + proactive_abilities: + - action_cost: One Action + description: 1d8+7 bludgeoning plus 1d6 acid, DC 26 + name: Constrict + traits: null + - 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. + name: Corrosive Touch + traits: null + - description: The pudding can climb on ceilings and other inverted surfaces, though + such surfaces are difficult terrain for it. + name: Suction + traits: null + ranged: null + resistances: null + saves: + fort: 18 + ref: 6 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - motion sense 60 feet + - no vision + skills: + Athletics: 18 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Climb + - amount: null + type: Suction + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Mindless + - Ooze + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 2 + int_mod: -1 + str_mod: 3 + wis_mod: 1 + ac: 15 + automatic_abilities: null + 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. + hp: 15 + immunities: null + innate_spells: null + languages: + - Orcish + level: 0 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: orc knuckle dagger + to_hit: 7 + traits: + - agile + - disarm + - action_cost: One Action + damage: + formula: 1d4+3 + type: bludgeoning + name: fist + to_hit: 7 + traits: + - agile + - nonlethal + name: Orc Brute + perception: 5 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: javelin + to_hit: 4 + traits: + - thrown 30 feet + resistances: null + saves: + fort: 6 + ref: 4 + will: 2 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 5 + Intimidation: 2 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Humanoid + - Orc + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 2 + int_mod: -1 + str_mod: 4 + wis_mod: 1 + ac: 18 + automatic_abilities: null + 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. + hp: 23 + immunities: null + innate_spells: null + languages: + - Orcish + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 + type: slashing + name: orc necksplitter + to_hit: 7 + traits: + - forceful + - sweep + - action_cost: One Action + damage: + formula: 1d6+4 + type: slashing + name: shortsword + to_hit: 7 + traits: + - agile + - versatile P + - action_cost: One Action + damage: + formula: 1d4+4 + type: bludgeoning + name: fist + to_hit: 7 + traits: + - agile + - nonlethal + name: Orc Warrior + perception: 6 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: javelin + to_hit: 5 + traits: + - thrown 30 feet + resistances: null + saves: + fort: 8 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 7 + Intimidation: 4 + Survival: 4 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Humanoid + - Orc + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 1 + dex_mod: 2 + int_mod: -1 + str_mod: 4 + wis_mod: 1 + ac: 19 + automatic_abilities: null + description: When orcs raid, the strongest is chosen as the leader, backed up by + brothers, sisters, and other immediate family. + hp: 32 + immunities: null + innate_spells: null + languages: + - Common + - Orcish + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d10+4 + type: bludgeoning + name: greatclub + to_hit: 10 + traits: + - backswing + - shove + - action_cost: One Action + damage: + formula: 1d4+4 + type: bludgeoning + name: fist + to_hit: 10 + traits: + - agile + - nonlethal + name: Orc Warchief + perception: 11 + proactive_abilities: + - action_cost: One Action + description: Bellowing mightily, the warchief gives themself and all orc allies + within 60 feet a +1 status bonus to attack and damage rolls until the start + of the orc warchief’s next turn. + name: Battle Cry + traits: + - auditory + - concentrate + - emotion + - mental + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: javelin + to_hit: 8 + traits: + - thrown 30 feet + resistances: null + saves: + fort: 7 + ref: 6 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 8 + Intimidation: 6 + Survival: 5 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Humanoid + - Orc + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: 2 + int_mod: -2 + str_mod: 6 + wis_mod: 2 + ac: 20 + automatic_abilities: null + 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. + hp: 70 + immunities: + - disease + innate_spells: null + languages: + - Common + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d6+6 plus filth fever + type: piercing + name: jaws + to_hit: 14 + traits: null + - action_cost: One Action + damage: + formula: 1d6+6 plus Grab + type: bludgeoning + name: tentacle + to_hit: 14 + traits: + - agile + - reach 10 feet + name: Otyugh + perception: 10 + proactive_abilities: + - action_cost: One Action + description: 1d6+6 bludgeoning, DC 22 + name: Constrict + traits: null + - 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 + name: Filth Fever + traits: + - disease + - action_cost: One Action + description: check and comparing the result against each creature’s Fortitude + DC. On a failure, the creature remains in place, and on a critical failure, + the creature is no longer grabbed. + name: Reposition + traits: null + ranged: null + resistances: null + saves: + fort: 12 + ref: 8 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 14 + Stealth: 8 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 5 + dex_mod: 1 + int_mod: -4 + str_mod: 6 + wis_mod: 3 + ac: 21 + automatic_abilities: null + 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. + hp: 70 + immunities: null + innate_spells: null + languages: '' + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d10+6 plus Grab + type: piercing + name: talon + to_hit: 14 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d12+6 + type: piercing + name: beak + to_hit: 14 + traits: null + name: Owlbear + perception: 13 + proactive_abilities: + - action_cost: One Action + 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. **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. + name: Bloodcurdling Screech + traits: + - auditory + - emotion + - fear + - mental + - action_cost: One Action + description: . + name: Gnaw + traits: null + - action_cost: Two Actions + 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. + name: Screeching Advance + traits: + - auditory + - emotion + - fear + - mental + ranged: null + resistances: null + saves: + fort: 13 + ref: 7 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 7 + Athletics: 14 + Intimidation: 10 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 3 + wis_mod: 2 + ac: 19 + automatic_abilities: null + 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. + hp: 55 + immunities: null + innate_spells: null + languages: + - Common + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+5 + type: bludgeoning + name: hoof + to_hit: 10 + traits: null + - action_cost: One Action + damage: + formula: 1d6+5 + type: bludgeoning + name: wing + to_hit: 10 + traits: + - agile + name: Pegasus + perception: 12 + proactive_abilities: + - action_cost: One Action + description: 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. + name: Assisted Mount + traits: null + - action_cost: Two Actions + 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. + name: Gallop + traits: null + ranged: null + resistances: null + saves: + fort: 9 + ref: 11 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 11 + Athletics: 10 + speed: + - amount: 40 + type: Land + - amount: 80 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NG + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 5 + dex_mod: 7 + int_mod: 7 + str_mod: 6 + wis_mod: 6 + ac: 36 + automatic_abilities: null + 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. + hp: 300 + immunities: + - fire + innate_spells: + - frequency: at will + level: 8 + name: continual flame + - frequency: at will + level: 8 + name: dispel magic + - frequency: at will + level: 8 + name: flame strike + - frequency: at will + level: 8 + name: heal + - frequency: at will + level: 8 + name: remove curse + - frequency: at will + level: 8 + name: wall of fire + - frequency: at will + level: 7 + name: dispel magic + - frequency: x3 + level: 6 + name: restoration + - frequency: constant + level: 8 + name: detect magic + - frequency: constant + level: 8 + name: see invisibility + - frequency: constant + level: 6 + name: see invisibility + languages: + - Auran + - Celestial + - Common + - Ignan + level: 15 + melee: + - action_cost: One Action + damage: + formula: 1d12+9 plus 3d8 fire and 2d10 persistent fire + type: piercing + name: beak + to_hit: 30 + traits: + - finesse + - fire + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 1d6+6 plus 3d8 fire and 2d10 persistent fire + type: piercing + name: talon + to_hit: 30 + traits: + - agile + - finesse + - fire + - magical + - reach 20 feet + name: Phoenix + perception: 27 + proactive_abilities: + - action_cost: One Action + 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). + name: Flaming Strafe + traits: + - evocation + - fire + - primal + ranged: + - action_cost: One Action + damage: + formula: 6d6 plus 2d10 persistent fire + type: fire + name: flame jet + to_hit: 30 + traits: + - fire + - range increment 40 feet + resistances: null + saves: + fort: 27 + ref: 31 + will: 28 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*detect magic*' + - '*see invisibility*' + skills: + Acrobatics: 30 + Athletics: 27 + Diplomacy: 31 + Intimidation: 27 + Nature: 25 + speed: + - amount: 25 + type: Land + - amount: 70 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - NG + - Gargantuan + - Beast + - Fire + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 2 + int_mod: 4 + str_mod: 0 + wis_mod: 1 + ac: 17 + automatic_abilities: null + description: Tieflings are planar scions with fiendish blood. One of the most common + types is pitborn, who bear a demonic corruption infesting their mortal bloodline. + Some strive to live above their forebear’s fiendish reputation, but many, such + as this tiefling adept, simply accept their label and delve fully into evil. + hp: 29 + immunities: null + innate_spells: [] + languages: + - Abyssal + - Common + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d6 + type: bludgeoning + name: staff + to_hit: 6 + traits: + - two-handed 1d8 + - action_cost: One Action + damage: + formula: 1d4 + type: piercing + name: dagger + to_hit: 7 + traits: + - agile + - finesse + - versatile S + name: Tiefling + perception: 6 + proactive_abilities: + - action_cost: Free Action + description: ', without spending a spell slot. The adept must still Cast the Spell + and meet the spell’s other requirements.' + name: Drain Bonded Item + traits: + - choosing a different spell level each time + ranged: + - action_cost: One Action + damage: + formula: 1d4+1 + type: piercing + name: dagger + to_hit: 7 + traits: + - agile + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 5 + ref: 7 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Arcana: 9 + Deception: 9 + Intimidation: 7 + Occultism: 9 + Religion: 6 + Society: 9 + Stealth: 7 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Human + - Humanoid + - Tiefling + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 1 + dex_mod: 4 + int_mod: 0 + str_mod: 2 + wis_mod: 2 + ac: 21 + automatic_abilities: null + 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. + hp: 56 + immunities: + - effects that would transform their body or soul to an undead + innate_spells: null + languages: + - Common + - Necril + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d6+5 + type: slashing + name: hatchet + to_hit: 12 + traits: + - agile + - sweep + name: Duskwalker + perception: 10 + proactive_abilities: + - description: property rune on attacks against incorporeal undead. + name: Ghost Hunter + traits: null + - action_cost: One Action + description: checks against its prey and to any check to Recall Knowledge about + its prey, as well as a +1 circumstance bonus to AC against its prey’s attacks. + The duskwalker can have only one prey designated at a time. + name: Hunt Prey + traits: null + - action_cost: One Action + description: The duskwalker makes two longbow Strikes against its hunted prey. + If both Strikes hit, combine their damage for the purpose of resistances and + weaknesses. + name: Hunted Shot + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d8+4 + type: piercing + name: composite longbow + to_hit: 14 + traits: + - deadly 1d10 + - propulsive + - range increment 100 feet + - reload 0 + - volley 30 feet + - action_cost: One Action + damage: + formula: 1d6+5 + type: slashing + name: hatchet + to_hit: 14 + traits: + - agile + - sweep + - thrown 10 feet + resistances: + - amount: 2 + type: negative energy + saves: + fort: 9 + ref: 12 + will: 10 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. death effects + senses: + - darkvision + skills: + Acrobatics: 10 + Athletics: 8 + Deception: 6 + Intimidation: 6 + Nature: 8 + Stealth: 12 + Survival: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Duskwalker + - Human + - Humanoid + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 3 + dex_mod: 1 + int_mod: 0 + str_mod: 4 + wis_mod: 2 + ac: 23 + ac_special: + - descr: 25 with shield raised + automatic_abilities: null + description: Mortals whose ancestry has been influenced by celestials are known + as aasimars, and angelkin, who have blood of angels coursing through their veins, + are among the most common type of them. Many angelkin seek adventure as a means + of doing good in the world. + hp: 73 + immunities: null + innate_spells: [] + languages: + - Celestial + - Common + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d8+7 + type: slashing + name: longsword + to_hit: 15 + traits: + - versatile P + name: Aasimar Redeemer + perception: 11 + proactive_abilities: + - description: '*lay on hands*' + name: Champion Devotion Spells + traits: + - 1 Focus Point + ranged: + - action_cost: One Action + damage: + formula: 1d8+3 plus Knockdown + type: piercing + name: crossbow + to_hit: 12 + traits: + - range increment 120 feet + - reload 1 + resistances: null + saves: + fort: 12 + ref: 8 + will: 11 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. disease (against diseases, critical failures + become failures) + senses: + - darkvision + skills: + Athletics: 11 + Diplomacy: 12 + Medicine: 9 + Religion: 11 + Society: 7 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NG + - Medium + - Aasimar + - Human + - Humanoid + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 0 + dex_mod: 5 + int_mod: -1 + str_mod: -5 + wis_mod: 2 + ac: 22 + automatic_abilities: + - description: A poltergeist is tied to a location and can’t travel more than from + the place where it was created or formed. Some poltergeists are instead bound + to a specific room, building, or similar area + name: Site Bound + range: 120 feet + traits: null + 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.' + hp: 55 + immunities: + - death effects + - disease + - paralyzed + - poison + - precision + - unconscious + innate_spells: + - frequency: at will + level: 3 + name: telekinetic maneuver + languages: + - Common + level: 5 + melee: null + name: Poltergeist + perception: 11 + proactive_abilities: + - action_cost: One Action + description: '**Requirement** The poltergeist must be invisible. **Effect** The + poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each + creature within 30 feet must attempt a DC 21 Will save, becoming frightened + 2 on a failure. On a critical failure, it’s also fleeing for as long as it’s + frightened. On a success, the creature is temporarily immune for 1 minute. At + the start of its next turn, the poltergeist becomes invisible again.' + name: Frighten + traits: + - concentrate + - emotion + - fear + - incapacitation + - mental + - action_cost: Two Actions + 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. + name: Telekinetic Storm + traits: + - concentrate + - evocation + - occult + ranged: + - action_cost: One Action + damage: + formula: 2d12 piercing, or slashing (depending on object) + type: bludgeoning, + name: telekinetic object + to_hit: 13 + traits: + - evocation + - magical + - occult + - range increment 60 feet + resistances: + - amount: 5 + type: all damage (except force, ghost touch, or positive; double resistance against + non-magical) + saves: + fort: 9 + ref: 14 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 14 + Intimidation: 15 + Stealth: 14 + speed: + - amount: 20 + type: Fly + spell_attack_to_hit: 13 + spell_dc: 23 + traits: + - LE + - Medium + - Incorporeal + - Spirit + - Undead + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 3 + dex_mod: 5 + int_mod: 0 + str_mod: 3 + wis_mod: 2 + ac: 23 + automatic_abilities: null + 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. + hp: 50 + immunities: null + innate_spells: null + languages: + - Common + - Sylvan + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d6+7 + type: piercing + name: jaws + to_hit: 13 + traits: + - finesse + - magical + - action_cost: One Action + damage: + formula: 2d4+7 + type: slashing + name: claw + to_hit: 13 + traits: + - agile + - finesse + - magical + name: Poracha + perception: 10 + proactive_abilities: + - action_cost: One Action + description: The poracha teleports up to 40 feet. It must have line of sight to + the space it teleports to. It can’t use Jaunt again for 1d4 rounds. + name: Jaunt + traits: + - conjuration + - move + - primal + - teleportation + - action_cost: Two Actions + description: The poracha touches an adjacent object of enough volume to contain + it. It merges into the object indefinitely, and while it’s inside, time moves + 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. + name: Object Meld + traits: + - primal + - transmutation + ranged: null + resistances: null + saves: + fort: 9 + ref: 13 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - tremorsense (imprecise) 10 feet + - darkvision + skills: + Acrobatics: 13 + Athletics: 9 + Deception: 11 + Diplomacy: 11 + Stealth: 13 + Survival: 10 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Medium + - Beast + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 0 + dex_mod: 4 + int_mod: -1 + str_mod: -1 + wis_mod: -1 + ac: 17 + automatic_abilities: + - description: 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. + name: Entropy Sense + traits: + - divination + - divine + - prediction + 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. + hp: 16 + immunities: null + innate_spells: + - level: 4 + name: read omens + - frequency: self only + level: 2 + name: blur + - frequency: self only + level: 2 + name: obscuring mist + - frequency: at will; lawful only + level: 1 + name: detect alignment + - frequency: constant + level: 4 + name: freedom of movement + languages: + - Abyssal + - Protean + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8–1 plus 1d4 chaotic + type: piercing + name: jaws + to_hit: 9 + traits: + - chaotic + - finesse + - magical + - action_cost: One Action + damage: + formula: 1d4–1 plus 1d4 chaotic and confounding lash + type: slashing + name: tail + to_hit: 9 + traits: + - chaotic + - finesse + - magical + name: Voidworm + perception: 4 + proactive_abilities: + - action_cost: One Action + description: The voidworm takes on the appearance of a Tiny animal. This doesn’t + change its Speed or its attack and damage bonuses with its Strikes, but might + change the damage type its Strikes deal. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - description: A creature hit by the voidworm’s tail Strike is stupefied 1 for 1 + round (stupefied 2 on a critical hit). A successful DC 16 Will save negates + this effect and grants temporary immunity to confounding lash for 1 minute. + name: Confounding Lash + traits: + - divine + - emotion + - enchantment + - mental + ranged: null + resistances: + - amount: 3 + type: precision + - amount: 5 + type: protean anatomy + saves: + fort: 5 + ref: 9 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - entropy sense (imprecise) 30 feet + - darkvision + skills: + Acrobatics: 7 + Deception: 6 + Religion: 4 + Stealth: 7 + speed: + - amount: 20 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Tiny + - Monitor + - Protean + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 5 + dex_mod: 3 + int_mod: 0 + str_mod: 5 + wis_mod: 3 + ac: 24 + automatic_abilities: + - description: 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. + name: Entropy Sense + traits: + - divination + - divine + - prediction + 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. + hp: 120 + immunities: null + innate_spells: + - level: 5 + name: dimension door + - level: 4 + name: acid arrow + - level: 4 + name: solid fog + - frequency: at will + level: 3 + name: shatter + - frequency: at will + level: 2 + name: obscuring mist + - frequency: at will; lawful only + level: 1 + name: detect alignment + - frequency: constant + level: 4 + name: freedom of movement + languages: + - Abyssal + - Celestial + - Protean + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d10+8 plus 1d6 chaotic + type: piercing + name: jaws + to_hit: 18 + traits: + - chaotic + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+8 plus 1d6 chaotic and Grab + type: bludgeoning + name: tail + to_hit: 18 + traits: + - chaotic + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d8+6 plus 1d6 chaotic and confounding slam + type: piercing + name: tentacle + to_hit: 18 + traits: + - agile + - chaotic + - magical + - reach 10 feet + name: Naunet + perception: 14 + proactive_abilities: + - action_cost: Free Action + 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. + name: Adaptive Strike + traits: + - divine + - polymorph + - transmutation + - action_cost: One Action + description: The naunet can take the appearance of any Small, Medium, or Large + animal, beast, or humanoid. This doesn’t change its Speed or its attack and + damage bonuses with its Strikes but might change the damage type its Strikes + deal. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - 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. + name: Confounding Slam + traits: + - divine + - emotion + - enchantment + - mental + - action_cost: One Action + description: 1d8+8 bludgeoning, DC 26 + name: Constrict + traits: null + ranged: null + resistances: + - amount: 5 + type: precision + - amount: 10 + type: protean anatomy + saves: + fort: 18 + ref: 14 + will: 12 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - entropy sense (imprecise) 30 feet + - darkvision + skills: + Acrobatics: 14 + Athletics: 16 + Intimidation: 16 + Stealth: 14 + Survival: 12 + speed: + - amount: 25 + type: Land + - amount: 30 + type: Fly + - amount: 25 + type: Swim + - amount: null + type: Freedom of Movement (constant) + spell_attack_to_hit: 16 + spell_dc: null + traits: + - CN + - Large + - Monitor + - Protean + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 7 + dex_mod: 5 + int_mod: 5 + str_mod: 9 + wis_mod: 7 + ac: 40 + automatic_abilities: + - description: 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. + name: Entropy Sense + traits: + - divination + - divine + - prediction + 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.' + hp: 290 + immunities: null + innate_spells: + - frequency: chaotic only + level: 9 + name: divine wrath + - frequency: chaotic only + level: 9 + name: prismatic sphere + - level: 8 + name: baleful polymorph + - level: 8 + name: confusion + - frequency: at will + level: 7 + name: disintegrate + - frequency: at will + level: 7 + name: dispel magic + - frequency: at will + level: 7 + name: shatter + - frequency: at will + level: 7 + name: warp mind + - frequency: at will; self only + level: 6 + name: teleport + - frequency: at will + level: 5 + name: creation + - frequency: at will + level: 5 + name: dimension door + - frequency: at will + level: 5 + name: hallucinatory terrain + - frequency: at will + level: 4 + name: confusion + - frequency: at will + level: 4 + name: dimension door + - frequency: at will; lawful only + level: 2 + name: detect alignment + - frequency: constant + level: 5 + name: tongues + - frequency: constant + level: 5 + name: freedom of movement + - frequency: constant + level: 4 + name: freedom of movement + languages: + - Abyssal + - Celestial + - Protean + level: 17 + melee: + - action_cost: One Action + damage: + formula: 3d10+15 plus 1d6 chaotic and warpwave strike + type: piercing + name: jaws + to_hit: 33 + traits: + - chaotic + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+15 plus 1d6 chaotic and warpwave strike + type: slashing + name: claw + to_hit: 33 + traits: + - agile + - chaotic + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+15 plus Grab + type: bludgeoning + name: tail + to_hit: 33 + traits: + - reach 15 feet + name: Keketar + perception: 30 + proactive_abilities: + - action_cost: One Action + description: The keketar can take the appearance of any Huge or smaller creature. + This doesn’t change its Speed or its attack and damage bonuses with its Strikes, + but might change the damage type its Strikes deal. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - action_cost: One Action + description: 1d10+15 bludgeoning, DC 42 + name: Constrict + traits: null + - 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. + name: Reshape Reality + traits: + - concentrate + - 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. + name: Warpwave Strike + traits: + - divine + - polymorph + - transmutation + ranged: null + resistances: + - amount: 10 + type: precision + - amount: 25 + type: protean anatomy + saves: + fort: 30 + ref: 28 + will: 34 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - entropy sense (imprecise) 60 feet + - darkvision + skills: + Acrobatics: 26 + Athletics: 30 + Deception: 33 + Diplomacy: 35 + Intimidation: 35 + Religion: 30 + Stealth: 28 + speed: + - amount: 40 + type: Land + - amount: 50 + type: Fly + - amount: 40 + type: Swim + - amount: null + type: Freedom of Movement (constant) + spell_attack_to_hit: 32 + spell_dc: null + traits: + - CN + - Large + - Monitor + - Protean + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 1 + dex_mod: 3 + int_mod: 1 + str_mod: -1 + wis_mod: 1 + ac: 16 + automatic_abilities: + - description: psychopomp senses the vital essence of living and undead creatures + within the listed range. + name: Lifesense + traits: + - divination + - divine + description: A nosoi resembles a whippoorwill, sparrow, or other small bird wearing + a heavy leather plague doctor’s mask. They are the clerks, messengers, and scribes + 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. + hp: 18 + immunities: + - death effects + - disease + innate_spells: + - level: 4 + name: read omens + - level: 4 + name: talking corpse + languages: + - Abyssal + - Celestial + - Infernal + - Requian + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4-1 plus spirit touch + type: piercing + name: beak + to_hit: 6 + traits: + - finesse + - magical + name: Nosoi + perception: 6 + proactive_abilities: + - action_cost: One Action + description: The nosoi takes the appearance of a raven or songbird. This doesn’t + change its Speed or its attack and damage modifiers with its Strikes. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - action_cost: One Action + 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. + **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. + name: Haunting Melody + traits: + - auditory + - concentrate + - divine + - enchantment + - incapacitation + - mental + - description: property rune and deal 1d6 negative damage to living creatures or + 1d6 positive damage to undead. + name: Spirit Touch + traits: null + ranged: null + resistances: + - amount: 3 + type: negative + - amount: 3 + type: poison + saves: + fort: 4 + ref: 8 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - lifesense 60 feet + skills: + Acrobatics: 6 + Performance: 6 + Religion: 6 + Society: 2 + Stealth: 6 + speed: + - amount: 15 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Tiny + - Monitor + - Psychopomp + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 4 + dex_mod: 4 + int_mod: 3 + str_mod: 8 + wis_mod: 6 + ac: 38 + automatic_abilities: + - description: psychopomp senses the vital essence of living and undead creatures + within the listed range. + name: Lifesense + traits: + - divination + - divine + 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. + hp: 240 + immunities: + - death effects + - disease + innate_spells: + - level: 4 + name: talking corpse + - frequency: constant + level: 5 + name: tongues + - frequency: constant + level: 5 + name: speak with animals + - frequency: constant + level: 5 + name: spider climb + - frequency: constant + level: 2 + name: speak with animals + - frequency: constant + level: 2 + name: spider climb + items: + - +2 striking bo staff + languages: + - Abyssal + - Celestial + - Infernal + - Necril + - Requian + level: 15 + melee: + - action_cost: One Action + damage: + formula: 2d8+14 plus spirit touch + type: bludgeoning + name: bo staff + to_hit: 31 + traits: + - magical + - parry + - reach 10 feet + - trip + - action_cost: One Action + damage: + formula: 3d12+14 plus Grab and spirit touch + type: bludgeoning + name: web wrappings + to_hit: 29 + traits: + - magical + - reach 10 feet + name: Morrigna + perception: 28 + proactive_abilities: + - action_cost: One Action + description: A morrigna can take the appearance of any Small or Medium animal + or humanoid. This doesn’t change their Speed or their attack and damage modifiers + 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. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - 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. + name: Spider Minions + traits: + - conjuration + - divine + - description: property rune and deal 4d6 negative damage to living creatures or + 4d6 positive damage to undead. + name: Spirit Touch + traits: null + ranged: null + resistances: + - amount: 15 + type: negative + - amount: 15 + type: poison + saves: + fort: 25 + ref: 27 + will: 29 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - lifesense 60 feet + skills: + Athletics: 27 + Diplomacy: 27 + Intimidation: 29 + Religion: 29 + Society: 24 + Stealth: 27 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Climb + - amount: null + type: Spider Climb (constant) + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Monitor + - Psychopomp + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 1 + dex_mod: 4 + int_mod: -4 + str_mod: 3 + wis_mod: 2 + ac: 18 + automatic_abilities: null + 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. + hp: 35 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d10+3 + type: piercing + name: beak + to_hit: 10 + traits: null + name: Pteranodon + perception: 8 + proactive_abilities: + - action_cost: Two Actions + description: The pteranodon Flies up to its Speed and makes one beak Strike at + any point during that movement. + name: Swoop + traits: null + ranged: null + resistances: null + saves: + fort: 7 + ref: 10 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 10 + Athletics: 7 + speed: + - amount: 10 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 3 + dex_mod: 4 + int_mod: -4 + str_mod: 6 + wis_mod: 2 + ac: 25 + automatic_abilities: null + 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. + hp: 110 + immunities: null + innate_spells: null + languages: '' + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d10+10 plus 1d8 persistent bleed + type: piercing + name: beak + to_hit: 17 + traits: + - deadly 1d10 + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+10 plus Grab + type: piercing + name: talon + to_hit: 17 + traits: null + name: Quetzalcoatlus + perception: 15 + proactive_abilities: + - 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. + name: Snatch + traits: null + - action_cost: Two Actions + description: The quetzacoaltus Flies up to its Speed and makes one beak or talon + Strike at any point during that movement. + name: Swoop + traits: null + ranged: null + resistances: null + saves: + fort: 16 + ref: 17 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 14 + Athletics: 17 + speed: + - amount: 15 + type: Land + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + type: Creature +- ability_mods: + cha_mod: 8 + con_mod: 4 + dex_mod: 5 + int_mod: 5 + str_mod: 6 + wis_mod: 6 + ac: 36 + automatic_abilities: null + 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. + hp: 305 + immunities: null + innate_spells: + - frequency: x3 + level: 7 + name: crushing despair + - frequency: at will + level: 3 + name: fear + - level: 2 + name: hideous laughter + - frequency: constant + level: 4 + name: air walk + languages: + - Aklo + level: 15 + melee: + - action_cost: One Action + damage: + formula: 3d8+12 + type: slashing + name: claw + to_hit: 30 + traits: + - agile + - magical + - reach 10 feet + name: Quelaunt + perception: 29 + proactive_abilities: + - description: . + name: Emotional Focus + traits: null + - description: The quelaunt casts up to three spells chosen from its at-will innate + spells and its emotional focus spells. + name: Emotional Frenzy + traits: null + - action_cost: One Action + description: '**Frequency** once per round; **Effect** The quelaunt feeds on the + emotional unrest of a single creature within 30 feet that’s under a harmful + 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.' + name: Feed on Emotion + traits: + - attack + - emotion + - incapacitation + - mental + - action_cost: Two Actions + 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. + name: Rapid Strikes + traits: + - attack + - action_cost: Free Action + description: '**Trigger** A creature fails a saving throw to resist one of the + quelaunt’s innate spells or emotional focus spells. **Effect** As the quelaunt + invades the triggering creature’s mind and plants the seeds of negative emotions, + it also strips away the target’s feelings of hope or positivity. The quelaunt + can immediately end a single emotion effect from which the triggering creature + is benefiting.' + name: Spiral of Despair + traits: + - emotion + - mental + ranged: null + resistances: + - amount: 15 + type: mental + saves: + fort: 27 + ref: 26 + will: 31 + saves_special: + fort: null + ref: null + will: +33 vs. emotion) + senses: + - tremorsense (imprecise) 60 feet + skills: + Deception: 30 + Intimidation: 30 + Occultism: 27 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: 39 + traits: + - CE + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 3 + dex_mod: 4 + int_mod: 1 + str_mod: 1 + wis_mod: 1 + ac: 23 + automatic_abilities: null + 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. + hp: 60 + immunities: null + innate_spells: + - level: 4 + name: clairvoyance + languages: + - Common + - Infernal + - Undercommon + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d6+4 plus 1d6 persistent bleed + type: piercing + name: fangs + to_hit: 15 + traits: + - finesse + - magical + - action_cost: One Action + damage: + formula: 2d4+4 + type: slashing + name: claw + to_hit: 15 + traits: + - agile + - finesse + - magical + name: Dandasuka + perception: 12 + proactive_abilities: + - action_cost: One Action + description: The dandasuka takes on the appearance of any Small humanoid. This + doesn’t change the dandasuka’s Speed or its attack and damage modifiers with + 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. + name: Change Shape + traits: + - concentrate + - occult + - polymorph + - transmutation + - description: creatures. + name: Sneak Attack + traits: null + ranged: null + resistances: + - amount: 5 + type: physical (except piercing) + saves: + fort: 12 + ref: 13 + will: 10 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic + senses: + - darkvision + skills: + Acrobatics: 13 + Deception: 14 + Stealth: 13 + Thievery: 13 + speed: + - amount: 25 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: 19 + traits: + - LE + - Small + - Fiend + - Rakshasa + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 6 + int_mod: 2 + str_mod: 4 + wis_mod: 1 + ac: 30 + automatic_abilities: null + 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. + hp: 155 + immunities: null + innate_spells: [] + languages: + - Common + - Infernal + - Undercommon + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d6+10 + type: slashing + name: kukri + to_hit: 23 + traits: + - agile + - finesse + - magical + - trip + - action_cost: One Action + damage: + formula: 2d12+10 + type: piercing + name: fangs + to_hit: 20 + traits: + - agile + - magical + - action_cost: One Action + damage: + formula: 2d8+10 + type: slashing + name: claw + to_hit: 22 + traits: + - agile + - finesse + - magical + name: Raja Rakshasa + perception: 19 + proactive_abilities: + - action_cost: One Action + description: The raja rakshasa takes on the appearance of any Medium humanoid. + This doesn’t change the raja rakshasa’s Speed or its attack and damage modifiers + 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. + name: Change Shape + traits: + - concentrate + - occult + - polymorph + - transmutation + - action_cost: One Action + 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. + name: Disturbing Vision + traits: + - concentrate + - enchantment + - mental + - occult + ranged: null + resistances: + - amount: 10 + type: physical (except piercing) + saves: + fort: 19 + ref: 21 + will: 18 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. magic, +3 status to all saves vs. divine magic + senses: + - darkvision + skills: + Deception: 23 + Diplomacy: 21 + Intimidation: 21 + Occultism: 18 + Performance: 19 + Stealth: 20 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: 31 + traits: + - LE + - Medium + - Fiend + - Rakshasa + type: Creature +- ability_mods: + cha_mod: -3 + con_mod: 2 + dex_mod: 3 + int_mod: -4 + str_mod: 1 + wis_mod: 1 + ac: 15 + automatic_abilities: null + 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. + hp: 8 + immunities: null + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d6+1 plus filth fever + type: piercing + name: jaws + to_hit: 7 + traits: + - agile + - finesse + name: Giant Rat + perception: 5 + proactive_abilities: + - 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 + name: Filth Fever + traits: + - disease + ranged: null + resistances: null + saves: + fort: 6 + ref: 7 + will: 3 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 5 + Athletics: 2 + Stealth: 5 + speed: + - amount: 30 + type: Land + - amount: 10 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Animal + type: Creature +- ability_mods: + cha_mod: -3 + con_mod: 1 + dex_mod: 3 + int_mod: -4 + str_mod: -2 + wis_mod: 1 + ac: 14 + automatic_abilities: null + 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. + hp: 14 + immunities: + - precision + - swarm mind + innate_spells: null + languages: '' + level: 1 + melee: null + name: Rat Swarm + perception: 5 + proactive_abilities: + - 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 + name: Filth Fever + traits: + - disease + - action_cost: One Action + description: Each enemy in the swarm’s space takes 1d6 piercing damage and must + attempt a DC 17 basic Reflex save. A creature that fails its save is exposed + to filth fever. + name: Swarming Bites + traits: null + ranged: null + resistances: + - amount: 6 + type: physical (except bludgeoning) + saves: + fort: 2 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 4 + Stealth: 6 + speed: + - amount: 30 + type: Land + - amount: 10 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + - Swarm + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 4 + int_mod: 4 + str_mod: 0 + wis_mod: 2 + ac: 21 + automatic_abilities: + - description: A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused + moderate alchemist’s fires, and 2 infused moderate frost vials. These items + last for 24 hours, or until the next time they make their daily preparations. + name: Infused Items + traits: null + description: Ratfolk grenadiers use alchemy and stealth to defend their communities. + hp: 60 + immunities: null + innate_spells: null + items: + - alchemist's tools + - hand crossbow (20 bolts) + - studded leather armor + languages: + - Common + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d4 + type: piercing + name: fangs + to_hit: 12 + traits: + - agile + - finesse + name: Ratfolk Grenadier + perception: 10 + proactive_abilities: + - description: . 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. + name: Cheek Pouches + traits: + - though no more than 4 light items + - action_cost: One Action + description: The ratfolk grenadier draws an alchemical bomb with an Interact action + and throws it as a ranged Strike. + name: Quick Bomber + traits: null + - action_cost: Free Action + description: The ratfolk grenadier stores one held item of light or negligible + Bulk in its cheek pouches. + name: Quick Stow + traits: null + - 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. + name: Swarming + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: hand crossbow + to_hit: 12 + traits: + - range increment 60 feet + - reload 1 + - action_cost: One Action + name: alchemical bomb + to_hit: 13 + traits: + - range increment 20 feet + - splash + resistances: null + saves: + fort: 11 + ref: 13 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 9 + Crafting: 12 + Deception: 7 + Society: 10 + Stealth: 12 + Thievery: 9 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LN + - Small + - Humanoid + - Ratfolk + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 2 + dex_mod: 4 + int_mod: 1 + str_mod: 4 + wis_mod: 1 + ac: 21 + automatic_abilities: + - description: redcap’s woolen hat is dyed with the blood of its victims. If the + redcap loses its cap, it no longer benefits from fast healing and takes a –4 + status penalty to its damage rolls. It can create a new cap in 10 minutes, but + that cap doesn’t grant its powers until the redcap has turned it red with Blood + Soak. A cap has no benefit for creatures other than the redcap who made it. + name: Red Cap + traits: + - necromancy + - primal + 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. + hp: 60 + immunities: null + innate_spells: null + items: + - scythe + - iron boots + - red cap + languages: + - Common + - Sylvan + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d10+10 + type: slashing + name: scythe + to_hit: 15 + traits: + - deadly 1d10 + - trip + - action_cost: One Action + damage: + formula: 1d6+8 + type: piercing + name: boot + to_hit: 13 + traits: + - agile + - versatile B + name: Redcap + perception: 12 + proactive_abilities: + - action_cost: One Action + 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. + name: Blood Soak + traits: + - manipulate + - description: 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. + name: Deadly Cleave + traits: null + - action_cost: One Action + description: creature, it deals an extra 2d6 persistent bleed damage. + name: Stomp + traits: null + ranged: null + resistances: null + saves: + fort: 11 + ref: 15 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 13 + Athletics: 15 + Deception: 11 + Intimidation: 13 + Nature: 10 + Stealth: 13 + speed: + - amount: 50 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Small + - Fey + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 4 + int_mod: -3 + str_mod: 1 + wis_mod: 1 + ac: 20 + automatic_abilities: null + description: Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. + As one might expect from its name, a reefclaw’s oversized claws are powerful weapons + with their vicelike grip and the ability to inject potent venom into unfortunate + prey. + hp: 17 + immunities: null + innate_spells: null + languages: + - Common + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+1 plus reefclaw venom and Grab + type: slashing + name: claw + to_hit: 9 + traits: + - finesse + name: Reefclaw + perception: 8 + proactive_abilities: + - action_cost: One Action + description: 1d6 bludgeoning, DC 17 + name: Constrict + traits: null + - 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).' + name: Reefclaw Venom + traits: + - poison + ranged: null + resistances: null + saves: + fort: 7 + ref: 9 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Athletics: 4 + speed: + - amount: 5 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Small + - Aberration + - Aquatic + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 5 + dex_mod: 2 + int_mod: -3 + str_mod: 7 + wis_mod: 1 + ac: 25 + automatic_abilities: null + 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. + hp: 120 + immunities: + - cold + - fire + innate_spells: null + languages: + - Jotun + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d10+9 plus Grab + type: piercing + name: jaws + to_hit: 18 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d10+3 plus 2d6 fire + type: bludgeoning + name: tail + to_hit: 18 + traits: + - fire + - reach 15 feet + name: Remorhaz + perception: 14 + proactive_abilities: + - action_cost: Two Actions + description: The remorhaz unleashes a gout of flame that deals 8d6 fire damage + in a 30-foot cone (DC 26 basic Reflex save). It can’t use Breath Weapon again + for 1d4 rounds. + name: Breath Weapon + traits: + - evocation + - fire + - primal + - description: A remorhaz can leave a tunnel when it burrows through ice or snow, + and it usually does. + name: Ice Tunneler + traits: null + - action_cost: One Action + description: Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12 + name: Swallow Whole + traits: null + - action_cost: Two Actions + description: The remorhaz Strikes once with its jaws and once with its tail, each + targeting a different creature. Each attack counts toward the remorhaz’s multiple + attack penalty, but the multiple attack penalty doesn’t increase until after + all the attacks have been made. + name: Thrash + traits: null + ranged: null + resistances: null + saves: + fort: 18 + ref: 15 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 60 feet + skills: + Athletics: 18 + Stealth: 13 + speed: + - amount: 35 + type: Land + - amount: 30 + type: Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Huge + - Beast + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 5 + dex_mod: 2 + int_mod: -4 + str_mod: 8 + wis_mod: 1 + ac: 27 + automatic_abilities: null + 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. + hp: 180 + immunities: null + innate_spells: null + languages: '' + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d10+12 + type: piercing + name: beak + to_hit: 21 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d8+12 plus Improved Grab + type: slashing + name: talon + to_hit: 21 + traits: + - agile + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d6+10 plus Improved Push 10 feet + type: bludgeoning + name: wing + to_hit: 21 + traits: + - agile + - reach 30 feet + name: Roc + perception: 18 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Flying Strafe + traits: null + - description: A roc gains a +2 circumstance bonus to hit with its beak Strike if + the target is grabbed or restrained in its talon. + name: Snack + traits: null + - description: in either or both of its talons, carrying that creature along with + it. + name: Snatch + traits: null + ranged: null + resistances: null + saves: + fort: 20 + ref: 17 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 15 + Athletics: 21 + speed: + - amount: 20 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Gargantuan + - Animal + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 6 + dex_mod: 1 + int_mod: 1 + str_mod: 6 + wis_mod: 3 + ac: 29 + automatic_abilities: null + 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. + hp: 215 + immunities: null + innate_spells: null + languages: + - Aklo + - Undercommon + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d12+12 + type: piercing + name: jaws + to_hit: 21 + traits: null + - action_cost: One Action + name: strand + to_hit: 23 + traits: + - reach 50 feet + name: Roper + perception: 21 + proactive_abilities: + - action_cost: One Action + description: checks, and while they’re retracted, it can’t use its strand Strikes. + name: Extend Strands + traits: null + - action_cost: One Action + description: . Each attack must be against a different target. These attacks count + toward the roper’s multiple attack penalty, but its multiple attack penalty + doesn’t increase until after all the attacks. + name: Flurry of Strands + traits: + - except those that are immobilizing creatures + - action_cost: Two Actions + description: check and compares the result to each immobilized creature’s Fortitude + DC. The roper pulls each creature it succeeds against up to 25 feet closer and + each creature it critically succeeds against up to 50 feet closer. + name: Pull the Strands + traits: null + - description: . This enfeebled value decreases by 1 every 8 hours. The roper can + move while it has a creature grabbed with a strand, but it automatically releases + the creature if it moves beyond the strand’s reach. The roper can release an + 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. + name: Sticky Strand + traits: + - to a maximum of enfeebled 4 + ranged: null + resistances: + - amount: 10 + type: electricity + saves: + fort: 20 + ref: 15 + will: 21 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. magic + senses: + - darkvision + skills: + Athletics: 22 + Nature: 17 + Religion: 19 + Stealth: 17 + speed: + - amount: 10 + type: Land + - amount: 10 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Large + - Aberration + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 1 + dex_mod: 3 + int_mod: -4 + str_mod: 0 + wis_mod: 1 + ac: 19 + automatic_abilities: + - description: A rust monster can smell metal as a precise sense. + name: Metal Scent + traits: null + 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. + hp: 40 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + name: antenna + to_hit: 10 + traits: + - finesse + - action_cost: One Action + damage: + formula: 1d10+4 + type: piercing + name: mandibles + to_hit: 8 + traits: + - finesse + - action_cost: One Action + damage: + formula: 1d4+2 plus Improved Knockdown + type: bludgeoning + name: tail + to_hit: 8 + traits: + - finesse + name: Rust Monster + perception: 8 + proactive_abilities: + - action_cost: One Action + description: . On a success, the item is subject to the rust monster’s rust ability + (see below) in addition to the effects of the Disarm, and if the check to Disarm + is a critical success, the rust monster drops the item on the ground in its + own space. + name: Antenna Disarm + traits: + - with the same modifier as an antenna Strike + - description: 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. + name: Rust + traits: + - doubled on a critical hit + ranged: null + resistances: null + saves: + fort: 8 + ref: 10 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - metal scent 30 feet + skills: + Athletics: 7 + speed: + - amount: 35 + type: Land + - amount: 10 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Aberration + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 1 + dex_mod: 4 + int_mod: 1 + str_mod: 3 + wis_mod: 2 + ac: 19 + automatic_abilities: + - description: satyr’s wineskin magically enchants any alcohol inside. With an Interact + action, a living creature can imbibe the alcohol and gain a +1 item bonus to + Will saves and a +3 item bonus to Will saves against fear effects for the following + hour. When the wineskin is removed from a satyr’s person, the magic remains + only until the wine spoils. The wineskin holds up to eight drafts of wine. + name: Sylvan Wine + traits: + - enchantment + - mental + - primal + description: To a satyr, life is a party and everyone is invited. Notorious for + their hedonism, these fey believe there’s no greater beauty than can be found + 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. + hp: 80 + immunities: null + innate_spells: + - level: 4 + name: charm + - level: 4 + name: fear + - level: 4 + name: sleep + - level: 4 + name: suggestion + items: + - dagger + - panpipes + - shortbow (20 arrows) + - wineskin + languages: + - Common + - Sylvan + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d4+6 + type: piercing + name: dagger + to_hit: 14 + traits: + - agile + - finesse + - versatile S + name: Satyr + perception: 10 + proactive_abilities: + - description: When the satyr Plays the Pipes to cast a spell, he can Step or Stride + as part of the activity. + name: Fleet Performer + traits: null + - description: '**Requirements** The satyr is holding a musical instrument. **Effect** + The satyr plays a melody on his instrument to cast *charm*, *fear*, *sleep*, + or *suggestion* without expending the spell slot and using his music in place + of providing the spell’s component actions. The spell gains the auditory trait + 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.' + name: Play the Pipes + traits: + - auditory + - primal + ranged: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: shortbow + to_hit: 14 + traits: + - deadly 1d10 + - range increment 60 feet + - reload 0 + - action_cost: One Action + damage: + formula: 1d4+6 + type: piercing + name: dagger + to_hit: 14 + traits: + - agile + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 9 + ref: 11 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 8 + Deception: 13 + Diplomacy: 13 + Intimidation: 11 + Nature: 9 + Performance: 13 + Stealth: 11 + Survival: 8 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Medium + - Fey + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 3 + dex_mod: 2 + int_mod: -5 + str_mod: 4 + wis_mod: 2 + ac: 19 + automatic_abilities: null + 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. + hp: 45 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+6 plus Grab + type: slashing + name: pincer + to_hit: 11 + traits: + - agile + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d6+6 plus giant scorpion venom + type: piercing + name: stinger + to_hit: 11 + traits: + - reach 10 feet + name: Giant Scorpion + perception: 9 + proactive_abilities: + - action_cost: One Action + description: 1d6+4 bludgeoning, DC 20 + name: Constrict + traits: null + - 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)' + name: Giant Scorpion Venom + traits: + - poison + ranged: null + resistances: null + saves: + fort: 12 + ref: 9 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 60 feet + skills: + Athletics: 11 + Stealth: 7 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 2 + dex_mod: 5 + int_mod: -5 + str_mod: 0 + wis_mod: 0 + ac: 21 + automatic_abilities: null + description: While a single scorpion is itself a menace, swarms of these vermin + can be outright devastating. These skittering droves of death swiftly bring down + their prey before devouring everything short of the victim’s bones. + hp: 55 + immunities: + - precision + - swarm mind + innate_spells: null + languages: '' + level: 4 + melee: null + name: Scorpion Swarm + perception: 11 + proactive_abilities: + - 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)' + name: Scorpion Venom + traits: + - poison + - action_cost: One Action + description: and is exposed to scorpion venom. + name: Swarming Stings + traits: + - DC 21 basic Reflex save + ranged: null + resistances: + - amount: 3 + type: bludgeoning + - amount: 7 + type: piercing + - amount: 7 + type: slashing + saves: + fort: 10 + ref: 13 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 11 + Athletics: 6 + Stealth: 11 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + - Swarm + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 1 + dex_mod: 4 + int_mod: 0 + str_mod: 3 + wis_mod: 3 + ac: 18 + automatic_abilities: + - description: he sea devil can communicate telepathically with sharks within range. + It can communicate only simple concepts like “come,” “guard,” or “attack.” + name: Shark Commune + traits: + - mental + - telepathy + 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. + hp: 30 + immunities: null + innate_spells: null + items: + - longspear + - spear + languages: + - Aquan + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+3 + type: piercing + name: longspear + to_hit: 11 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d6+3 + type: slashing + name: claw + to_hit: 11 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d8+3 + type: piercing + name: jaws + to_hit: 11 + traits: null + name: Sea Devil Scout + perception: 9 + proactive_abilities: + - action_cost: Free Action + description: '**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.' + name: Blood Frenzy + traits: + - rage + - description: or if the attack was a critical hit. + name: Bloodletting + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: spear + to_hit: 12 + traits: + - thrown 20 feet + resistances: null + saves: + fort: 7 + ref: 10 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - wavesense 30 feet + skills: + Athletics: 9 + Intimidation: 5 + Stealth: 8 + Survival: 7 + speed: + - amount: 25 + type: Land + - amount: 35 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Amphibious + - Humanoid + - Sea Devil + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 1 + int_mod: 0 + str_mod: 4 + wis_mod: 1 + ac: 21 + automatic_abilities: + - description: he sea devil can communicate telepathically with sharks within range. + It can communicate only simple concepts like “come,” “guard,” or “attack.” + name: Shark Commune + traits: + - mental + - telepathy + 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. + hp: 60 + immunities: null + innate_spells: null + items: + - trident + languages: + - Aquan + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d8+8 + type: piercing + name: trident + to_hit: 14 + traits: null + - action_cost: One Action + damage: + formula: 1d6+6 + type: slashing + name: claw + to_hit: 14 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d8+6 + type: piercing + name: jaws + to_hit: 14 + traits: null + name: Sea Devil Brute + perception: 7 + proactive_abilities: + - action_cost: Free Action + description: '**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.' + name: Blood Frenzy + traits: + - rage + - description: or if the attack was a critical hit. + name: Bloodletting + traits: null + - description: A sea devil brute can use thrown ranged weapons underwater with no + penalty due to range increment. + name: Unimpeded Throw + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d8+8 + type: piercing + name: trident + to_hit: 11 + traits: + - thrown 20 feet + resistances: null + saves: + fort: 13 + ref: 11 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - wavesense 30 feet + skills: + Athletics: 12 + Intimidation: 9 + Survival: 9 + speed: + - amount: 25 + type: Land + - amount: 35 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Amphibious + - Humanoid + - Sea Devil + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 4 + dex_mod: 2 + int_mod: 0 + str_mod: 5 + wis_mod: 3 + ac: 24 + automatic_abilities: + - description: he sea devil can communicate telepathically with sharks within range. + It can communicate only simple concepts like “come,” “guard,” or “attack.” + name: Shark Commune + traits: + - mental + - telepathy + 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. + hp: 95 + immunities: null + innate_spells: null + items: + - longspear + - spear (2) + languages: + - Aquan + level: 6 + melee: + - action_cost: One Action + damage: + formula: 1d8+11 + type: piercing + name: longspear + to_hit: 17 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d6+8 + type: slashing + name: claw + to_hit: 17 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d6+8 + type: piercing + name: jaws + to_hit: 17 + traits: null + name: Sea Devil Baron + perception: 13 + proactive_abilities: + - action_cost: Free Action + description: '**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.' + name: Blood Frenzy + traits: + - rage + - description: or if the attack was a critical hit. + name: Bloodletting + traits: null + - action_cost: Two Actions + description: '**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.' + name: Hateful Tide + traits: + - rage + ranged: + - action_cost: One Action + damage: + formula: 1d8+11 + type: piercing + name: spear + to_hit: 17 + traits: + - thrown 20 feet + resistances: null + saves: + fort: 16 + ref: 14 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - wavesense 30 feet + skills: + Athletics: 15 + Intimidation: 12 + Stealth: 12 + Survival: 11 + speed: + - amount: 25 + type: Land + - amount: 35 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Amphibious + - Humanoid + - Mutant + - Sea Devil + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 6 + dex_mod: 4 + int_mod: -4 + str_mod: 8 + wis_mod: 2 + ac: 35 + automatic_abilities: + - description: sea serpent automatically tries to counteract any detection, revelation, + or scrying divination attempted against it, using its Stealth modifler for its + counteract modifier. + name: Undetectable + traits: + - abjuration + - primal + description: These fabled beasts resemble massive snakes with long rows of finned + spines down their back. Temperamental and territorial, sea serpents can capsize + a boat with ease, and most won’t hesitate to do so when hungry or threatened. + 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. + hp: 210 + immunities: null + innate_spells: null + languages: '' + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d10+14 plus Grab + type: piercing + name: jaws + to_hit: 27 + traits: + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d10+14 plus Grab + type: bludgeoning + name: tail + to_hit: 27 + traits: + - agile + - reach 30 feet + name: Sea Serpent + perception: 22 + proactive_abilities: + - action_cost: One Action + description: The sea serpent attempts to capsize an aquatic vessel of its size + or smaller that it’s adjacent to. It must succeed at an Athletics check with + a DC of 35 or the pilot’s Sailing Lore DC, whichever is higher. + name: Capsize + traits: + - attack + - action_cost: One Action + description: 1d10+14 bludgeoning + name: Constrict + traits: null + - 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). + name: Sea Serpent Algae + traits: + - incapacitation + - poison + - action_cost: Two Actions + 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). + name: Spine Rake + traits: + - attack + - move + - action_cost: One Action + description: Huge, 2d10+6 bludgeoning, Rupture 20 + name: Swallow Whole + traits: + - attack + ranged: + - action_cost: One Action + damage: + formula: 2d6+12 plus sea serpent algae + type: bludgeoning + name: water spout + to_hit: 25 + traits: + - brutal + - range increment 100 feet + - water + resistances: null + saves: + fort: 25 + ref: 21 + will: 21 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 18 + Athletics: 26 + Stealth: 28 + speed: + - amount: 20 + type: Land + - amount: 60 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Gargantuan + - Animal + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 0 + dex_mod: 4 + int_mod: -2 + str_mod: -5 + wis_mod: 2 + ac: 20 + automatic_abilities: null + 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. + hp: 40 + immunities: + - death effects + - disease + - paralyzed + - poison + - precision + - unconscious + innate_spells: null + languages: + - Necril + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d6+3 + type: negative + name: shadow hand + to_hit: 15 + traits: + - finesse + - magical + name: Shadow + perception: 10 + proactive_abilities: + - description: . If the creature the shadow spawn was pulled from dies, the shadow + spawn becomes a full-fledged, autonomous shadow. If the creature recovers from + its enfeeblement, its shadow returns to it and the shadow spawn is extinguished. + name: Shadow Spawn + traits: null + - description: The shadow can Hide or end its Sneak in a creature’s or object’s + shadow. + name: Slink in Shadows + traits: null + - description: '**Requirement** The shadow hit a living creature with a shadow hand + Strike on its previous action. **Effect** The shadow pulls at the target’s shadow, + 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.' + name: Steal Shadow + traits: + - divine + - necromancy + ranged: null + resistances: + - amount: 5 + type: all (except force, ghost touch, or positive; double resistance against non-magical) + saves: + fort: 8 + ref: 14 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 10 + Stealth: 14 + speed: + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Incorporeal + - Undead + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 0 + dex_mod: 5 + int_mod: 0 + str_mod: -5 + wis_mod: 2 + ac: 24 + automatic_abilities: null + description: Shadows that spend long amounts of time on the Shadow Plane and absorb + its magic become greater shadows. + hp: 75 + immunities: + - death effects + - disease + - paralyzed + - poison + - precision + - unconscious + innate_spells: [] + languages: + - Necril + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d10+6 + type: negative + name: shadow hand + to_hit: 18 + traits: + - finesse + - magical + name: Greater Shadow + perception: 14 + proactive_abilities: + - 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. + name: Shadow Spawn + traits: null + - description: The greater shadow can Hide or end its Sneak in a creature’s or object’s + shadow. + name: Slink in Shadows + traits: null + - action_cost: One Action + description: '**Requirement** The greater shadow hit a living creature with a + shadow hand Strike on its previous action. **Effect** The greater shadow pulls + at the target’s shadow, making the creature enfeebled 2 (or enfeebled 3 on a + 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.' + name: Steal Shadow + traits: + - divine + - necromancy + ranged: null + resistances: + - amount: 10 + type: all (except force, ghost touch, or positive; double resistance against non-magical) + saves: + fort: 11 + ref: 18 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 16 + Stealth: 20 + speed: + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Incorporeal + - Undead + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 5 + dex_mod: 1 + int_mod: -2 + str_mod: 6 + wis_mod: 2 + ac: 22 + automatic_abilities: + - 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. + name: Mound + traits: null + description: Shamblers are cunning carnivorous plants that resemble heaps of wet, + rotting vegetation. Even when standing erect on their stumpy legs, shamblers don’t + 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. + hp: 120 + immunities: + - electricity + innate_spells: null + languages: + - Common + - Elven + - Sylvan + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 plus Grab + type: bludgeoning + name: vine + to_hit: 17 + traits: + - reach 10 feet + name: Shambler + perception: 12 + proactive_abilities: + - action_cost: Two Actions + description: The shambler makes a vine Strike against each creature within reach. + Its multiple attack penalty increases only after all the attacks. + name: Vine Lash + traits: null + ranged: null + resistances: + - amount: 5 + type: fire + saves: + fort: 17 + ref: 11 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 16 + Stealth: 12 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Plant + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 4 + dex_mod: 2 + int_mod: -4 + str_mod: 6 + wis_mod: 1 + ac: 21 + automatic_abilities: + - description: The shark can smell blood in the water from up to 1 mile away. + name: Blood Scent + traits: null + 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. + hp: 60 + immunities: null + innate_spells: null + languages: '' + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d12+8 + type: piercing + name: jaws + to_hit: 14 + traits: null + name: Great White Shark + perception: 11 + proactive_abilities: + - action_cost: Two Actions + description: . After the Strike, the shark splashes back down into the water. + name: Breach + traits: + - this lets it attack a creature within 30 feet of the water’s surface + - action_cost: One Action + description: The creature the shark hit takes 1d12 slashing damage. + name: Savage + traits: null + - action_cost: One Action + 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. + name: Strafing Chomp + traits: null + ranged: null + resistances: null + saves: + fort: 12 + ref: 10 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - blood scent + - scent (imprecise) 100 feet + skills: + Athletics: 14 + Stealth: 12 + Survival: 9 + speed: + - amount: 40 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + - Aquatic + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 5 + dex_mod: 2 + int_mod: -4 + str_mod: 8 + wis_mod: 3 + ac: 27 + automatic_abilities: + - description: The shark can smell blood in the water from up to 1 mile away. + name: Blood Scent + traits: null + 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. + hp: 180 + immunities: null + innate_spells: null + languages: '' + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d12+10 plus Improved Grab + type: piercing + name: jaws + to_hit: 22 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+10 plus Push 15 feet + type: piercing + name: tail + to_hit: 22 + traits: + - agile + - reach 15 feet + name: Megalodon + perception: 20 + proactive_abilities: + - action_cost: One Action + description: The shark Swims up to its swim Speed, then Leaps vertically out of + the water up to 25 feet high, making a Strike against a creature at any point + during the jump (this lets it attack a creature within 35 feet of the water’s + surface or 40 feet with its tail). After the Strike, the shark splashes back + down into the water. + name: Breach + traits: + - attack + - move + - action_cost: One Action + description: The creature the shark hit takes 2d12 slashing damage. + name: Savage + traits: null + - action_cost: One Action + description: Huge, 2d8+5 bludgeoning, Rupture 20 + name: Swallow Whole + traits: + - attack + ranged: null + resistances: null + saves: + fort: 21 + ref: 16 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - blood scent + - scent (imprecise) 100 feet + skills: + Athletics: 21 + Stealth: 19 + Survival: 16 + speed: + - amount: 80 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Gargantuan + - Animal + - Aquatic + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 6 + dex_mod: 5 + int_mod: 2 + str_mod: 2 + wis_mod: 5 + ac: 33 + automatic_abilities: + - description: The shining child is flat-footed while in areas of darkness. + name: Radiance Dependence + traits: null + 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. + hp: 215 + immunities: + - blinded + - dazzled + - fire + innate_spells: + - level: 7 + name: spell turning + - level: 7 + name: sunburst + - level: 6 + name: dispel magic + - level: 6 + name: vibrant pattern + - level: 6 + name: wall of force + - level: 5 + name: dimension door + - level: 5 + name: false vision + - level: 5 + name: hallucinatory terrain + - frequency: at will; self only + level: 4 + name: dimension door + - frequency: at will + level: 2 + name: illusory object + languages: + - Aklo + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d4+5 plus 4d6 fire and 2d4 persistent fire + type: bludgeoning + name: fist + to_hit: 25 + traits: + - agile + - finesse + - magical + - action_cost: One Action + damage: + formula: 3d10+3 plus 2d10 positive damage if the target is undead + type: fire, + name: fire ray + to_hit: 25 + traits: + - arcane + - evocation + - magical + - range 100 feet + name: Shining Child + perception: 23 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 22 + ref: 19 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Arcana: 18 + Deception: 23 + Diplomacy: 21 + Intimidation: 21 + Occultism: 18 + speed: + - amount: 30 + type: Land + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: 33 + traits: + - CE + - Medium + - Astral + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 9 + dex_mod: 6 + int_mod: -3 + str_mod: 10 + wis_mod: 6 + ac: 39 + automatic_abilities: null + 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. + hp: 275 + immunities: + - blinded + - controlled + - critical hits + - deafened + - precision + - sleep + innate_spells: null + languages: + - Aklo + level: 18 + melee: + - action_cost: One Action + damage: + formula: 4d10+18 plus Grab + type: bludgeoning + name: pseudopod + to_hit: 35 + traits: + - magical + - reach 30 feet + name: Shoggoth + perception: 34 + proactive_abilities: + - action_cost: One Action + description: 2d10+15 bludgeoning + name: Constrict + traits: null + - description: A creature that begins its turn inside the shoggoth takes 9d6 acid + damage. + name: Eat Away + traits: null + - action_cost: Two Actions + description: DC 40, 6d6 acid, Escape DC 40, Rupture 40 + name: Engulf + traits: null + ranged: null + resistances: + - amount: 20 + type: acid + - amount: 20 + type: cold + - amount: 20 + type: sonic + saves: + fort: 33 + ref: 30 + will: 30 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + - tremorsense (imprecise) 60 feet + skills: + Athletics: 36 + Intimidation: 29 + speed: + - amount: 40 + type: Land + - amount: 50 + type: Swim + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - CE + - Huge + - Aberration + - Amphibious + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 6 + dex_mod: 4 + int_mod: -3 + str_mod: 7 + wis_mod: 4 + ac: 33 + automatic_abilities: null + 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. + hp: 195 + immunities: null + innate_spells: null + languages: '' + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d8+10 + type: slashing + name: adamantine claw + to_hit: 25 + traits: + - agile + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+10 plus shuln saliva + type: piercing + name: adamantine fangs + to_hit: 25 + traits: + - reach 15 feet + name: Shuln + perception: 20 + proactive_abilities: + - description: . + name: Armor-Rending + traits: null + - 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.' + name: Shuln Saliva + traits: + - incapacitation + - poison + - description: Shulns can burrow into solid rock and any metal with a hardness less + that that of adamantine like it is soil or loose rubble, leaving a tunnel 10 + feet in diameter. + name: Unstoppable Burrow + traits: null + ranged: null + resistances: + - amount: 10 + type: physical (except adamantine or bludgeoning) + - amount: 15 + type: 'poison ' + saves: + fort: 25 + ref: 19 + will: 21 + saves_special: + fort: null + ref: null + will: null + senses: + - scent 30 feet + - tremorsense (imprecise) 60 feet + skills: + Athletics: 25 + Survival: 22 + speed: + - amount: 40 + type: Land + - amount: 20 + type: Burrow + - amount: null + type: Unstoppable Burrow + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - N + - Huge + - Beast + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 6 + dex_mod: 3 + int_mod: 3 + str_mod: 8 + wis_mod: 6 + ac: 41 + automatic_abilities: null + description: Desert-dwelling people consider the sight of a simurgh a herald to + a lifetime’s worth of luck, and those who are unfamiliar with the majestic beast + 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. + hp: 350 + immunities: + - disease + - fire + - negative energy + - sleep + innate_spells: + - level: 9 + name: flame strike + - level: 9 + name: heal + - frequency: at will + level: 3 + name: zone of truth + - frequency: evil only; at will + level: 2 + name: detect alignment + - level: 1 + name: dazzling flash + - frequency: constant + level: 5 + name: tongues + languages: + - Celestial + - Common + - Draconic + level: 18 + melee: + - action_cost: One Action + damage: + formula: 4d12+12 + type: piercing + name: jaws + to_hit: 34 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 4d8+12 + type: slashing + name: claw + to_hit: 34 + traits: + - agile + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 4d8+10 plus banishing swipe + type: slashing + name: tail + to_hit: 34 + traits: + - magical + - reach 20 feet + name: Simurgh + perception: 32 + proactive_abilities: + - description: ', except that if the creature critically succeeds its save the simurgh + is not stunned.' + name: Banishing Swipe + traits: null + - action_cost: Two Actions + description: '**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).' + name: Radiant Feathers + traits: + - attack + ranged: + - action_cost: One Action + name: glaring ray + to_hit: 34 + traits: + - magical + - range 100 feet + resistances: null + saves: + fort: 30 + ref: 29 + will: 32 + saves_special: + fort: null + ref: null + will: +1 status bonus to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 27 + Arcana: 28 + Athletics: 32 + Diplomacy: 34 + Medicine: 35 + Performance: 28 + Religion: 35 + Survival: 32 + speed: + - amount: 40 + type: Land + - amount: 90 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - NG + - Gargantuan + - Beast + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 3 + int_mod: 0 + str_mod: 4 + wis_mod: 2 + ac: 18 + automatic_abilities: + - description: A sinspawn can smell creatures that reflect its sin, as the scent + ability. The GM determines which creatures are appropriately sinful. + name: Sin Scent + traits: null + 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.

    Sinspawn Sins

    When a sinspawn is created, + it becomes associated with one of the seven sins: envoy, gluttony, greed, lust, + pride, sloth, or wrath. A sinspawn’s sin is determined by the *runewell* that + spawned it or by its creator’s preferred sin, and cannot be changed. Each sin + grants sinspawn associated with it additional benefits and abilities beyond those + described by the sinspawn stat block, as detailed below.

    Envyspawn

    + An envyspawn has Deception +7 and typically carries a halberd. They tend to be + shorter and thinner than other sinspawn. **Melee** |1| halberd +10 (reach 10 feet, + versatile S), **Damage** 1d10+4 piercing **Sinful Bite** Creatures that critically + fail their saves against an envyspawn’s sinful bite are enfeebled 2 for 1 minute. +

    Gluttonyspawn

    A gluttonyspawn has Survival +10 and usually + carries a scythe. They are obese, but hardy and strong. **Melee** |1| scythe +10 + (deadly d10, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures that + critically fail their saves against a gluttonyspawn’s sinful bite are drained + 1.

    Greedspawn

    A greedspawn has Thievery +9 and typically + wields a glaive. They are the tallest of sinspawn, often 7 feet in height, and + with gold-tinged veins. **Melee** |1| glaive +10 (deadly d8, forceful, reach 10 + feet), **Damage** 1d8+4 slashing **Sinful Bite** Creatures that critically fail + their saves against a greedspawn’s sinful bite are clumsy 2 for 1 minute.

    Lustspawn

    A lustspawn has Diplomacy +7 and usually carries + a guisarme. They have attractive bodies, but hideous faces. **Melee** |1| guisarme + +10 (reach 10 feet, trip), **Damage** 1d10+4 slashing **Sinful Bite** Creatures + that critically fail their saves against a lustspawn’s sinful bite are stupefied + 2 for 1 minute.

    Pridespawn

    A pridespawn has Intimidation + +7 and often wields a maul. They are nearly skeletal in their gauntness, and often + seek out fine clothes or jewelry to wear, taking strange pleasure in appearing + elegant and regal. **Melee** |1| maul +10 (shove), **Damage** 1d12+4 bludgeoning + **Sinful Bite** Creatures that critically fail their saves against a pridespawn’s + sinful bite are clumsy 1 and enfeebled 1 for 1 minute.

    Slothspawn

    + A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess + skin drape the slothspawn’s hunched frame. **Melee** |1| longspear +10 (reach + 10 feet), **Damage** 1d8+4 piercing **Sinful Bite** Creatures that critically + fail their saves against a slothspawn’s sinful bite take a –10-foot status penalty + to their Speeds for 1 minute.

    Wrathspawn

    The most commonly + encountered of the sinspawn, a wrathspawn has Athletics +12 and typically wields + a ranseur. These sinspawn are the bulkiest looking of their kind. **Melee** |1| + ranseur + 10 (disarm, reach 10 feet), **Damage** 1d10+4 piercing **Sinful Bite** + Creatures that critically fail their saves against a wrathspawn’s sinful bite + are drained 1 as well as enfeebled 1 for 1 minute.' + hp: 30 + immunities: + - controlled + innate_spells: null + items: + - one weapon determined by its sin + languages: + - Aklo + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 plus sinful bite + type: piercing + name: jaws + to_hit: 10 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d6+4 + type: slashing + name: claw + to_hit: 10 + traits: null + name: Sinspawn + perception: 10 + proactive_abilities: + - description: A sinspawn gains an additional skill based on its sin, as well as + a weapon that reflects the preferences of its kinds’ ancient creators. The seven + sins and the benefits they confer upon a sinspawn are noted in the Sinspawn + Sins section. + name: Sin + traits: null + - description: A creature hit by the jaws of a sinspawn must attempt a DC 18 Will + save as it is assailed by sinful thoughts. **Critical Success** Unaffected. + **Success** Sickened 1. **Failure** Sickened 2. **Critical Failure** Sickened + 2 plus an additional penalty, determined by the sinspawn’s sin, while it remains + sickened. + name: Sinful Bite + traits: + - arcane + - emotion + - mental + ranged: null + resistances: + - amount: 5 + type: mental + saves: + fort: 10 + ref: 9 + will: 6 + saves_special: + fort: null + ref: null + will: +1 status to saves vs. magic, +4 status to saves vs. mental + senses: + - darkvision + - sin scent (imprecise) 30 feet + skills: + Acrobatics: 9 + Athletics: 8 + Stealth: 9 + Survival: 6 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Aberration + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 0 + dex_mod: 4 + int_mod: -5 + str_mod: 2 + wis_mod: 0 + ac: 16 + automatic_abilities: null + description: The most common skeletal minions are mere guardians. + hp: 4 + immunities: + - death effects + - disease + - mental + - paralyzed + - poison + - unconscious + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: slashing + name: scimitar + to_hit: 6 + traits: + - forceful + - sweep + - action_cost: One Action + damage: + formula: 1d4+2 + type: slashing + name: claw + to_hit: 6 + traits: + - agile + - finesse + name: Skeleton Guard + perception: 2 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6 piercing + type: '' + name: shortbow + to_hit: 6 + traits: + - deadly 1d10 + - range increment 60 feet + - reload 0 + resistances: + - amount: 5 + type: cold + - amount: 5 + type: electricity + - amount: 5 + type: fire + - amount: 5 + type: piercing + - amount: 5 + type: slashing + saves: + fort: 2 + ref: 8 + will: 2 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 6 + Athletics: 3 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Mindless + - Skeleton + - Undead + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 4 + int_mod: -1 + str_mod: 4 + wis_mod: 2 + ac: 19 + automatic_abilities: null + description: These skeletons retain the cunning they possessed in life. + hp: 25 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Common + - Necril + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 + type: slashing + name: longsword + to_hit: 10 + traits: + - versatile P + - action_cost: One Action + damage: + formula: 1d6+4 + type: slashing + name: claw + to_hit: 10 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d8+4 + type: piercing + name: lance + to_hit: 10 + traits: + - deadly d8 + - jousting d6 + - reach 10 feet + name: Skeletal Champion + perception: 8 + proactive_abilities: [] + ranged: null + resistances: + - amount: 5 + type: cold + - amount: 5 + type: electricity + - amount: 5 + type: fire + - amount: 5 + type: piercing + - amount: 5 + type: slashing + saves: + fort: 7 + ref: 10 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Athletics: 8 + Intimidation: 7 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Skeleton + - Undead + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 3 + int_mod: -5 + str_mod: 5 + wis_mod: 2 + ac: 16 + automatic_abilities: null + description: Skeletal horses are sometimes used as mounts by other undead or monsters. + hp: 33 + immunities: + - death effects + - disease + - mental + - paralyzed + - poison + - unconscious + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+5 + type: bludgeoning + name: hoof + to_hit: 9 + traits: null + name: Skeletal Horse + perception: 8 + proactive_abilities: + - action_cost: Two Actions + description: The horse Strides twice, with its Speed increased by 10 feet. + name: Gallop + traits: null + - description: Undead and creatures allied with them can Command a skeletal steed + without needing to attempt a skill check. + name: Undead Steed + traits: null + ranged: null + resistances: + - amount: 5 + type: cold + - amount: 5 + type: electricity + - amount: 5 + type: fire + - amount: 5 + type: piercing + - amount: 5 + type: slashing + saves: + fort: 6 + ref: 9 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Athletics: 9 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Mindless + - Skeleton + - Undead + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 3 + dex_mod: 1 + int_mod: -5 + str_mod: 5 + wis_mod: 0 + ac: 17 + automatic_abilities: null + description: The reanimated bones of giants make excellent necromantic thralls. + hp: 50 + immunities: + - death effects + - disease + - mental + - paralyzed + - poison + - unconscious + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+7 + type: slashing + name: glaive + to_hit: 12 + traits: + - deadly d8 + - forceful + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d10+5 + type: piercing + name: horns + to_hit: 12 + traits: + - agile + name: Skeletal Giant + perception: 7 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Broad Swipe + traits: null + - action_cost: Two Actions + 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. + name: Terrifying Charge + traits: null + ranged: null + resistances: + - amount: 5 + type: cold + - amount: 5 + type: electricity + - amount: 5 + type: fire + - amount: 5 + type: piercing + - amount: 5 + type: slashing + saves: + fort: 10 + ref: 8 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 12 + Intimidation: 9 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Mindless + - Skeleton + - Undead + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 4 + dex_mod: 2 + int_mod: -5 + str_mod: 7 + wis_mod: 2 + ac: 25 + automatic_abilities: null + description: Huge giants and other enormous creatures make powerful skeletons. + hp: 105 + immunities: + - death effects + - disease + - mental + - paralyzed + - poison + - unconscious + innate_spells: null + languages: '' + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d6+11 + type: slashing + name: claw + to_hit: 18 + traits: + - agile + - reach 10 feet + name: Skeletal Hulk + perception: 16 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Broad Swipe + traits: null + - action_cost: Two Actions + 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. + name: Massive Rush + traits: null + ranged: null + resistances: + - amount: 5 + type: cold + - amount: 5 + type: electricity + - amount: 5 + type: fire + - amount: 5 + type: piercing + - amount: 5 + type: slashing + saves: + fort: 15 + ref: 15 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 20 + Intimidation: 15 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Huge + - Mindless + - Skeleton + - Undead + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 6 + dex_mod: 6 + int_mod: 2 + str_mod: 8 + wis_mod: 8 + ac: 42 + automatic_abilities: + - description: 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. + name: Skeletal Lore + traits: + - divination + - divine + 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. + hp: 300 + immunities: + - cold + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: + - frequency: x2 + level: 8 + name: finger of death + - frequency: x2 + level: 8 + name: horrid wilting + - frequency: x2 + level: 8 + name: punishing winds + - frequency: constant + level: 6 + name: true seeing + languages: + - Necril + level: 18 + melee: + - action_cost: One Action + damage: + formula: 3d10+14 plus 3d6 negative and energy drain + type: piercing + name: jaws + to_hit: 35 + traits: + - deadly 2d12 + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d6+14 plus 3d6 negative and energy drain + type: slashing + name: claw + to_hit: 35 + traits: + - agile + - deadly 2d12 + - magical + - reach 15 feet + name: Skulltaker + perception: 33 + proactive_abilities: + - description: Whenever a creature dies within 60 feet of a skulltaker, the skulltaker + draws a portion of the creature’s bones into its shard storm. The creature must + succeed at a DC 40 Will save or rise as a *skeletal champion* in 1d4 rounds. + These skeletal champions are controlled by the skulltaker. + name: Bonetaker + 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. + name: Energy Drain + traits: + - divine + - necromancy + - action_cost: One Action + 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. + name: Splintered Ground + traits: null + ranged: + - action_cost: One Action + damage: + formula: 3d8+6 plus 3d6 negative + type: piercing + name: bone javelin + to_hit: 33 + traits: + - magical + - thrown 100 feet + resistances: + - amount: 15 + type: piercing + - amount: 15 + type: slashing + saves: + fort: 31 + ref: 33 + will: 35 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. positive + senses: + - darkvision + - '*true seeing*' + skills: + Acrobatics: 34 + Intimidation: 35 + Religion: 30 + Stealth: 32 + speed: + - amount: 30 + type: Land + - amount: 60 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - NE + - Huge + - Undead + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 2 + int_mod: -4 + str_mod: 4 + wis_mod: 0 + ac: 17 + automatic_abilities: null + description: The slurk is a sticky, tusked frog-beast found in underground lairs + and caves. It has two massive tusks, which it uses to gore prey and tangle with + rival slurks. With the slurk’s natural ability to climb walls and cling effortlessly + to ceilings, it can be easy for unwary cave explorers to end up on the wrong end + of the beast’s formidable ivory tusks. + hp: 35 + immunities: null + innate_spells: null + languages: + - Draconic + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 + type: piercing + name: tusks + to_hit: 11 + traits: + - deadly 1d10 + name: Slurk + perception: 6 + proactive_abilities: + - 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. + name: Belly Grease + traits: null + - 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. + name: Entangling Slime + traits: null + ranged: + - action_cost: One Action + name: slime squirt + to_hit: 9 + traits: + - range increment 30 feet + resistances: null + saves: + fort: 10 + ref: 6 + will: 4 + saves_special: + fort: +12 vs. Grapple or Shove), + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 6 + Athletics: 8 + Intimidation: 24 + Stealth: 5 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 0 + dex_mod: 4 + int_mod: -4 + str_mod: -3 + wis_mod: 1 + ac: 15 + automatic_abilities: null + 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. + hp: 8 + immunities: null + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d8–3 plus viper venom + type: piercing + name: fangs + to_hit: 8 + traits: + - agile + - finesse + name: Viper + perception: 5 + proactive_abilities: + - description: '**Saving Throw** DC 16 Fortitude; **Maximum Duration** 4 rounds; + **Stage 1** 1d8 poison (1 round).' + name: Viper Venom + traits: + - poison + ranged: null + resistances: null + saves: + fort: 2 + ref: 7 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 5 + Athletics: 1 + Stealth: 5 + Survival: 3 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Swim + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Tiny + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 3 + int_mod: -4 + str_mod: 3 + wis_mod: 1 + ac: 16 + automatic_abilities: null + description: This nonvenomous snake’s name comes from its tendency to curl into + a ball when frightened, though most people know it for its hunting tactic of coiling + around prey and crushing victims with its powerful muscles. Nonetheless, brave + herpetologists sometimes keep ball pythons as pets. + hp: 20 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+3 plus Grab + type: piercing + name: jaws + to_hit: 8 + traits: null + name: Ball Python + perception: 6 + proactive_abilities: + - action_cost: One Action + description: 1d8 bludgeoning, DC 17 + name: Constrict + traits: null + - action_cost: One Action + description: The ball python moves the creature into its coils, freeing its jaws + to make attacks, then uses Constrict against the creature. The ball python’s + coils can hold one creature. + name: Wrap in Coils + traits: null + ranged: null + resistances: null + saves: + fort: 8 + ref: 10 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 6 + Athletics: 6 + Stealth: 6 + Survival: 4 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Swim + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: 4 + int_mod: -4 + str_mod: 3 + wis_mod: 1 + ac: 19 + automatic_abilities: null + description: The giant viper’s fangs are a frightening sight, with injection tubes + as long as daggers. The sheer amount of venom injected by a giant viper can cause + severe blood clotting and leave a victim utterly drained of vitality. + hp: 26 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+3 plus giant viper venom + type: piercing + name: fangs + to_hit: 11 + traits: + - finesse + name: Giant Viper + perception: 7 + proactive_abilities: + - action_cost: One Action + 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. + name: Coil + traits: null + - description: '**Saving Throw** DC 17 Fortitude; **Maximum Duration** 6 rounds; + **Stage 1** 1d6 poison (1 round); **Stage 2** 1d6 poison and drained 1.' + name: Giant Viper Venom + traits: + - poison + ranged: null + resistances: null + saves: + fort: 8 + ref: 11 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 9 + Athletics: 8 + Stealth: 8 + Survival: 6 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Swim + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 6 + dex_mod: 3 + int_mod: -4 + str_mod: 7 + wis_mod: 3 + ac: 25 + automatic_abilities: null + 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. + hp: 175 + immunities: null + innate_spells: null + languages: '' + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d10+7 plus Grab + type: piercing + name: jaws + to_hit: 21 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+7 plus Push 10 feet + type: bludgeoning + name: tail + to_hit: 21 + traits: + - agile + - reach 15 feet + name: Giant Anaconda + perception: 17 + proactive_abilities: + - action_cost: One Action + description: 1d10+7 bludgeoning, DC 26 + name: Greater Constrict + traits: null + - action_cost: One Action + description: The giant anaconda Strides, Climbs, or Swims up to half its Speed, + pulling any creatures it has grabbed with it. + name: Slither + traits: null + - action_cost: One Action + description: Large, 1d10+7 bludgeoning, Rupture 21 + name: Swallow Whole + traits: + - attack + - action_cost: One Action + description: '**Requirement** A Large or smaller creature is grabbed or restrained + in the giant anaconda’s jaws. **Effect** The giant anaconda moves the creature + 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.' + name: Wrap in Coils + traits: + - attack + ranged: null + resistances: null + saves: + fort: 20 + ref: 17 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 60 feet + skills: + Acrobatics: 15 + Athletics: 21 + Stealth: 15 + Survival: 15 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Swim + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Huge + - Animal + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 4 + int_mod: 0 + str_mod: -2 + wis_mod: 2 + ac: 20 + automatic_abilities: + - description: A soulbound doll shares fragments of its donor soul’s personality, + though none of that creature’s memories. This causes a soulbound doll to match + the donor soul’s alignment and gain the corresponding alignment traits. + name: Personality Fragments + traits: null + description: Soulbound dolls are eerie mannequins or playthings that have been imbued + with a small piece of a deceased mortal’s soul. These little constructs are created + 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 + hp: 23 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - mental + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: + - frequency: if alignment is Lawful Evil + level: 3 + name: chilling darkness + - frequency: if alignment is Lawful Evil + level: 3 + name: grease + - frequency: if alignment is Lawful Evil + level: 3 + name: harm + - frequency: if alignment is Lawful Evil + level: 3 + name: heal + - frequency: if alignment is Lawful Evil + level: 3 + name: heroism + - frequency: if alignment is Lawful Evil + level: 3 + name: levitate + - frequency: if alignment is Lawful Evil + level: 3 + name: nondetection + - frequency: if alignment is Lawful Evil + level: 3 + name: vampiric touch + - frequency: if alignment is Lawful Evil + level: 3 + name: wall of thorns + - frequency: if alignment is Lawful Evil + level: 3 + name: zone of truth + languages: ' one spoken by its creator (typically Common)' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: bludgeoning + name: fist + to_hit: 10 + traits: + - agile + - finesse + - magical + name: Soulbound Doll + perception: 8 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 7 + ref: 10 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Occultism: 4 + Stealth: 8 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: 8 + spell_dc: 18 + traits: + - Any + - Tiny + - Construct + - Soulbound + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 3 + dex_mod: 1 + int_mod: 5 + str_mod: 6 + wis_mod: 4 + ac: 27 + automatic_abilities: + - description: +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17 + **Str** +6, **Dex** +1, **Con** +3, **Int** +5, **Wis** +4, **Cha** +4 **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. + name: Bardic Lore + traits: null + 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. + hp: 135 + immunities: null + innate_spells: + - frequency: at will + level: 4 + name: clairaudience + - frequency: at will + level: 4 + name: clairvoyance + - frequency: at will + level: 4 + name: read omens + - frequency: at will + level: 4 + name: remove curse + - level: 3 + name: dispel magic + - level: 3 + name: locate + - frequency: constant + level: 5 + name: tongues + - frequency: constant + level: 5 + name: see invisibility + - frequency: constant + level: 2 + name: see invisibility + languages: + - Common + - Draconic + - Sphinx + level: 8 + melee: + - action_cost: Two Actions + damage: + formula: 2d6+9 + type: slashing + name: claw + to_hit: 20 + traits: + - agile + name: Sphinx + perception: 18 + proactive_abilities: + - 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. + name: Claw Rake + traits: null + - action_cost: One Action + 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. + name: Pounce + traits: null + - description: ', 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.' + name: Warding Glyph + traits: + - 5th + ranged: null + resistances: null + saves: + fort: 16 + ref: 14 + will: 19 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Arcana: 17 + Athletics: 18 + Deception: 16 + Diplomacy: 16 + Intimidation: 18 + Occultism: 17 + speed: + - amount: 35 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: 27 + traits: + - N + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 0 + dex_mod: 3 + int_mod: -5 + str_mod: -2 + wis_mod: 0 + ac: 15 + automatic_abilities: + - description: The spider swarm has imprecise tremorsense to detect the vibrations + of creatures touching its web. + name: Web Sense + traits: null + 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. + hp: 12 + immunities: + - precision + - swarm mind + innate_spells: null + languages: '' + level: 0 + melee: null + name: Spider Swarm + perception: 4 + proactive_abilities: + - 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).' + name: Spider Swarm Venom + traits: + - poison + - action_cost: One Action + description: Each enemy in the spider swarm’s space takes 1d4 piercing damage + with a DC 14 basic Reflex save. A creature that fails its save is exposed to + spider swarm venom. + name: Swarming Bites + traits: null + ranged: null + resistances: + - amount: 2 + type: bludgeoning + - amount: 5 + type: piercing + - amount: 5 + type: slashing + saves: + fort: 4 + ref: 7 + will: 2 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - web sense + skills: + Acrobatics: 5 + Athletics: 2 + Stealth: 5 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + - Swarm + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 1 + dex_mod: 4 + int_mod: -5 + str_mod: 2 + wis_mod: 2 + ac: 17 + automatic_abilities: + - description: The hunting spider has imprecise tremorsense to detect the vibrations + of creatures touching its web. + name: Web Sense + traits: null + description: Hunting spiders are the most common type of giant spider, though not + the largest. + hp: 16 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 plus hunting spider venom + type: piercing + name: fangs + to_hit: 9 + traits: + - finesse + name: Hunting Spider + perception: 7 + proactive_abilities: + - action_cost: One Action + description: The hunting spider moves straight down up to 40 feet, suspended by + a web line. It can hang from the web or drop off. The distance it Descends on + a Web doesn’t count for falling damage. A creature that successfully Strikes + the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall. + name: Descend on a Web + traits: + - move + - 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).' + name: Hunting Spider Venom + traits: + - poison + - description: . + name: Web Trap + traits: + - DC 17 + ranged: + - action_cost: One Action + name: web + to_hit: 7 + traits: + - range increment 30 feet + resistances: null + saves: + fort: 6 + ref: 9 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - web sense + skills: + Acrobatics: 7 + Athletics: 5 + Stealth: 7 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 5 + dex_mod: 1 + int_mod: -5 + str_mod: 6 + wis_mod: 2 + ac: 21 + automatic_abilities: null + description: Tarantulas are ambush predators, but will attack prey in the open. + hp: 135 + immunities: null + innate_spells: null + languages: '' + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 plus giant tarantula venom + type: piercing + name: fangs + to_hit: 17 + traits: null + - action_cost: One Action + damage: + formula: 1d12+8 plus Knockdown + type: bludgeoning + name: leg + to_hit: 17 + traits: + - reach 10 feet + name: Giant Tarantula + perception: 14 + proactive_abilities: + - 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).' + name: Giant Tarantula Venom + traits: + - poison + - action_cost: Two Actions + 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. + name: Hair Barrage + traits: null + ranged: null + resistances: null + saves: + fort: 15 + ref: 13 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 9 + Athletics: 16 + Stealth: 11 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 7 + dex_mod: 5 + int_mod: -5 + str_mod: 8 + wis_mod: 3 + ac: 30 + automatic_abilities: + - description: The goliath spider has imprecise tremorsense to detect the vibrations + of creatures touching its web. + name: Web Sense + traits: null + description: Goliath spiders dwell in the deepest jungles, where they build webs + as big as temples and feast on prey as large as hippopotami. + hp: 220 + immunities: null + innate_spells: null + languages: '' + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d12+12 plus goliath spider venom + type: piercing + name: fangs + to_hit: 24 + traits: + - reach 10 feet + name: Goliath Spider + perception: 22 + proactive_abilities: + - action_cost: One Action + description: The goliath spider moves straight down up to 120 feet, suspended + by a web line. It can hang from the web or drop off. The distance it Descends + on a Web doesn’t count for falling damage. A creature that successfully Strikes + the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall. + name: Descend on a Web + traits: + - move + - 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.' + name: Goliath Spider Venom + traits: + - incapacitation + - poison + - description: ', but this doesn’t free the restrained creature.' + name: Web Tether + traits: + - AC 20 + - Hardness 5 + - HP 20 + ranged: + - action_cost: One Action + name: web + to_hit: 22 + traits: + - range increment 60 feet + resistances: null + saves: + fort: 25 + ref: 21 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - web sense + skills: + Acrobatics: 18 + Athletics: 23 + Stealth: 22 + speed: + - amount: 45 + type: Land + - amount: 30 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Gargantuan + - Animal + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 4 + int_mod: -2 + str_mod: -3 + wis_mod: 0 + ac: 15 + automatic_abilities: + - description: sprite naturally sheds light like a torch. The sprite can extinguish, + rekindle, or change the color of this light using a single action, which has + the concentrate trait. While this light is extinguished, the sprite’s Strikes + don’t deal fire damage and they can’t use their luminous spark Strike. + name: Luminous Fire + traits: + - evocation + - light + - primal + 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. + hp: 11 + immunities: null + innate_spells: + - level: 1 + name: color spray + items: + - rapier + languages: + - Common + - Sylvan + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d6–3 plus 1 fire + type: piercing + name: rapier + to_hit: 8 + traits: + - deadly 1d8 + - disarm + - finesse + - fire + - magical + name: Sprite + perception: 4 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d4 + type: fire + name: luminous spark + to_hit: 8 + traits: + - fire + - light + - range 20 feet + resistances: null + saves: + fort: 2 + ref: 8 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 6 + Stealth: 6 + speed: + - amount: 10 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Tiny + - Fey + - Sprite + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 1 + dex_mod: 4 + int_mod: 0 + str_mod: -2 + wis_mod: 2 + ac: 17 + automatic_abilities: null + 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. + hp: 20 + immunities: null + innate_spells: + - frequency: self only + level: 2 + name: glitterdust + - frequency: self only + level: 2 + name: invisibility + - level: 1 + name: illusory disguise + languages: + - Common + - Sylvan + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4–2 + type: bludgeoning + name: fist + to_hit: 9 + traits: + - agile + - finesse + - magical + name: Grig + perception: 7 + proactive_abilities: + - action_cost: One Action + 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. **Success** No effect. **Failure** Flat-footed and –10-foot + status penalty to Speeds. **Critical Failure** As failure, and also slowed 1. + name: Fiddle + traits: + - auditory + - emotion + - enchantment + - mental + - primal + ranged: + - action_cost: One Action + damage: + formula: 1d8 + type: sonic + name: dissonant note + to_hit: 9 + traits: + - evocation + - magical + - range 30 feet + - sonic + resistances: null + saves: + fort: 6 + ref: 9 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 7 + Athletics: 2 + Performance: 7 + Stealth: 7 + speed: + - amount: 25 + type: Land + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Tiny + - Fey + - Sprite + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 1 + dex_mod: 5 + int_mod: 3 + str_mod: -1 + wis_mod: 2 + ac: 23 + automatic_abilities: null + 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. + hp: 40 + immunities: null + innate_spells: + - frequency: at will; self only + level: 4 + name: invisibility + - level: 3 + name: dispel magic + - level: 2 + name: entangle + - level: 2 + name: faerie fire + - level: 1 + name: illusory disguise + languages: + - Common + - Sylvan + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: shartsword + to_hit: 13 + traits: + - agile + - finesse + - magical + - versatile S + name: Pixie + perception: 12 + proactive_abilities: + - action_cost: One Action + description: The pixie sprinkles pixie dust onto one of its arrows. If the pixie + hits a creature with that arrow before the pixie’s next turn, the arrow inflicts + 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. + name: Sprinkle Pixie Dust + traits: + - manipulate + ranged: + - action_cost: One Action + damage: + formula: 1d8+4 + type: piercing + name: longbow + to_hit: 13 + traits: + - deadly 1d10 + - magical + - range increment 100 feet + - reload 0 + - volley 20 feet + resistances: null + saves: + fort: 8 + ref: 14 + will: 12 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - low-light vision + skills: + Acrobatics: 13 + Deception: 11 + Nature: 10 + Stealth: 11 + speed: + - amount: 15 + type: Land + - amount: 45 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Small + - Fey + - Sprite + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 4 + int_mod: 1 + str_mod: 2 + wis_mod: 0 + ac: 19 + automatic_abilities: null + 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. + hp: 27 + immunities: null + innate_spells: null + languages: + - Common + - Tengu + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: piercing + name: rapier + to_hit: 10 + traits: + - deadly 1d8 + - disarm + - finesse + - action_cost: One Action + damage: + formula: 1d4+2 + type: piercing + name: beak + to_hit: 10 + traits: + - finesse + name: Tengu + perception: 6 + proactive_abilities: + - description: '**Trigger** The tengu critically hits with a beak Strike. **Effect** + The tengu attempts to peck out its victim’s eyes. The target must attempt a + DC 17 Fortitude save. **Success** Unaffected. **Failure** Blinded for 1 round. + **Critical Failure** Blinded until healed to maximum HP.' + name: Go for the Eyes + traits: + - incapacitation + - description: The tengu deals 1d6 extra precision damage to flat-footed creatures. + name: Sneak Attack + traits: null + - description: On the first round of combat, creatures that haven’t acted yet are + flat-footed to the tengu. + name: Surprise Attacker + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: shortbow + to_hit: 10 + traits: + - deadly 1d10 + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 7 + ref: 10 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 8 + Athletics: 6 + Deception: 7 + Diplomacy: 5 + Society: 5 + Stealth: 8 + Thievery: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CN + - Medium + - Humanoid + - Tengu + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 9 + dex_mod: 5 + int_mod: -1 + str_mod: 10 + wis_mod: 6 + ac: 42 + automatic_abilities: null + 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. + hp: 370 + immunities: + - controlled + - disease + - paralyzed + - sleep + innate_spells: null + languages: + - Abyssal + - Elven + - Sylvan + level: 19 + melee: + - action_cost: One Action + damage: + formula: 4d10+16 plus 2d6 chaotic, 2d6 evil, and Improved Grab or Improved Push + 20 feet (40 feet on a critical hit) + type: bludgeoning + name: tentacle + to_hit: 37 + traits: + - chaotic + - evil + - magical + - reach 20 feet + name: Terotricus + perception: 31 + proactive_abilities: + - action_cost: Two Actions + description: '**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.' + name: Infest Environs + traits: + - healing + - necromancy + - primal + - 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. + name: Spore Blight + traits: + - disease + - description: . + name: Sticky Spores + traits: + - DC 40 + ranged: + - action_cost: One Action + damage: + formula: 4d8+6 plus 2d6 chaotic, 2d6 evil, spore blight, and sticky spores + type: poison + name: spores + to_hit: 37 + traits: + - chaotic + - evil + - magical + - range increment 80 feet + resistances: + - amount: 15 + type: fire + saves: + fort: 34 + ref: 28 + will: 33 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - tremorsense (imprecise) 120 feet + skills: + Athletics: 37 + Deception: 32 + Intimidation: 35 + Nature: 31 + Survival: 31 + speed: + - amount: 35 + type: Land + - amount: 35 + type: Swim + - amount: 25 + type: Burrow + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - CE + - Gargantuan + - Fungus + type: Creature +- ability_mods: + cha_mod: 8 + con_mod: 11 + dex_mod: 9 + int_mod: 7 + str_mod: 12 + wis_mod: 8 + ac: 54 + automatic_abilities: null + 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. + hp: 550 + immunities: + - death effects + - disease + - mental + - poison + innate_spells: + - level: 10 + name: horrid wilting + - level: 10 + name: time stop + - level: 10 + name: wall of thorns + - frequency: at will + level: 9 + name: abyssal wrath + - frequency: at will + level: 9 + name: dispel magic + - frequency: at will + level: 6 + name: tangling creepers + - frequency: at will + level: 5 + name: abyssal plague + - frequency: at will + level: 3 + name: earthbind + - frequency: at will + level: 2 + name: telekinetic maneuver + - frequency: constant + level: 8 + name: true seeing + - frequency: constant + level: 8 + name: freedom of movement + - frequency: constant + level: 4 + name: freedom of movement + languages: + - Abyssal + - Common + - Elven + - Sylvan + level: 25 + melee: + - action_cost: One Action + damage: + formula: 4d12+15 plus 1d6 acid, 1d6 chaotic, and 1d6 evil, and 2d6 slashing + vs. plants + type: slashing + name: Blackaxe + to_hit: 47 + traits: + - acid + - chaotic + - evil + - magical + - reach 15 feet + - sweep + - action_cost: One Action + damage: + formula: 4d10+18 plus 2d6 chaotic and 2d6 evil + type: slashing + name: jaws + to_hit: 45 + traits: + - agile + - chaotic + - evil + - magical + - reach 15 feet + name: Treerazer + perception: 46 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Defoliation + traits: + - primal + - necromancy + - plant + - action_cost: Free Action + 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.' + name: Dispelling Strike + traits: + - abjuration + - primal + - description: When Treerazer scores a critical hit with a melee attack, the target + is stunned 2. + name: Staggering Strike + traits: null + ranged: null + resistances: + - amount: 20 + type: 'acid ' + - amount: 15 + type: 'cold ' + - amount: 15 + type: 'fire ' + - amount: 20 + type: physical (except cold iron) + saves: + fort: 42 + ref: 40 + will: 43 + saves_special: + fort: null + ref: null + will: +2 status to all saves vs. magic + senses: + - darkvision + - '*true seeing*' + skills: + Acrobatics: 40 + Arcana: 38 + Athletics: 45 + Intimidation: 46 + Nature: 49 + Occultism: 38 + Religion: 45 + Stealth: 40 + speed: + - amount: 60 + type: Land + - amount: 60 + type: Fly + - amount: 40 + type: Swim + - amount: null + type: Freedom of Movement (constant) + spell_attack_to_hit: 43 + spell_dc: null + traits: + - Unique + - CE + - Huge + - Amphibious + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 6 + dex_mod: 2 + int_mod: -2 + str_mod: 5 + wis_mod: 0 + ac: 20 + automatic_abilities: null + description: Common trolls are dim-witted, gangly giants who stalk the fringes of + civilization. They rely on their incredible strength to overpower foes with their + vicious claws and toothy maws. A troll’s endless hunger drives it to consume all + 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. + hp: 115 + immunities: null + innate_spells: null + languages: + - Jotun + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d10+5 + type: piercing + name: jaws + to_hit: 14 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+5 + type: slashing + name: claw + to_hit: 14 + traits: + - agile + - reach 10 feet + name: Troll + perception: 11 + proactive_abilities: + - action_cost: One Action + description: claw + name: Rend + traits: null + ranged: null + resistances: null + saves: + fort: 17 + ref: 11 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 12 + Intimidation: 12 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Giant + - Troll + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 7 + dex_mod: 3 + int_mod: -1 + str_mod: 7 + wis_mod: 1 + ac: 28 + automatic_abilities: null + 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. + hp: 220 + immunities: null + innate_spells: null + languages: + - Jotun + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d12+13 + type: piercing + name: jaws + to_hit: 23 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d8+13 + type: slashing + name: claw + to_hit: 23 + traits: + - agile + - reach 10 feet + name: Troll King + perception: 19 + proactive_abilities: + - action_cost: One Action + description: '**Requirements** The troll king’s regeneration is not currently + deactivated. **Effect** The troll king regains 15 HP.' + name: Forced Regeneration + traits: + - concentrate + - action_cost: One Action + 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. **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. + name: Primordial Roar + traits: + - auditory + - emotion + - fear + - mental + - action_cost: One Action + description: claw + name: Rend + traits: null + - description: The troll king Strides twice in a straight line. It can make up to + two claw Strikes during this movement and one jaws Strike at the end of its + movement. It can’t Strike the same creature more than once. + name: Unstoppable Charge + traits: null + ranged: null + resistances: null + saves: + fort: 23 + ref: 17 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 21 + Intimidation: 22 + Survival: 17 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Giant + - Troll + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 3 + dex_mod: 3 + int_mod: 0 + str_mod: 4 + wis_mod: 4 + ac: 20 + automatic_abilities: + - 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. + name: Wild Empathy + traits: null + 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. + hp: 45 + immunities: + - poison + innate_spells: + - level: 5 + name: tree stride + - frequency: x2 + level: 3 + name: heal + - frequency: x2 + level: 3 + name: neutralize poison + - frequency: at will, good only + level: 1 + name: detect alignment + languages: + - Common + - Sylvan + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+4 plus 1d6 good and ghost touch + type: piercing + name: horn + to_hit: 12 + traits: + - good + - magical + - action_cost: One Action + damage: + formula: 1d8+4 and ghost touch + type: bludgeoning + name: hoof + to_hit: 12 + traits: + - agile + - magical + name: Unicorn + perception: 13 + proactive_abilities: + - description: A unicorn’s Strikes have the effects of a ghost touch property rune. + name: Ghost Touch + traits: null + - action_cost: Two Actions + 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. + name: Powerful Charge + traits: null + ranged: null + resistances: null + saves: + fort: 10 + ref: 8 + will: 11 + saves_special: + fort: null + ref: null + will: +2 vs. mental) + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 10 + Diplomacy: 11 + Stealth: 8 + Survival: 9 + speed: + - amount: 45 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CG + - Large + - Beast + - Fey + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 4 + dex_mod: 7 + int_mod: -1 + str_mod: 7 + wis_mod: -2 + ac: 36 + automatic_abilities: null + 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. + hp: 250 + immunities: + - electricity + - paralyze + - poison + - sleep + innate_spells: null + languages: + - Aquan + level: 14 + melee: + - action_cost: One Action + damage: + formula: 3d12+11 + type: slashing + name: claw + to_hit: 29 + traits: + - agile + name: Uthul + perception: 20 + proactive_abilities: + - action_cost: One Action + 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. + **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. + name: Lightning Crash + traits: + - electricity + - incapacitation + - sonic + - description: An uthul’s movement doesn’t trigger reactions. + name: Swiftness + traits: null + - action_cost: Two Actions + 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. + name: Whirlwind Form + traits: + - concentrate + ranged: + - action_cost: One Action + damage: + formula: 5d8+15 + type: bludgeoning + name: debris + to_hit: 29 + traits: + - range increment 60 feet + resistances: null + saves: + fort: 28 + ref: 29 + will: 22 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 29 + Athletics: 27 + Intimidation: 23 + Stealth: 25 + speed: + - amount: 100 + type: Fly + - amount: null + type: Swiftness + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Huge + - Air + - Elemental + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 1 + dex_mod: 5 + int_mod: -1 + str_mod: 3 + wis_mod: 3 + ac: 22 + automatic_abilities: null + description: Vampires use their spawn for infiltration and reconnaissance. + hp: 40 + immunities: + - death effects + - disease + - paralyze + - poison + - sleep + innate_spells: null + languages: + - Common + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d8+6 plus Grab + type: slashing + name: claw + to_hit: 14 + traits: + - agile + name: Vampire Spawn Rogue + perception: 12 + proactive_abilities: + - action_cost: One Action + description: When Drinking Blood, the spawn regains 5 HP. + name: Drink Blood + traits: + - divine + - necromancy + - description: The vampire spawn deals 1d6 extra precision damage to flat-footed + creatures. + name: Sneak Attack + traits: null + ranged: null + resistances: + - amount: 5 + type: physical (except silver) + saves: + fort: 9 + ref: 13 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 11 + Athletics: 9 + Intimidation: 8 + Society: 5 + Stealth: 12 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Undead + - Vampire + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 2 + dex_mod: 3 + int_mod: 2 + str_mod: 5 + wis_mod: 4 + ac: 24 + automatic_abilities: + - description: '' + name: Children of the Night + traits: + - divine + - enchantment + - mental + description: Vampire counts rule their demesnes through a mix of fear and cruelty. + hp: 65 + immunities: + - death effects + - disease + - paralyze + - poison + - sleep + innate_spells: null + items: + - +1 rapier + - leather armor + languages: + - Common + - Necril + level: 6 + melee: + - action_cost: One Action + damage: + formula: 1d6+11 + type: piercing + name: rapier + to_hit: 17 + traits: + - deadly 1d8 + - disarm +1 + - action_cost: One Action + damage: + formula: 1d8+8 plus Grab + type: slashing + name: claw + to_hit: 17 + traits: + - agile + name: Vampire Count + perception: 17 + proactive_abilities: + - action_cost: One Action + description: Giant bat with fangs +15 for 1d8+9 piercing. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - 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. + name: Create Spawn + traits: + - divine + - downtime + - necromancy + - action_cost: Two Actions + description: DC 22 + name: Dominate + traits: + - divine + - enchantment + - incapacitation + - action_cost: One Action + description: When Drinking Blood, the vampire regains 10 HP. + name: Drink Blood + traits: + - divine + - necromancy + - action_cost: One Action + 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. + name: Turn to Mist + traits: + - concentrate + - divine + - transmutation + ranged: null + resistances: + - amount: 7 + type: physical (except magical silver) + saves: + fort: 11 + ref: 14 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 13 + Athletics: 15 + Deception: 14 + Diplomacy: 14 + Intimidation: 16 + Society: 14 + Stealth: 13 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Undead + - Vampire + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 1 + dex_mod: 4 + int_mod: 6 + str_mod: 3 + wis_mod: 4 + ac: 27 + automatic_abilities: + - description: '' + name: Children of the Night + traits: + - divine + - enchantment + - mental + description: Vampire masterminds are evil wizards who control entire cabals of the + undead and instill fear in the hearts of mortals far and wide. + hp: 115 + immunities: + - death effects + - disease + - paralyze + - poison + - sleep + innate_spells: null + items: + - signet ring + languages: + - Common + - Necril + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d8+9 plus Grab + type: slashing + name: claw + to_hit: 18 + traits: + - agile + name: Vampire Mastermind + perception: 20 + proactive_abilities: + - action_cost: One Action + description: Giant bat with fangs +19 for 2d8+9 piercing. + name: Change Shape + traits: + - concentrate + - divine + - polymorph + - transmutation + - 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. + name: Create Spawn + traits: + - divine + - downtime + - necromancy + - action_cost: Two Actions + description: DC 26 + name: Dominate + traits: + - divine + - enchantment + - incapacitation + - mental + - visual + - action_cost: Free Action + description: '**Frequency** Once per day. **Requirements** The vampire hasn’t + acted yet on this turn. **Effect** The vampire expends the power stored in its + signet ring. This gives the vampire the ability to cast one prepared spell it + had already previously cast today, without spending a spell slot. The vampire + must still Cast the Spell and meet the spell’s other requirements.' + name: Drain Bonded Item + traits: + - arcane + - wizard + - action_cost: One Action + description: When Drinking Blood, the vampire regains 10 HP. + name: Drink Blood + traits: + - divine + - necromancy + - 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. + name: Steady Spellcasting + traits: null + - action_cost: One Action + 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. + name: Turn to Mist + traits: + - concentrate + - divine + - transmutation + ranged: null + resistances: + - amount: 10 + type: physical (except magical silver) + saves: + fort: 15 + ref: 18 + will: 20 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 17 + Arcana: 21 + Athletics: 16 + Deception: 20 + Diplomacy: 20 + Intimidation: 22 + Society: 19 + Stealth: 19 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Medium + - Undead + - Vampire + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 3 + dex_mod: 3 + int_mod: -1 + str_mod: 4 + wis_mod: 2 + ac: 17 + automatic_abilities: null + 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. + hp: 36 + immunities: null + innate_spells: null + languages: + - Common + - Goblin + - Orcish + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 plus Grab + type: piercing + name: jaws + to_hit: 11 + traits: null + name: Warg + perception: 8 + proactive_abilities: + - description: The warg’s Strikes deal 1d4 extra damage to creatures within the + reach of at least two of the warg’s allies. + name: Pack Attack + traits: null + - action_cost: One Action + description: Small, 1d6+2 bludgeoning, Rupture 9 + name: Swallow Whole + traits: + - attack + ranged: null + resistances: null + saves: + fort: 11 + ref: 9 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 7 + Athletics: 8 + Deception: 6 + Intimidation: 6 + Stealth: 7 + Survival: 8 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Beast + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 4 + dex_mod: 4 + int_mod: 2 + str_mod: 6 + wis_mod: 3 + ac: 23 + automatic_abilities: null + 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. + hp: 70 + immunities: + - cold + innate_spells: null + languages: + - Common + - Jotun + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d10+6 plus 1d6 cold and Knockdown + type: piercing + name: jaws + to_hit: 15 + traits: + - cold + name: Winter Wolf + perception: 14 + proactive_abilities: + - action_cost: Two Actions + description: The winter wolf breathes a cloud of frost in a 15-foot cone that + deals 5d8 cold damage (DC 23 basic Reflex save). The winter wolf can’t use Breath + Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - cold + - evocation + - primal + - description: The winter wolf’s Strikes deal 1d6 extra damage to creatures within + the reach of at least two of the winter wolf’s allies. + name: Pack Attack + traits: null + ranged: null + resistances: null + saves: + fort: 13 + ref: 15 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 13 + Athletics: 13 + Deception: 11 + Intimidation: 11 + Stealth: 13 + Survival: 12 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 7 + dex_mod: 5 + int_mod: -1 + str_mod: 9 + wis_mod: 5 + ac: 37 + automatic_abilities: null + 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. + hp: 350 + immunities: + - death effects + - disease + - paralyze + - poison + - unconscious + innate_spells: null + languages: + - Common + level: 16 + melee: + - action_cost: One Action + damage: + formula: 4d12+9 plus energy drain + type: bludgeoning + name: corpse wave + to_hit: 32 + traits: + - magical + - action_cost: One Action + name: animated weapon + to_hit: 30 + traits: + - agile + - magical + - reach 100 feet + - versatile B + - versatile P + name: Warsworn + perception: 27 + proactive_abilities: + - action_cost: Free Action + description: '**Trigger** The warsworn moves into a dying creature’s space. **Effect** + The warsworn absorbs the dying creature into itself, instantly killing the creature + and healing the warsworn for a number of Hit Points equal to the creature’s + level. As long as the warsworn still exists, absorbed creatures can’t be resurrected + except by wish or a similarly powerful effect.' + name: Absorb + traits: + - death + - divine + - necromancy + - 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. + name: Animated Weapons + traits: + - divine + - evocation + - 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. + name: Energy Drain + traits: + - divine + - necromancy + - description: . + name: Plummet + traits: + - DC 37 to Escape + - description: Huge or smaller, corpse wave, DC 37 + name: Trample + traits: null + ranged: + - action_cost: One Action + damage: + formula: 4d12+9 plus plummet + type: bludgeoning + name: scrap ball + to_hit: 28 + traits: + - magical + - range increment 100 feet + resistances: null + saves: + fort: 29 + ref: 25 + will: 27 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. positive + senses: + - darkvision + skills: + Athletics: 33 + speed: + - amount: 30 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - NE + - Gargantuan + - Undead + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 4 + dex_mod: 4 + int_mod: -5 + str_mod: 4 + wis_mod: 1 + ac: 19 + automatic_abilities: null + 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. + hp: 45 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d12+4 plus giant wasp venom + type: piercing + name: stinger + to_hit: 12 + traits: + - poison + name: Giant Wasp + perception: 8 + proactive_abilities: + - 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)' + name: Giant Wasp Venom + traits: + - incapacitation + - poison + - action_cost: One Action + description: The giant wasp lays eggs in an adjacent creature that is paralyzed + or unconscious, exposing it to the wasp larva disease. + name: Implant Eggs + traits: null + - 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)' + name: Wasp Larva + traits: + - disease + ranged: null + resistances: null + saves: + fort: 9 + ref: 11 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 11 + Athletics: 9 + speed: + - amount: 20 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 4 + int_mod: -5 + str_mod: -4 + wis_mod: 2 + ac: 18 + automatic_abilities: null + 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. + hp: 45 + immunities: + - precision + - swarm mind + innate_spells: null + languages: '' + level: 4 + melee: null + name: Wasp Swarm + perception: 10 + proactive_abilities: + - action_cost: One Action + description: and is exposed to wasp venom. A successful save negates the poison + exposure. + name: Swarming Stings + traits: + - DC 21 basic Reflex save + - 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)' + name: Wasp Venom + traits: + - poison + ranged: null + resistances: + - amount: 7 + type: bludgeoning + - amount: 7 + type: piercing + - amount: 3 + type: slashing + saves: + fort: 10 + ref: 12 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 12 + speed: + - amount: 20 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + - Swarm + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 3 + dex_mod: 4 + int_mod: 1 + str_mod: 4 + wis_mod: 3 + ac: 19 + automatic_abilities: + - description: The web lurker can speak with spiders, with the same effects and + limitations as *speak with animals*. + name: Spider Speak + traits: null + 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. + hp: 45 + immunities: null + innate_spells: null + languages: + - Aklo + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+6 plus web lurker venom + type: piercing + name: fangs + to_hit: 11 + traits: + - poison + - action_cost: One Action + damage: + formula: 1d8+6 + type: slashing + name: claw + to_hit: 11 + traits: + - agile + - action_cost: One Action + name: web + to_hit: 11 + traits: null + name: Web Lurker + perception: 10 + proactive_abilities: + - 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)' + name: Web Lurker Venom + traits: + - poison + - description: A creature hit by the web lurker’s web attack is immobilized and + stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to + Escape. + name: Web Trap + traits: null + ranged: null + resistances: null + saves: + fort: 10 + ref: 11 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 30 feet (creatures touching its web) + skills: + Acrobatics: 9 + Athletics: 9 + Crafting: 8 + Stealth: 11 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Aberration + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 6 + dex_mod: 6 + int_mod: -2 + str_mod: 8 + wis_mod: 4 + ac: 37 + automatic_abilities: null + 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. + hp: 335 + immunities: null + innate_spells: null + languages: + - Aklo + - Sylvan + level: 15 + melee: + - action_cost: One Action + damage: + formula: 4d12+10 plus Improved Grab + type: bludgeoning + name: pummel + to_hit: 29 + traits: + - fatal d12 + - reach 15 feet + - sweep + name: Wemmuth + perception: 25 + proactive_abilities: + - description: The wemmuth heals a number of Hit Points equal to half the total + damage dealt by Constrict. + name: Blood Leech + traits: null + - action_cost: One Action + description: 2d12+10, DC 37 + name: Constrict + traits: null + - action_cost: Two Actions + description: DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36 + name: Engulf + traits: null + - 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. + name: Thorny Mass + traits: null + ranged: + - action_cost: One Action + damage: + formula: 4d10+10 + type: bludgeoning + name: boulder + to_hit: 27 + traits: + - fatal d12 + - range increment 60 feet + resistances: null + saves: + fort: 27 + ref: 27 + will: 24 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 60 feet + skills: + Athletics: 30 + Deception: 28 + Stealth: 30 + Survival: 27 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Burrow + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Huge + - Plant + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 9 + dex_mod: 7 + int_mod: 6 + str_mod: 8 + wis_mod: 5 + ac: 40 + automatic_abilities: + - description: Heatsight is a precise sense that sees heat signatures. + name: Heatsight + traits: + - divination + - primal + description: Wendigos are incarnations of the fears of starvation, loneliness, and + fatal exposure to cold weather. They haunt the frozen expanses of the world. + hp: 315 + immunities: + - cold + - fear + innate_spells: + - frequency: at will + level: 8 + name: wind walk + languages: + - Aklo + - Common + - Jotun + level: 17 + melee: + - action_cost: One Action + damage: + formula: 3d10+12 plus 2d6 cold + type: piercing + name: jaws + to_hit: 33 + traits: + - cold + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d8+12 plus 2d6 cold and Grab + type: slashing + name: claw + to_hit: 33 + traits: + - cold + - magical + - agile + - reach 10 feet + name: Wendigo + perception: 32 + proactive_abilities: + - description: '' + name: Dream Haunting + traits: null + - description: '**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.' + name: Howl + traits: + - auditory + - concentrate + - enchantment + - fear + - incapacitation + - mental + - primal + - description: '**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.' + name: Ride the Wind + traits: + - air + - concentrate + - primal + - transmutation + - 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. + name: Wendigo Torment + traits: + - curse + - enchantment + - mental + - primal + ranged: null + resistances: null + saves: + fort: 32 + ref: 30 + will: 26 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - heatsight 60 feet + skills: + Acrobatics: 32 + Athletics: 33 + Deception: 29 + Intimidation: 33 + Nature: 28 + Occultism: 29 + Religion: 28 + Stealth: 30 + Survival: 30 + speed: + - amount: 100 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Large + - Beast + - Cold + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 2 + wis_mod: 2 + ac: 19 + automatic_abilities: + - description: he wererat can communicate with rodents. + name: Rat Empathy + traits: + - divination + - primal + 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. + hp: 45 + immunities: null + innate_spells: null + items: + - hand crossbow (20 bolts) + - leather armor + - shortsword + languages: + - Common + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: shortsword + to_hit: 10 + traits: + - agile + - finesse + - versatile S + - action_cost: One Action + damage: + formula: 1d6+2 + type: slashing + name: claw + to_hit: 10 + traits: + - agile + - finesse + - action_cost: One Action + damage: + formula: 1d8+2 plus curse of the wererat + type: piercing + name: jaws + to_hit: 10 + traits: + - finesse + name: Wererat + perception: 8 + proactive_abilities: + - action_cost: One Action + description: Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed + 30 feet, climb 10 feet. + name: Charge Shape + traits: + - concentrate + - polymorph + - primal + - transmutation + - description: This curse affects only humanoids. **Saving Throw** DC 18 Fortitude + save. On each full moon, the cursed creature must succeed at another Fortitude + save or turn into a wererat until dawn. The creature is under the GM’s control + and goes on a rampage for half the night before falling unconscious until dawn. + name: Curse of the Wererat + traits: + - curse + - necromancy + - primal + - description: When a full moon appears in the night sky, the wererat must enter + hybrid form, can’t Change Shape thereafter, becomes one size larger, increases + 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. + name: Moon Frenzy + traits: + - polymorph + - primal + - transmutation + - description: The wererat deals 1d6 extra precision damage to flat-footed creatures. + name: Sneak Attack + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6 + type: piercing + name: hand crossbow + to_hit: 10 + traits: + - range increment 60 feet + - reload 1 + resistances: null + saves: + fort: 6 + ref: 10 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 6 + Deception: 5 + Society: 4 + Stealth: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Beast + - Human + - Humanoid + - Werecreature + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 2 + int_mod: -1 + str_mod: 4 + wis_mod: 2 + ac: 19 + automatic_abilities: + - description: he werewolf can communicate with lupines. + name: Wolf Empathy + traits: + - divination + - primal + 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. + hp: 63 + immunities: null + innate_spells: null + items: + - battle axe + - composite shortbow (20 arrows) + - studded leather armor + languages: + - Common + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d8+8 + type: slashing + name: battle axe + to_hit: 11 + traits: + - sweep + - action_cost: One Action + damage: + formula: 1d6+8 + type: slashing + name: claw + to_hit: 11 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d8+8 plus curse of the werewolf + type: piercing + name: jaws + to_hit: 11 + traits: null + name: Werewolf + perception: 9 + proactive_abilities: + - action_cost: One Action + description: Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 + feet and jaws with Knockdown. + name: Change Shape + traits: + - concentrate + - polymorph + - primal + - transmutation + - description: This curse affects only humanoids. **Saving Throw** DC 19 Fortitude + save. On each full moon, the cursed creature must succeed at another Fortitude + save or turn into a werewolf until dawn. The creature is under the GM’s control + and goes on a rampage for half the night before falling unconscious until dawn. + name: Curse of the Werewolf + traits: + - curse + - necromancy + - primal + - description: When a full moon appears in the night sky, the werewolf must enter + hybrid form, can’t Change Shape thereafter, becomes one size larger, increases + 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. + name: Moon Frenzy + traits: + - polymorph + - primal + - transmutation + - description: The werewolf’s Strikes deal 1d6 extra damage to creatures within + reach of at least two of the werewolf’s allies. + name: Pack Attack + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: composite shortbow + to_hit: 9 + traits: + - deadly 1d10 + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 11 + ref: 9 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 7 + Athletics: 9 + Survival: 10 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Beast + - Human + - Humanoid + - Werecreature + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 4 + dex_mod: 2 + int_mod: 1 + str_mod: 5 + wis_mod: 3 + ac: 23 + automatic_abilities: + - description: he werebear can communicate with ursines. + name: Bear Empathy + traits: + - divination + - primal + 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. + hp: 75 + immunities: null + innate_spells: null + items: + - chain shirt + - greataxe + - hatchet (8) + languages: + - Common + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d10+7 plus Grab + type: slashing + name: claw + to_hit: 13 + traits: + - agile + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d12+7 + type: slashing + name: greataxe + to_hit: 13 + traits: + - reach 10 feet + - sweep + - action_cost: One Action + damage: + formula: 1d6+7 + type: slashing + name: hatchet + to_hit: 13 + traits: + - agile + - sweep + - action_cost: One Action + damage: + formula: 1d12+7 plus curse of the werebear + type: piercing + name: jaws + to_hit: 13 + traits: + - reach 10 feet + name: Werebear + perception: 11 + proactive_abilities: + - action_cost: One Action + description: Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear + with Speed 35 feet. + name: Change Shape + traits: + - concentrate + - polymorph + - primal + - transmutation + - description: This curse affects only humanoids. **Saving Throw** DC 22 Fortitude + save. On each full moon, the cursed creature must succeed at another Fortitude + save or turn into a werebear until dawn. The creature is under the GM’s control + and goes on a rampage for half the night before falling unconscious until dawn. + name: Curse of the Werebear + traits: + - curse + - necromancy + - primal + - action_cost: One Action + description: '**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.' + name: Hunt Prey + traits: + - concentrate + - description: The werebear gains a +2 circumstance bonus to damage rolls against + creatures it has grabbed. + name: Mauler + traits: null + - description: When a full moon appears in the night sky, the werebear must enter + hybrid form, can’t Change Shape thereafter, becomes one size larger, increases + 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. + name: Moon Frenzy + traits: + - polymorph + - primal + - transmutation + - description: The werebear deals 1d8 additional precision damage on its first successful + Strike against its hunted target on each of its turns. + name: Precision Edge + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+7 + type: slashing + name: hatchet + to_hit: 10 + traits: + - agile + - sweep + - thrown 10 feet + resistances: null + saves: + fort: 12 + ref: 10 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 12 + Medicine: 9 + Nature: 11 + Stealth: 11 + Survival: 11 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LG + - Large + - Beast + - Human + - Humanoid + - Werecreature + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 4 + dex_mod: 1 + int_mod: 0 + str_mod: 4 + wis_mod: 3 + ac: 18 + automatic_abilities: null + 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. + hp: 50 + immunities: + - death effects + - disease + - paralyze + - poison + - unconscious + innate_spells: null + languages: + - Common + - Necril + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d6+4 plus drain life + type: slashing + name: claw + to_hit: 12 + traits: null + name: Wight + perception: 10 + proactive_abilities: + - 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 + name: Drain Life + 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. + name: Wight Spawn + traits: + - divine + - necromancy + ranged: null + resistances: null + saves: + fort: 11 + ref: 6 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 11 + Intimidation: 9 + Stealth: 6 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Undead + - Wight + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 6 + int_mod: 2 + str_mod: -5 + wis_mod: 4 + ac: 27 + automatic_abilities: null + description: Malevolent balls of colored light, will-o’-wisps haunt lonely marshes + and forests where they lure unsuspecting travelers into danger. Will-o’-wisps + 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. + hp: 50 + immunities: + - magic + innate_spells: null + languages: + - Aklo + - Common + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+4 + type: electricity + name: shock + to_hit: 17 + traits: + - electricity + - magical + name: Will-o’-Wisp + perception: 16 + proactive_abilities: + - action_cost: One Action + description: '**Requirement** An enemy is under a fear effect or dying within + 15 feet of the will-o’-wisp. **Effect** The will-o’wisp feeds on the creature’s + 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.' + name: Feed on Fear + traits: + - concentrate + - action_cost: One Action + 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. + name: Go Dark + traits: + - concentrate + ranged: null + resistances: null + saves: + fort: 10 + ref: 16 + will: 14 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 18 + Deception: 12 + Intimidation: 12 + Stealth: 16 + speed: + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Small + - Aberration + - Air + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 1 + dex_mod: 4 + int_mod: -4 + str_mod: 2 + wis_mod: 2 + ac: 15 + automatic_abilities: null + 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. + hp: 24 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 plus Knockdown + type: piercing + name: jaws + to_hit: 9 + traits: null + name: Wolf + perception: 7 + proactive_abilities: + - description: The wolf's Strikes deal 1d4 extra damage to creatures within reach + of at least two of the wolf's allies. + name: Pack Attack + traits: null + ranged: null + resistances: null + saves: + fort: 6 + ref: 9 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 7 + Athletics: 5 + Stealth: 7 + Survival: 7 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: 3 + int_mod: -4 + str_mod: 5 + wis_mod: 3 + ac: 18 + automatic_abilities: null + 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. + hp: 50 + immunities: null + innate_spells: null + languages: '' + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+5 plus Knockdown or Grab + type: piercing + name: jaws + to_hit: 12 + traits: + - reach 10 feet + name: Dire Wolf + perception: 10 + proactive_abilities: + - description: The dire wolf's Strikes deal 1d6 extra damage to creatures within + reach of at least two of the wolf's allies. + name: Pack Attack + traits: null + - action_cost: One Action + description: '**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).' + name: Worry + traits: + - attack + ranged: null + resistances: null + saves: + fort: 11 + ref: 8 + will: 8 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 8 + Athletics: 12 + Stealth: 8 + Survival: 10 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Animal + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 0 + dex_mod: 4 + int_mod: 2 + str_mod: -5 + wis_mod: 2 + ac: 24 + automatic_abilities: + - description: raiths sense the vital essence of living and undead creatures within + the listed range. + name: Lifesense + traits: + - divination + - divine + 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. + hp: 80 + immunities: + - death effects + - disease + - paralyzed + - poison + - precision + - unconscious + innate_spells: null + languages: + - Common + - Necril + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+5 plus drain life + type: negative + name: spectral hand + to_hit: 17 + traits: + - finesse + name: Wraith + perception: 14 + proactive_abilities: + - 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. + name: Drain Life + 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. + name: Wraith Spawn + traits: + - divine + - necromancy + ranged: null + resistances: + - amount: 5 + type: all (except force, ghost touch, or positive; double resistance against non-magical) + saves: + fort: 8 + ref: 14 + will: 14 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. positive + senses: + - darkvision + - lifesense 60 feet + skills: + Acrobatics: 14 + Intimidation: 15 + Stealth: 14 + speed: + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Medium + - Incorporeal + - Undead + - Wraith + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: 2 + int_mod: -1 + str_mod: 4 + wis_mod: 1 + ac: 16 + automatic_abilities: null + description: Xulgath warriors strike with fury and eager cruelty, always ready for + the next fight. The taking of prizes from battle—including weapons and items stolen + from defeated foes along with grislier trophies harvested from fallen victims’ + 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. + hp: 21 + immunities: null + innate_spells: null + languages: + - Draconic + - Undercommon + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+4 + type: bludgeoning + name: club + to_hit: 9 + traits: null + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: jaws + to_hit: 9 + traits: null + - action_cost: One Action + damage: + formula: 1d4+4 + type: slashing + name: claw + to_hit: 9 + traits: + - agile + name: Xulgath Warrior + perception: 6 + proactive_abilities: [] + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: bludgeoning + name: club + to_hit: 7 + traits: + - thrown 10 feet + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: javelin + to_hit: 7 + traits: + - thrown 30 feet + resistances: null + saves: + fort: 8 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 7 + Stealth: 5 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Humanoid + - Xulgath + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 4 + int_mod: -1 + str_mod: 3 + wis_mod: 1 + ac: 19 + automatic_abilities: null + description: Xulgath warrens are patrolled—some might say “haunted”—by the community’s + skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows + and otherwise ambushing foes. + hp: 28 + immunities: null + innate_spells: null + languages: + - Draconic + - Undercommon + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d4+3 + type: piercing + name: dagger + to_hit: 10 + traits: + - agile + - finesse + - versatile S + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: jaws + to_hit: 9 + traits: null + - action_cost: One Action + damage: + formula: 1d4+3 + type: slashing + name: claw + to_hit: 10 + traits: + - agile + - finesse + name: Xulgath Skulker + perception: 7 + proactive_abilities: + - description: against the skulker’s attacks until the end of the skulker’s turn. + name: Hidden Movement + traits: null + - description: A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures. + name: Sneak Attack + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d4+3 + type: piercing + name: dagger + to_hit: 10 + traits: + - agile + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 8 + ref: 10 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Stealth: 8 + Thievery: 8 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Humanoid + - Xulgath + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 1 + int_mod: -1 + str_mod: 4 + wis_mod: 2 + ac: 20 + automatic_abilities: null + 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. + hp: 44 + immunities: null + innate_spells: null + languages: + - Draconic + - Undercommon + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d10+6 plus Weakening Strike + type: slashing + name: greataxe + to_hit: 11 + traits: + - sweep + - action_cost: One Action + damage: + formula: 1d6+6 plus Weakening Strike + type: piercing + name: jaws + to_hit: 11 + traits: null + - action_cost: One Action + damage: + formula: 1d4+6 + type: slashing + name: claw + to_hit: 11 + traits: + - agile + name: Xulgath Leader + perception: 9 + proactive_abilities: + - action_cost: One Action + description: for 1 round. + name: Weakening Strike + traits: + - or enfeebled 2 on a critical hit + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: javelin + to_hit: 8 + traits: + - thrown 30 feet + resistances: null + saves: + fort: 9 + ref: 6 + will: 9 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 11 + Intimidation: 6 + Stealth: 6 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Humanoid + - Xulgath + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 4 + dex_mod: 2 + int_mod: -1 + str_mod: 5 + wis_mod: 4 + ac: 21 + automatic_abilities: + - description: When Hiding, the yeti is concealed by any snowfall, even if it’s + not thick enough to make other creatures concealed. + name: Snowblind + traits: null + 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.' + hp: 115 + immunities: + - cold + innate_spells: null + languages: + - Aklo + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d10+5 + type: slashing + name: claw + to_hit: 15 + traits: null + name: Yeti + perception: 15 + proactive_abilities: + - action_cost: Free Action + description: '**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.' + name: Grizzly Arrival + traits: + - emotion + - fear + - mental + - action_cost: One Action + description: claw + name: Rend + traits: null + ranged: null + resistances: null + saves: + fort: 15 + ref: 11 + will: 13 + saves_special: + fort: null + ref: null + will: +4 status to all saves vs. fear and dreams + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Athletics: 14 + Stealth: 12 + Survival: 11 + speed: + - amount: 35 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Large + - Humanoid + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 6 + dex_mod: 5 + int_mod: 0 + str_mod: 9 + wis_mod: 5 + ac: 39 + automatic_abilities: null + 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. + hp: 291 + immunities: + - paralyzed + - poison + - sleep + innate_spells: + - frequency: at will + level: 8 + name: dimensional anchor + - level: 6 + name: disintegrate + - level: 6 + name: spirit blast + - frequency: at will + level: 4 + name: suggestion + - frequency: constant + level: 8 + name: dimensional anchor + languages: + - Abyssal + - Terran + level: 16 + melee: + - action_cost: One Action + damage: + formula: 4d12+13 + type: bludgeoning + name: fist + to_hit: 33 + traits: null + name: Zaramuun + perception: 30 + proactive_abilities: + - action_cost: One Action + 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. + name: Dune + traits: + - concentrate + - action_cost: Two Actions + description: ', Escape DC 32, Rupture 28' + name: Engulf + traits: null + - action_cost: One Action + description: 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. + name: Raking Sand + traits: null + - description: 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. + name: Sand Glide + traits: + - but not stone + - action_cost: Two Actions + description: The zaramuun sprays a blast of sand that deals 11d10 slashing damage + to all creatures in a 60-foot line (Reflex DC 38). It can’t Sandblast again + for 1d4 rounds. **Critical Success** No effect. **Success** Half damage. **Failure** + Full damage. **Critical Failure** Full damage and blinded for 1 round. + name: Sandblast + traits: + - earth + ranged: + - action_cost: One Action + damage: + formula: 4d8+13 + type: bludgeoning + name: rock or metal debris + to_hit: 29 + traits: + - range increment 120 feet + resistances: null + saves: + fort: 34 + ref: 30 + will: 25 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense 60 feet + skills: + Athletics: 31 + Religion: 26 + Stealth: 27 + skills_special: + - +35 Athletics to disarm stone or metal objects + - +30 Stealth in sandy terrain + speed: + - amount: 35 + type: Land + - amount: 35 + type: Burrow + - amount: null + type: Sand Glide + spell_attack_to_hit: 31 + spell_dc: null + traits: + - CE + - Large + - Earth + - Elemental + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 2 + dex_mod: -2 + int_mod: -5 + str_mod: 3 + wis_mod: 0 + ac: 12 + automatic_abilities: + - description: A zombie is permanently slowed 1 and can’t use reactions. + name: Slow + traits: null + description: A zombie shambler is a slow-moving horror dangerous in larger groups. + hp: 20 + immunities: + - death effects + - disease + - mental + - paralyzed + - poison + - unconscious + innate_spells: null + languages: '' + level: -1 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 plus Grab + type: bludgeoning + name: fist + to_hit: 7 + traits: null + name: Zombie Shambler + perception: 0 + proactive_abilities: + - action_cost: One Action + description: '**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.' + name: Jaws + traits: + - attack + ranged: null + resistances: null + saves: + fort: 6 + ref: 0 + will: 2 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 5 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Mindless + - Undead + - Zombie + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 3 + dex_mod: -2 + int_mod: -5 + str_mod: 4 + wis_mod: 0 + ac: 13 + automatic_abilities: + - description: A zombie is permanently slowed 1 and can’t use reactions. + name: Slow + traits: null + description: Plague zombies are infested with hideous contagions. + hp: 50 + immunities: + - death effects + - disease + - mental + - paralyzed + - poison + - unconscious + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 plus Grab and zombie rot + type: bludgeoning + name: fist + to_hit: 9 + traits: null + name: Plague Zombie + perception: 3 + proactive_abilities: + - action_cost: One Action + description: '**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.' + name: Jaws + traits: + - attack + - 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 + name: Zombie Rot + traits: + - disease + - necromancy + ranged: null + resistances: null + saves: + fort: 6 + ref: 3 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 7 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Mindless + - Undead + - Zombie + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: -3 + int_mod: -5 + str_mod: 5 + wis_mod: 0 + ac: 15 + automatic_abilities: + - description: A zombie is permanently slowed 1 and can’t use reactions. + name: Slow + traits: null + description: Necromantic augmentations have granted this zombie increased size and + power. + hp: 70 + immunities: + - death effects + - disease + - mental + - paralyzed + - poison + - unconscious + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d12+5 plus Improved Push 5 feet + type: bludgeoning + name: fist + to_hit: 11 + traits: + - reach 10 feet + name: Zombie Brute + perception: 4 + proactive_abilities: [] + ranged: null + resistances: null + saves: + fort: 10 + ref: 3 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 9 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Mindless + - Undead + - Zombie + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: -1 + int_mod: -5 + str_mod: 7 + wis_mod: 0 + ac: 21 + automatic_abilities: + - description: A zombie is permanently slowed 1 and can’t use reactions. + name: Slow + traits: null + description: These towering horrors are animated from the corpses of monstrosities. + hp: 160 + immunities: + - death effects + - disease + - mental + - paralyzed + - poison + - unconscious + innate_spells: null + languages: '' + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d10+9 + type: bludgeoning + name: hunk of meat + to_hit: 17 + traits: + - reach 15 feet + name: Zombie Hulk + perception: 8 + proactive_abilities: + - 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. + name: Corpse Throwing + traits: null + - action_cost: One Action + description: The zombie hulk makes a hunk of meat Strike and compares the attack + roll result to the AC of up to two foes, each of whom must be within the Strike’s + reach. This attack counts as two attacks for the zombie hulk’s multiple attack + penalty. + name: Wide Swing + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d10+9 + type: bludgeoning + name: hunk of meat + to_hit: 9 + traits: + - thrown 10 feet + - action_cost: One Action + damage: + formula: 2d6+9 + type: bludgeoning + name: corpse + to_hit: 17 + traits: + - brutal + - range increment 30 feet + resistances: null + saves: + fort: 16 + ref: 9 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 18 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Huge + - Mindless + - Undead + - Zombie + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 2 + int_mod: -4 + str_mod: 4 + wis_mod: 0 + ac: 16 + automatic_abilities: null + description: What first appears to be a simple shrub suddenly stirs to life. + hp: 35 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d8+4 plus weeping wounds + type: slashing + name: vine + to_hit: 11 + traits: + - agile + - reach 10 feet + name: Bloodlash Bush + perception: 6 + proactive_abilities: + - action_cost: Two Actions + description: . The bush regains an amount of Hit Points equal to double the damage + dealt. + name: Blood Siphon + traits: + - basic Reflex DC 17 + - 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. + name: Spinning Strike + traits: null + - description: . 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. + name: Weeping Wounds + traits: + - 2 on a critical hit + ranged: null + resistances: + - amount: 5 + type: bludgeoning + - amount: 5 + type: piercing + saves: + fort: 10 + ref: 8 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - tremorsense (imprecise) 30 feet + skills: + Athletics: 8 + Stealth: 6 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Plant + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 3 + int_mod: -4 + str_mod: 2 + wis_mod: 0 + ac: 16 + automatic_abilities: null + description: What first appears to be a simple shrub suddenly stirs to life. + hp: 15 + immunities: null + innate_spells: null + languages: '' + level: 0 + melee: + - action_cost: One Action + damage: + formula: 1d8+2 Grab + type: plus + name: vine + to_hit: 7 + traits: + - agile + - finesse + - reach 10 feet + name: Vine Lasher + perception: 4 + proactive_abilities: + - description: A creature grabbed by a vine lasher is not immobilized, but the grabbed + creature’s space and every adjacent square use the rules for difficult terrain. + 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. + name: Light Hold + traits: null + ranged: null + resistances: null + saves: + fort: 6 + ref: 7 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - tremorsense (imprecise) 30 feet + skills: + Athletics: 6 + Stealth: 5 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Plant + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 5 + dex_mod: -4 + int_mod: -5 + str_mod: 5 + wis_mod: 0 + ac: 12 + automatic_abilities: + - description: '|1| 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.' + name: Infuse Corpse + traits: null + 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. + hp: 90 + immunities: + - critical hits + - mental + - precision + - unconscious + - visual + innate_spells: null + languages: '' + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d12+8 plus 1d6 persistent bleed + type: bludgeoning + name: pseudopod + to_hit: 15 + traits: + - reach 10 feet + name: Blood Ooze + perception: 8 + proactive_abilities: + - action_cost: Two Actions + description: . 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. + name: Siphon Vitality + traits: + - DC 21 basic Fortitude save + ranged: null + resistances: null + saves: + fort: 15 + ref: 6 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - motion sense 60 feet + - no vision + skills: + Athletics: 13 + Stealth: 4 + speed: + - amount: 10 + type: Land + - amount: 10 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Large + - Mindless + - Ooze + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 2 + wis_mod: 1 + ac: 19 + automatic_abilities: null + description: Anadi hunters act as the eyes and ears of their clans, scouting the + surrounding area for potential invaders. + hp: 27 + immunities: null + innate_spells: null + languages: + - Anadi + - Common + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d6+2 + type: piercing + name: shortsword + to_hit: 10 + traits: + - agile + - finesse + - versatile S + - action_cost: One Action + damage: + formula: 1d8+2 plus anadi venom + type: piercing + name: fangs + to_hit: 10 + traits: + - finesse + name: Anadi Hunter + perception: 7 + proactive_abilities: + - 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)' + name: Anadi Venom + traits: + - poison + - action_cost: One Action + description: The anadi changes into their true form, spider form, or human form. + The above statistics assume the anadi is in their true form. While in their + human form, the anadi hunter can’t use their fangs attack and loses their climb + Speed. When in spider form, they can’t use weapons. + name: Change Shape + traits: + - arcane + - concentrate + - polymorph + - transmutation + - 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. + name: Spin Silk + traits: + - concentrate + - exploration + - manipulate + ranged: + - action_cost: One Action + damage: + formula: 1d6+1 + type: piercing + name: composite shortbow + to_hit: 10 + traits: + - deadly 1d10 + - propulsive + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 6 + ref: 10 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: null + skills: + Acrobatics: 8 + Athletics: 6 + Crafting: 6 + Nature: 5 + Stealth: 8 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CG + - Medium + - Anadi + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 2 + int_mod: 1 + str_mod: 0 + wis_mod: 4 + ac: 21 + automatic_abilities: null + description: Anadi sages commune with nature and hone their magic through practice. + hp: 58 + immunities: null + innate_spells: + - level: 2 + name: blur + - level: 2 + name: illusory creature + - level: 1 + name: color spray + - level: 1 + name: illusory disguise + - level: 1 + name: illusory object + languages: + - Anadi + - Common + level: 4 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: shortsword + to_hit: 12 + traits: + - agile + - finesse + - versatile S + - action_cost: One Action + damage: + formula: 2d6+3 plus anadi venom + type: piercing + name: fangs + to_hit: 12 + traits: + - finesse + name: Anadi Sage + perception: 12 + proactive_abilities: + - 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)' + name: Anadi Venom + traits: + - poison + - action_cost: One Action + description: The anadi changes into their true form, spider form, or human form. + The above statistics assume the anadi is in their true form. While in their + human form, the anadi sage can’t use their fangs attack and loses their climb + Speed. When in spider form, they can’t use weapons. + name: Change Shape + traits: + - arcane + - concentrate + - polymorph + - transmutation + - 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. + name: Spin Silk + traits: + - concentrate + - exploration + - manipulate + ranged: null + resistances: null + saves: + fort: 8 + ref: 10 + will: 12 + saves_special: + fort: null + ref: null + will: null + senses: null + skills: + Athletics: 6 + Crafting: 9 + Deception: 8 + Diplomacy: 10 + Nature: 12 + Survival: 10 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CG + - Medium + - Anadi + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 4 + int_mod: 1 + str_mod: 2 + wis_mod: 4 + ac: 23 + automatic_abilities: null + description: Anadi elders must make the difficult decision of whether to continue + negotiations or to escalate a disagreement to outright conflict. + hp: 95 + immunities: null + innate_spells: + - level: 3 + name: hypnotic pattern + - level: 3 + name: invisibility sphere + - level: 2 + name: blur + - level: 2 + name: invisibility + - level: 2 + name: mirror image + - level: 1 + name: color spray + - level: 1 + name: illusory disguise + - level: 1 + name: illusory object + languages: + - Anadi + - Common + level: 6 + melee: + - action_cost: One Action + damage: + formula: 1d6+5 + type: piercing + name: shortsword + to_hit: 16 + traits: + - agile + - finesse + - versatile S + - action_cost: One Action + damage: + formula: 2d6+5 plus anadi venom + type: piercing + name: fangs + to_hit: 16 + traits: + - finesse + name: Anadi Elder + perception: 15 + proactive_abilities: + - 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)' + name: Anadi Venom + traits: + - poison + - action_cost: One Action + description: The anadi changes into their true form, spider form, or human form. + The above statistics assume the anadi is in their true form. While in their + human form, the anadi elder can’t use their fangs attack and loses their climb + Speed. When in spider form, they can’t use weapons. + name: Change Shape + traits: + - arcane + - concentrate + - polymorph + - transmutation + - 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. + name: Spin Silk + traits: + - concentrate + - exploration + - manipulate + ranged: + - action_cost: One Action + damage: + formula: 1d8+1 + type: piercing + name: composite longbow + to_hit: 16 + traits: + - deadly 1d10 + - propulsive + - range increment 100 feet + - reload 0 + - volley 30 feet + resistances: null + saves: + fort: 10 + ref: 14 + will: 16 + saves_special: + fort: null + ref: null + will: null + senses: null + skills: + Athletics: 12 + Crafting: 13 + Deception: 12 + Diplomacy: 10 + Nature: 14 + Society: 9 + Survival: 12 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: 17 + spell_dc: null + traits: + - Uncommon + - CG + - Medium + - Anadi + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 3 + dex_mod: 0 + int_mod: -1 + str_mod: 6 + wis_mod: 1 + ac: 22 + automatic_abilities: null + 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. + hp: 60 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - necromancy + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: [] + languages: + - Common + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d8+9 + type: slashing + name: longsword + to_hit: 15 + traits: + - reach 10 feet + - versatile P + - action_cost: One Action + damage: + formula: 1d6+9 + type: bludgeoning + name: shield boss + to_hit: 15 + traits: null + - action_cost: One Action + damage: + formula: 1d4+8 + type: bludgeoning + name: door + to_hit: 13 + traits: null + name: Doorwarden + perception: 13 + proactive_abilities: + - action_cost: One Action + 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. + name: Imitate Door + traits: + - concentrate + - action_cost: Two Actions + description: The door opens and slams its doors, making two door Strikes against + one creature. If both hit, the creature is grabbed—stuck between the doors. + The doorwarden’s multiple attack penalty doesn’t increase until it has finished + both attacks. + name: Slam Doors + traits: + - concentrate + ranged: null + resistances: + - amount: 5 + type: physical (except bludgeoning) + saves: + fort: 12 + ref: 7 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 13 + Intimidation: 11 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LN + - Large + - Construct + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 0 + dex_mod: 3 + int_mod: -4 + str_mod: 2 + wis_mod: 1 + ac: 18 + automatic_abilities: null + 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. + hp: 27 + immunities: null + innate_spells: null + languages: '' + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d10+2 + type: piercing + name: beak + to_hit: 11 + traits: null + - action_cost: One Action + damage: + formula: 1d8+3 + type: slashing + name: tail + to_hit: 11 + traits: + - agile + - reach 10 feet + name: Emperor Bird + perception: 8 + proactive_abilities: + - action_cost: Two Actions + 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. **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. + name: Dazzling Display + traits: + - enchantment + - mental + - primal + - visual + - action_cost: Two Actions + description: The emperor bird makes tail Strikes against two different creatures + within reach. The emperor bird’s multiple attack penalty does not increase until + it has finished both attacks. + name: Tail Lash + traits: null + ranged: null + resistances: null + saves: + fort: 6 + ref: 9 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: null + skills: + Acrobatics: 9 + Intimidation: 7 + Survival: 7 + speed: + - amount: 15 + type: Land + - amount: 20 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: 0 + int_mod: -3 + str_mod: 4 + wis_mod: 1 + ac: 17 + automatic_abilities: null + 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. + hp: 35 + immunities: + - paralyzed + - sleep + innate_spells: null + languages: + - Draconic + level: 2 + melee: + - action_cost: One Action + damage: + formula: 1d12+4 + type: piercing + name: jaws + to_hit: 10 + traits: null + - action_cost: One Action + damage: + formula: 1d8+4 + type: bludgeoning + name: tail + to_hit: 10 + traits: + - agile + name: Grauladon + perception: 7 + proactive_abilities: + - action_cost: One Action + description: check and compares the result to the Fortitude DC of each target. + name: Body Slam + traits: null + - description: . + name: Deep Breath + traits: + - 22-1/2 minutes + - action_cost: One Action + description: . The grauladon can’t use Noxious Breath or Reactive Breath again + for 1d4 rounds. + name: Noxious Breath + traits: + - sickened 2 on a critical failure + ranged: null + resistances: null + saves: + fort: 12 + ref: 6 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Athletics: 10 + Stealth: 6 + Survival: 5 + speed: + - amount: 20 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Large + - Dragon + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 3 + dex_mod: -1 + int_mod: -3 + str_mod: 3 + wis_mod: 1 + ac: 17 + automatic_abilities: + - description: he 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. + name: Corpse Disguise + traits: + - exploration + 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.' + hp: 20 + immunities: null + innate_spells: null + languages: + - Common + - Undercommon + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: jaws + to_hit: 8 + traits: null + - action_cost: One Action + damage: + formula: 1d4+3 + type: slashing + name: claw + to_hit: 8 + traits: + - agile + - action_cost: One Action + damage: + formula: 1d4+3 + type: piercing + name: shell spikes + to_hit: 8 + traits: null + name: Graveshell + perception: 4 + proactive_abilities: + - description: . + name: Deep Breath + traits: + - 20 minutes + - action_cost: One Action + 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. + name: Shell Game + traits: null + ranged: null + resistances: null + saves: + fort: 8 + ref: 2 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - wavesense (imprecise) 30 feet + skills: + Athletics: 6 + Stealth: 4 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 3 + dex_mod: 4 + int_mod: -1 + str_mod: -2 + wis_mod: 1 + ac: 16 + automatic_abilities: null + 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. + hp: 20 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Common + level: 1 + melee: null + name: Hellcrown + perception: 10 + proactive_abilities: + - description: . 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. + name: Bleeding Nail + traits: + - enfeebled 2 and 1d4 persistent bleed damage on a critical failure + - action_cost: One Action + description: All creatures that can see the hellcrown and are suffering from its + bleeding nail must attempt a DC 16 Will saving throw. A creature that fails + is frightened 1, and on a critical failure becomes fleeing for as long as it’s + frightened. Any creature that attempts a save is then temporarily immune for + 10 minutes. + name: Terrifying Stare + traits: + - fear + - mental + - visual + ranged: + - action_cost: One Action + damage: + formula: 1d4+2 plus bleeding nail + type: piercing + name: nail + to_hit: 9 + traits: + - range increment 20 feet + resistances: null + saves: + fort: 4 + ref: 6 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Intimidation: 8 + Stealth: 7 + speed: + - amount: 25 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Tiny + - Undead + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 3 + int_mod: 0 + str_mod: 3 + wis_mod: 2 + ac: 19 + automatic_abilities: + - description: The tixitog can detect the vibrations of creatures touching a web + that the tixitog is also touching. + name: Web Sense + traits: null + 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. + hp: 40 + immunities: + - poison + innate_spells: null + languages: + - Aklo + - Common + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d12+5 + type: piercing + name: jaws + to_hit: 10 + traits: null + - action_cost: One Action + name: tongue + to_hit: 12 + traits: + - reach 20 feet + - action_cost: One Action + damage: + formula: 1d10+5 + type: bludgeoning + name: leg + to_hit: 10 + traits: + - agile + name: Tixitog + perception: 9 + proactive_abilities: + - action_cost: One Action + description: Small, 1d12+3 bludgeoning, Rupture 10 + name: Swallow Whole + traits: null + - description: When a tixitog hits a Small or smaller creature with its tongue Strike, + the target is pulled into the tixitog’s mouth. The tixitog can then attempt + to Swallow it Whole. + name: Tongue Pull + traits: null + ranged: null + resistances: null + saves: + fort: 9 + ref: 10 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - web sense (imprecise) 60 feet + skills: + Acrobatics: 8 + Athletics: 10 + Occultism: 7 + Stealth: 10 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - NE + - Medium + - Aberration + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 2 + dex_mod: 4 + int_mod: -3 + str_mod: 5 + wis_mod: 1 + ac: 24 + automatic_abilities: null + description: Asanbosams are monstrous, hairy humanoids with cold iron fangs and + muscular limbs that end in powerful, hooked claws. They hide in treetops and grab + prey from above, latching onto their unfortunate victims’ necks to drain their + blood. Locals in nearby communities tell horror stories of these “bloodsucking + tree-folk,” and experienced jungle explorers keep a close watch on the treetops + in asanbosam territory. + hp: 95 + immunities: null + innate_spells: null + languages: + - Mwangi + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+7 + type: piercing + name: cold iron jaws + to_hit: 17 + traits: + - deadly 1d8 + - action_cost: One Action + damage: + formula: 2d6+7 plus Grab + type: slashing + name: claw + to_hit: 17 + traits: + - agile + - reach 10 feet + name: Asanbosam + perception: 17 + proactive_abilities: + - action_cost: Two Actions + description: ', it can make a claw Strike with its reach increased to 15 feet. + This Strike deals an additional 1d6 slashing damage, and if it hits, the asanbosam + Grabs the target and pulls it to a space adjacent to the asanbosam. This counts + as two attacks when calculating the asanbosam’s multiple attack penalty.' + name: Attack from Above + traits: + - usually by using its Climb speed + - action_cost: One Action + description: A victim’s drained condition decreases by 1 each week. A blood transfusion, + which requires a successful DC 20 Medicine check and a blood donor or sufficient + blood, reduces the drained value by 1 after 10 minutes. + name: Drink Blood + traits: null + ranged: null + resistances: null + saves: + fort: 15 + ref: 17 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 14 + Athletics: 16 + Intimidation: 15 + Stealth: 16 + Survival: 14 + speed: + - amount: 35 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Large + - Humanoid + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 3 + dex_mod: 2 + int_mod: 4 + str_mod: 6 + wis_mod: 3 + ac: 27 + automatic_abilities: null + 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. + hp: 135 + immunities: + - paralyzed + - sleep + innate_spells: + - level: 3 + name: nondetection + languages: + - Common + - Draconic + - Mwangi + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d12+9 + type: piercing + name: jaws + to_hit: 20 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d6+9 plus Improved Grab + type: bludgeoning + name: tail + to_hit: 20 + traits: + - reach 15 feet + name: Bida + perception: 15 + proactive_abilities: + - action_cost: One Action + description: 1d6+6 bludgeoning, DC 26 + name: Constrict + traits: null + - 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. + name: Eight Coils + traits: null + - 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. + name: Mask Settlement + traits: + - arcane + - illusion + ranged: null + resistances: + - amount: 10 + type: acid + - amount: 10 + type: poison + saves: + fort: 18 + ref: 15 + will: 18 + saves_special: + fort: null + ref: null + will: +2 circumstance to all saves to disbelieve illusions + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Deception: 20 + Diplomacy: 18 + Intimidation: 18 + Society: 16 + Stealth: 16 + speed: + - amount: 40 + type: Land + - amount: 60 + type: Fly + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: 26 + traits: + - Uncommon + - LE + - Huge + - Dragon + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: -1 + dex_mod: 2 + int_mod: 0 + str_mod: 3 + wis_mod: 2 + ac: 16 + automatic_abilities: null + description: Rank-and-file bilokos stalk the jungles in small hunting bands. + hp: 19 + immunities: null + innate_spells: [] + languages: + - Mwangi + - Sylvan + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d8+3 + type: piercing + name: jaws + to_hit: 8 + traits: null + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: spear + to_hit: 8 + traits: null + name: Biloko Warrior + perception: 7 + proactive_abilities: + - 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. + name: Inspired Feast + traits: + - emotion + - mental + ranged: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: spear + to_hit: 7 + traits: + - thrown 20 feet + resistances: null + saves: + fort: 4 + ref: 7 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 7 + Crafting: 7 + Nature: 5 + Stealth: 6 + Survival: 6 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Small + - Fey + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 0 + dex_mod: 4 + int_mod: 0 + str_mod: 4 + wis_mod: 3 + ac: 21 + automatic_abilities: null + description: A biloko who has led a sufficient number of successful hunts garners + the respect (and fear) of their companions. + hp: 58 + immunities: null + innate_spells: [] + languages: + - Mwangi + - Sylvan + level: 4 + melee: + - action_cost: One Action + damage: + formula: 2d8+5 + type: piercing + name: jaws + to_hit: 14 + traits: null + - action_cost: One Action + damage: + formula: 1d8+5 + type: piercing + name: longspear + to_hit: 14 + traits: + - reach 10 feet + name: Biloko Veteran + perception: 11 + proactive_abilities: + - 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. + name: Inspired Feast + traits: + - emotion + - mental + - action_cost: Two Actions + 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. + name: Swipe + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: shortbow + to_hit: 14 + traits: + - deadly d10 + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 8 + ref: 13 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 10 + Crafting: 10 + Intimidation: 12 + Nature: 9 + Stealth: 13 + Survival: 11 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Small + - Fey + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 1 + dex_mod: 5 + int_mod: 0 + str_mod: 6 + wis_mod: 4 + ac: 25 + automatic_abilities: null + 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. + hp: 115 + immunities: null + innate_spells: [] + languages: + - Aklo + - Mwangi + - Sylvan + level: 7 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 + type: piercing + name: jaws + to_hit: 17 + traits: null + - action_cost: One Action + damage: + formula: 1d4+8 + type: piercing + name: dagger + to_hit: 18 + traits: + - agile + - magical + - versatile S + name: Eloko + perception: 15 + proactive_abilities: + - 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. + name: Inspired Feast + traits: + - emotion + - mental + - action_cost: Two Actions + description: The eloko is affected by a 4th-level *enlarge* spell. This lasts + for 1 minute, and the eloko can Dismiss the Spell. + name: Size Alteration + traits: + - polymorph + - primal + - transmutation + - description: creatures. + name: Sneak Attack + traits: null + ranged: + - action_cost: One Action + name: blowgun + to_hit: 17 + traits: + - agile + - nonlethal + - range increment 20 feet + - reload 1 + - action_cost: One Action + damage: + formula: 1d4+8 + type: piercing + name: dagger + to_hit: 18 + traits: + - agile + - magical + - thrown 10 feet + - versatile S + resistances: null + saves: + fort: 12 + ref: 18 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + - scent (imprecise) 30 feet + skills: + Athletics: 18 + Crafting: 13 + Deception: 15 + Nature: 13 + Stealth: 16 + Survival: 13 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Small + - Fey + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 3 + int_mod: -1 + str_mod: 3 + wis_mod: 1 + ac: 18 + automatic_abilities: null + description: A charau-ka warrior carries hatchets, daggers, and similar weaponry + on their person and usually doesn’t worry about running out of thrown weapons + when rocks plucked from the ground are just as deadly in their hands. + hp: 18 + immunities: null + innate_spells: null + languages: + - Draconic + - Mwangi + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: slashing + name: hatchet + to_hit: 8 + traits: + - agile + - sweep + - action_cost: One Action + damage: + formula: 1d4+3 + type: piercing + name: dagger + to_hit: 8 + traits: + - agile + - finesse + - versatile S + - action_cost: One Action + damage: + formula: 1d4+3 + type: bludgeoning + name: fist + to_hit: 8 + traits: + - agile + - nonlethal + name: Charau-ka Warrior + perception: 6 + proactive_abilities: + - action_cost: Free Action + description: '**Trigger** The charau-ka’s turn begins. **Frequency** once per + hour; **Effect** The charau-ka is quickened until the end of its turn, and can + use the extra action to Stride or Strike. While in the frenzy, the charau-ka + can’t speak and automatically critically fails Stealth checks, due to its loud + wailing.' + name: Shrieking Frenzy + traits: + - primal + - transmutation + - description: trait to make a lethal attack. + name: Thrown Weapon Mastery + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+3 + type: slashing + name: hatchet + to_hit: 8 + traits: + - agile + - deadly d6 + - sweep + - thrown 10 feet + - action_cost: One Action + damage: + formula: 1d4+3 + type: piercing + name: dagger + to_hit: 8 + traits: + - agile + - deadly d6 + - thrown 10 feet + - versatile S + - action_cost: One Action + damage: + formula: 1d6+3 + type: bludgeoning + name: thrown debris + to_hit: 8 + traits: + - deadly d6 + - thrown 20 feet + resistances: null + saves: + fort: 7 + ref: 8 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Athletics: 6 + Religion: 4 + Stealth: 6 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Small + - Charau-ka + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 1 + dex_mod: 2 + int_mod: 0 + str_mod: 2 + wis_mod: 4 + ac: 19 + automatic_abilities: null + description: Even with the Gorilla King’s fall, some charau-kas still worship Angazhan. + hp: 45 + immunities: null + innate_spells: null + languages: + - Abyssal + - Draconic + - Mwangi + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d6+5 + type: piercing + name: spear + to_hit: 11 + traits: + - thrown 20 feet + - action_cost: One Action + damage: + formula: 1d4+5 + type: bludgeoning + name: fist + to_hit: 11 + traits: + - agile + - nonlethal + name: Charau-ka Acolyte of Angazhan + perception: 9 + proactive_abilities: + - action_cost: Free Action + description: '**Trigger** The charau-ka’s turn begins. **Frequency** once per + hour; **Effect** The charau-ka is quickened until the end of its turn, and can + use the extra action to Stride or Strike. While in the frenzy, the charau-ka + can’t speak and automatically critically fails Stealth checks, due to its loud + wailing.' + name: Shrieking Frenzy + traits: + - primal + - transmutation + - description: trait to make a lethal attack. + name: Thrown Weapon Mastery + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+5 + type: piercing + name: spear + to_hit: 11 + traits: + - deadly d6 + - thrown 20 feet + - action_cost: One Action + damage: + formula: 1d6+5 + type: bludgeoning + name: thrown debris + to_hit: 11 + traits: + - deadly d6 + - thrown 20 feet + resistances: null + saves: + fort: 8 + ref: 7 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Athletics: 7 + Intimidation: 7 + Nature: 9 + Religion: 11 + Stealth: 7 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Small + - Charau-ka + - Humanoid + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 3 + dex_mod: 3 + int_mod: 0 + str_mod: 5 + wis_mod: 1 + ac: 23 + automatic_abilities: null + description: While charau-kas are well known for their brutality, some frighten + even others of their kind with their obsession with violence. + hp: 95 + immunities: null + innate_spells: null + languages: + - Draconic + - Mwangi + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 + type: slashing + name: trident + to_hit: 20 + traits: + - magical + - action_cost: One Action + damage: + formula: 1d4+8 + type: bludgeoning + name: fist + to_hit: 19 + traits: + - agile + - nonlethal + name: Charau-ka Butcher + perception: 11 + proactive_abilities: + - description: '**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.' + name: Blood Fury + traits: + - manipulate + - description: While the charau-ka butcher is raging, its melee Strikes deal 1d4 + persistent bleed damage. + name: Mauler + traits: null + - action_cost: One Action + description: ; AC 22, +9 HP, +2 melee damage. + name: Rage + traits: null + - action_cost: Free Action + description: '**Trigger** The charau-ka’s turn begins. **Frequency** once per + hour; **Effect** The charau-ka is quickened until the end of its turn, and can + use the extra action to Stride or Strike. While in the frenzy, the charau-ka + can’t speak and automatically critically fails Stealth checks, due to its loud + wailing.' + name: Shrieking Frenzy + traits: + - primal + - transmutation + - description: trait to make a lethal attack. + name: Thrown Weapon Mastery + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d8+8 + type: piercing + name: trident + to_hit: 18 + traits: + - deadly d6 + - magical + - thrown 20 feet + - action_cost: One Action + damage: + formula: 2d6+8 + type: bludgeoning + name: thrown debris + to_hit: 17 + traits: + - deadly d6 + - thrown 20 feet + resistances: null + saves: + fort: 17 + ref: 11 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Acrobatics: 11 + Athletics: 15 + Intimidation: 14 + Religion: 9 + Stealth: 13 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Small + - Charau-ka + - Humanoid + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 1 + wis_mod: 3 + ac: 18 + automatic_abilities: null + description: The best grippli hunters are chosen for the honorable role of scouts. + hp: 20 + immunities: null + innate_spells: null + languages: + - Common + - Grippli + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4+1 + type: slashing + name: sickle + to_hit: 9 + traits: + - agile + - finesse + - trip + name: Grippli Scout + perception: 8 + proactive_abilities: + - action_cost: One Action + description: 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. + name: Hurl Net + traits: + - with a +9 modifier + - description: A grippli ignores difficult terrain in forests and jungles. + name: Jungle Stride + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d4+1 + type: piercing + name: dart + to_hit: 9 + traits: + - agile + - thrown 20 feet + resistances: null + saves: + fort: 7 + ref: 9 + will: 6 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 7 + Athletics: 4 + Nature: 6 + Stealth: 7 + Survival: 6 + speed: + - amount: 25 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Grippli + - Humanoid + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 2 + dex_mod: 4 + int_mod: 0 + str_mod: 1 + wis_mod: 3 + ac: 20 + automatic_abilities: null + description: These sharpshooters are renowned for their patience and their accuracy. + hp: 44 + immunities: null + innate_spells: null + languages: + - Common + - Grippli + level: 3 + melee: + - action_cost: One Action + damage: + formula: 1d6+3 + type: piercing + name: shortsword + to_hit: 11 + traits: + - agile + - finesse + - versatile S + name: Grippli Archer + perception: 10 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Hail of Arrows + traits: null + - description: A grippli ignores difficult terrain in forests and jungles. + name: Jungle Stride + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+2 + type: piercing + name: shortbow + to_hit: 11 + traits: + - deadly 1d10 + - range increment 60 feet + - reload 0 + resistances: null + saves: + fort: 9 + ref: 11 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 9 + Athletics: 6 + Nature: 8 + Stealth: 11 + Survival: 8 + speed: + - amount: 25 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Grippli + - Humanoid + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 1 + dex_mod: 4 + int_mod: 1 + str_mod: 2 + wis_mod: 4 + ac: 21 + automatic_abilities: + - description: The greenspeaker can use Diplomacy to Make an Impression on and make + very simple Requests of plants and fungi. + name: Green Empathy + traits: null + description: The unofficial healers of gripplikind are known as greenspeakers. + hp: 71 + immunities: null + innate_spells: null + items: + - dart (4) + - staff + languages: + - Common + - Grippli + level: 5 + melee: + - action_cost: One Action + damage: + formula: 1d4+4 + type: bludgeoning + name: staff + to_hit: 11 + traits: + - two-hand d8 + name: Grippli Greenspeaker + perception: 13 + proactive_abilities: + - description: A grippli ignores difficult terrain in forests and jungles. + name: Jungle Stride + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d4+4 + type: piercing + name: dart + to_hit: 13 + traits: + - agile + - thrown 20 feet + resistances: null + saves: + fort: 10 + ref: 13 + will: 13 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 11 + Athletics: 9 + Diplomacy: 10 + Medicine: 11 + Nature: 14 + Religion: 11 + Stealth: 11 + Survival: 11 + speed: + - amount: 25 + type: Land + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Small + - Grippli + - Humanoid + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 1 + dex_mod: 4 + int_mod: 1 + str_mod: 6 + wis_mod: 2 + ac: 25 + automatic_abilities: null + 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. + hp: 138 + immunities: null + innate_spells: [] + languages: + - Common + - Sylvan + level: 8 + melee: + - action_cost: One Action + damage: + formula: 2d10+9 plus Grab + type: piercing + name: jaws + to_hit: 20 + traits: null + - action_cost: One Action + damage: + formula: 2d8+9 + type: slashing + name: claw + to_hit: 20 + traits: + - agile + name: Kishi + perception: 14 + proactive_abilities: + - action_cost: One Action + description: '' + name: Constrict + traits: + - grabbed by jaws only + - action_cost: Free Action + description: skills only when its human face is showing, and it can use its jaws + Strike only when its hyena face is showing. + name: Head Spin + traits: null + - action_cost: Two Actions + 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. + name: Sudden Charge + traits: null + - description: A creature grabbed in the kishi’s jaws can’t speak, including providing + verbal components for spells. In addition, the creature takes a –2 circumstance + penalty to Escape. + name: Vice-Like Jaws + traits: null + ranged: null + resistances: + - amount: 10 + type: piercing + saves: + fort: 13 + ref: 18 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 20 + Deception: 20 + Diplomacy: 19 + Society: 15 + Stealth: 18 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Fey + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 4 + dex_mod: -3 + int_mod: -5 + str_mod: 5 + wis_mod: -5 + ac: 13 + automatic_abilities: + - description: Living sap can sense nearby motion through vibration and air movement. + name: Motion Sense + traits: null + 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. + hp: 175 + immunities: + - critical hits + - mental + - piercing + - precision + - slashing + - unconscious + - visual + innate_spells: null + languages: '' + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 plus entangling residue + type: bludgeoning + name: pseudopod + to_hit: 17 + traits: null + name: Living Sap + perception: 7 + proactive_abilities: + - action_cost: Two Actions + description: DC 22, 2d6 acid, Escape DC 24, Rupture 10 + name: Engulf + traits: null + - description: until the end of the living sap’s next turn. + name: Entangling Residue + traits: null + ranged: null + resistances: null + saves: + fort: 18 + ref: 7 + will: 5 + saves_special: + fort: null + ref: null + will: null + senses: + - motion sense 60 feet + - no vision + skills: + Athletics: 17 + Stealth: 10 + speed: + - amount: 10 + type: Land + - amount: 10 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Medium + - Mindless + - Ooze + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 6 + dex_mod: 4 + int_mod: -4 + str_mod: 7 + wis_mod: 2 + ac: 27 + automatic_abilities: null + description: Mokele-mbembes are large, reptilian predators found deep within Golarion’s + jungles. Mwangi view mokele-mbembes as embodiments of nature’s strength and majesty, + and they consider the sighting of this rare being a sign of favor from the gods + and an omen of powerful natural forces. + hp: 172 + immunities: null + innate_spells: null + languages: '' + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d12+10 + type: piercing + name: jaws + to_hit: 22 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 2d6+10 + type: bludgeoning + name: tail + to_hit: 22 + traits: + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d8+10 + type: bludgeoning + name: foot + to_hit: 22 + traits: + - reach 10 feet + name: Mokele-Mbembe + perception: 15 + proactive_abilities: + - description: Large or smaller, foot, DC 28 + name: Trample + traits: null + - action_cost: Two Actions + description: 'The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot + burst centered on a corner within reach of its tail Strike. Each creature in + the burst’s area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune. + **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. ' + name: Whip Tail + traits: + - sonic + ranged: null + resistances: null + saves: + fort: 21 + ref: 15 + will: 17 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 30 feet + skills: + Athletics: 20 + Stealth: 19 + Survival: 17 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Huge + - Animal + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 2 + dex_mod: 5 + int_mod: -1 + str_mod: 4 + wis_mod: 1 + ac: 22 + automatic_abilities: null + 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's, and indeed they can echolocate to locate prey + much like bats can, though their eyes are also capable of seeing in low light. + hp: 78 + immunities: null + innate_spells: null + languages: + - Abyssal + - Mwangi + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d8+4 plus 1 persistent bleed + type: piercing + name: jaws + to_hit: 14 + traits: null + - action_cost: One Action + damage: + formula: 2d6+4 plus Grab + type: slashing + name: claw + to_hit: 15 + traits: + - agile + - finesse + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: spear + to_hit: 13 + traits: null + name: Sabosan + perception: 10 + proactive_abilities: + - action_cost: One Action + description: . The sabosan gains a number of temporary Hit Points equal to the + number of Hit Points lost by the creature. + name: Drain Blood + traits: null + - action_cost: Two Actions + 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. + name: Fell Shriek + traits: + - auditory + - action_cost: Two Actions + 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. + name: Powerful Charge + traits: null + ranged: + - action_cost: One Action + damage: + formula: 1d6+4 + type: piercing + name: spear + to_hit: 14 + traits: + - thrown 20 feet + resistances: null + saves: + fort: 11 + ref: 14 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - echolocation 20 feet + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 16 + Athletics: 11 + Stealth: 16 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Humanoid + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 4 + dex_mod: 2 + int_mod: -4 + str_mod: 5 + wis_mod: 2 + ac: 23 + automatic_abilities: + - description: The blood boar can precisely sense bleeding creatures within . **Blood + Quarry** On smelling a creature’s blood, the blood boar can designate that creature + as its quarry. The blood boar can smell its quarry from up to a mile away. A + blood boar can have only one quarry at a time. + name: Bloodsense + range: 60 feet + traits: null + - description: On smelling a creature’s blood, the blood boar can designate that + creature as its quarry. The blood boar can smell its quarry from up to a mile + away. A blood boar can have only one quarry at a time. + name: Blood Quarry + traits: null + description: Blood boars are fearsome swine bred in Cheliax for the singular purpose + of hunting down escaped slaves. The species originated from a type of large feral + boar native to Nidal’s shadowy Uskwood, and blood boars retain their predecessors’ + 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. + hp: 98 + immunities: null + innate_spells: null + languages: '' + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+8 + type: piercing + name: jaws + to_hit: 17 + traits: null + name: Blood Boar + perception: 15 + proactive_abilities: + - action_cost: One Action + description: The blood boar Strides toward its quarry, ignoring difficult terrain + and gaining a +10-foot circumstance bonus to its Speed during the movement. + name: Chase Down + traits: null + - action_cost: One Action + 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. + name: Terrifying Squeal + traits: + - auditory + - emotion + - fear + - mental + ranged: null + resistances: null + saves: + fort: 16 + ref: 14 + will: 10 + saves_special: + fort: null + ref: null + will: null + senses: + - bloodsense 60 feet + - low-light vision + - scent (imprecise) 30 feet + skills: + Acrobatics: 10 + Athletics: 15 + Survival: 15 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 5 + dex_mod: 1 + int_mod: 2 + str_mod: 7 + wis_mod: 3 + ac: 30 + automatic_abilities: null + description: Kalavakuses work as slavers in the Abyss, earning them the alternate + moniker of “slaver demons”; these fiends round up captured victims and sell them + 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. + hp: 200 + immunities: null + innate_spells: + - level: 5 + name: dimension door + - frequency: x2 + level: 4 + name: air walk + - frequency: x2 + level: 4 + name: dimension door + - level: 3 + name: haste + languages: + - Abyssal + - Celestial + - Draconic + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d10+13 + type: piercing + name: horns + to_hit: 23 + traits: + - deadly 1d8 + - action_cost: One Action + damage: + formula: 2d8+13 + type: slashing + name: claw + to_hit: 23 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d6+13 + type: piercing + name: jaws + to_hit: 23 + traits: null + name: Kalavakus (Slaver Demon) + perception: 19 + proactive_abilities: + - action_cost: Two Actions + 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. **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*. + name: Enslave Soul + traits: + - arcane + - enchantment + - mental + ranged: null + resistances: null + saves: + fort: 21 + ref: 17 + will: 19 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Acrobatics: 15 + Athletics: 23 + Intimidation: 22 + Religion: 17 + Stealth: 19 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Medium + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 4 + dex_mod: 5 + int_mod: 3 + str_mod: 5 + wis_mod: 2 + ac: 28 + automatic_abilities: null + description: Perhaps more than any other devil, osyluths—also known as bone devils— + embrace the torture and sadism for which Hell is so well known. They are exemplary + inquisitors with an unwavering devotion to Hell’s laws and hierarchy, and they + seek out heresies among mortals and devilkind with equal vigor. These devils arise + from the Styx-fed swamps of Stygia, Hell’s fifth layer, from the stagnant energy + of long-dead heresies. Left to their own devices, osyluths build massive, calcified + hives in Stygia’s remote corners and hunt the infernal swampland for lesser devils + and petitioners. + hp: 146 + immunities: + - fire + innate_spells: + - level: 5 + name: dimension door + - level: 5 + name: phantom pain + - frequency: at will + level: 4 + name: dimension door + - frequency: at will + level: 4 + name: dimensional anchor + - frequency: at will + level: 4 + name: discern lies + languages: + - Celestial + - Draconic + - Infernal + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d10+11 + type: piercing + name: jaws + to_hit: 20 + traits: null + - action_cost: One Action + damage: + formula: 2d6+11 + type: slashing + name: claw + to_hit: 20 + traits: + - agile + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d10+11 plus bone devil venom + type: piercing + name: stinger + to_hit: 21 + traits: + - reach 15 feet + name: Osyluth (Bone Devil) + perception: 17 + proactive_abilities: + - 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, enfeebled 2, + and the creature takes a –4 status penalty to Will saves against attempts to + Coerce it (1 hour)' + name: Bone Devil Venom + traits: + - poison + - description: on itself using only 1 action. + name: Quick Invisibility + traits: null + - description: condition with any of its Strikes. + name: Sadistic Strike + traits: null + - action_cost: One Action + description: . + name: Tail Sweep + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d6+8 + type: piercing + name: bone shard + to_hit: 20 + traits: + - range increment 30 feet + resistances: + - amount: 10 + type: physical (except silver) + - amount: 10 + type: 'poison ' + saves: + fort: 21 + ref: 18 + will: 15 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - greater darkvision + skills: + Arcana: 18 + Deception: 19 + Intimidation: 21 + Religion: 15 + Stealth: 20 + speed: + - amount: 35 + type: Land + - amount: 30 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Devil + - Fiend + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 5 + dex_mod: 2 + int_mod: 0 + str_mod: 8 + wis_mod: 1 + ac: 33 + automatic_abilities: null + description: Shadow giants are natives of the Plane of Shadow, 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 Plane of Shadow, they live in familial groups and uphold a nomadic + way of life as they roam across vast ancestral lands between forests of shadow + and misty chasms. These hunter-gatherers pass their lore down 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 tribes and velstracs + intent on enslaving their kind. On the Material Plane, conversely, they are typically + secretive and isolationist, keeping apart from other peoples. + hp: 275 + immunities: null + innate_spells: null + languages: + - Jotun + - Shadowtongue + level: 13 + melee: + - action_cost: One Action + damage: + formula: 3d8+18 plus pall of shadow + type: slashing + name: spiked chain + to_hit: 27 + traits: + - disarm + - reach 10 feet + - trip + - action_cost: One Action + damage: + formula: 3d8+18 plus pall of shadow + type: bludgeoning + name: fist + to_hit: 27 + traits: + - agile + - nonlethal + - reach 10 feet + name: Shadow Giant + perception: 20 + proactive_abilities: + - description: When a shadow giant hits with a melee attack, the target must succeed + at a DC 30 Fortitude save or become drained 1 and take a –1 status penalty to + Perception checks involving sight as long as they remain drained. On a critical + failure, this condition doesn’t heal naturally and can be removed only with + magic. + name: Pall of Shadow + traits: + - divine + - necromancy + - action_cost: One Action + description: The shadow giant gains the effect of the *blur* spell for 1 minute + or until it is exposed to direct sunlight, whichever comes first. + name: Shadowcloak + traits: + - divine + - illusion + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d8+18 + type: bludgeoning + name: rock + to_hit: 27 + traits: + - brutal + - range increment 120 feet + resistances: null + saves: + fort: 25 + ref: 20 + will: 23 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 27 + Intimidation: 24 + Stealth: 21 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Giant + - Humanoid + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 0 + dex_mod: 3 + int_mod: 3 + str_mod: -5 + wis_mod: 7 + ac: 29 + automatic_abilities: null + 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. + hp: 135 + immunities: + - death effects + - disease + - paralyzed + - poison + - precision + - unconscious + innate_spells: null + languages: + - Aklo + - Azlanti + - Common + - Draconic + - Elven + - Gnomish + - Halfling + - Infernal + - Jotun + - Shadowtongue + - Strix + - Varisian + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d6+8 plus 2d6 fire + type: bludgeoning + name: burning mace + to_hit: 22 + traits: + - magical + - fire + - shove + name: Remnant of Barzillai + perception: 22 + proactive_abilities: + - description: '**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.' + name: Create Haunt + traits: + - divine + - necromancy + ranged: null + resistances: + - amount: 8 + type: all (except force, ghost touch, or positive; double resistance against non-magical) + - amount: 12 + type: haunted form + saves: + fort: 14 + ref: 21 + will: 23 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Arcana: 21 + Deception: 23 + Religion: 21 + Society: 19 + speed: + - amount: 25 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - LE + - Medium + - Incorporeal + - Undead + type: Creature +- ability_mods: + cha_mod: 7 + con_mod: 3 + dex_mod: 5 + int_mod: 1 + str_mod: 4 + wis_mod: 3 + ac: 33 + automatic_abilities: null + description: Rusalkas are androgynous, river-dwelling fey who delight in manipulating + the emotions of those unfortunate enough to fall into their grasp. + hp: 180 + immunities: null + innate_spells: + - frequency: at will + level: 5 + name: control water + - frequency: at will + level: 5 + name: summon elemental + - frequency: at will + level: 3 + name: charm + - frequency: at will + level: 2 + name: invisibility + - frequency: at will + level: 2 + name: obscuring mist + - frequency: constant + level: 6 + name: water walk + languages: + - Common + - Sylvan + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d8+10 plus Improved Grab + type: bludgeoning + name: tresses + to_hit: 24 + traits: + - agile + - finesse + - reach 15 feet + name: Rusalka + perception: 22 + proactive_abilities: + - action_cost: One Action + 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. **Success** The creature is unaffected. **Failure** The creature + is fascinated and must spend each of its actions to move closer to the rusalka, + while avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, + it stays still and doesn’t act. If attacked by the rusalka, the creature is + freed from captivation at the end of the rusalka’s turn. **Critical Failure** + 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. + name: Beckoning Call + traits: + - auditory + - concentrate + - enchantment + - incapacitation + - mental + - primal + - action_cost: One Action + description: 2d8+10 bludgeoning, DC 32 + name: Constrict + traits: null + - description: A rusalka can have up to eight creatures grabbed within their tresses + at a time. + name: Entangling Tresses + traits: null + - action_cost: Two Actions + description: check and compares the result to each grabbed creature’s Fortitude + DC. The rusalka moves each creature they succeed against up to 10 feet and each + creature they critically succeed against up to 20 feet. This movement must all + be within reach of its tresses. + name: Flowing Hair + traits: null + - action_cost: One Action + 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. + **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. + name: Shameful Touch + traits: + - emotion + - enchantment + - mental + - primal + ranged: null + resistances: + - amount: 10 + type: fire + saves: + fort: 21 + ref: 25 + will: 21 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Acrobatics: 21 + Athletics: 22 + Deception: 25 + Diplomacy: 21 + Nature: 21 + Performance: 23 + Stealth: 25 + speed: + - amount: 25 + type: Land + - amount: 50 + type: Swim + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Medium + - Aquatic + - Fey + type: Creature +- ability_mods: + cha_mod: -1 + con_mod: 1 + dex_mod: 3 + int_mod: 2 + str_mod: -1 + wis_mod: 1 + ac: 17 + automatic_abilities: + - description: 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. + name: Painsight + traits: + - divination + - divine + description: These spherical monsters made 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 it can see the horrors inflicted upon it by other + velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot + in diameter and weigh 30 pounds. + hp: 14 + immunities: + - cold + innate_spells: + - frequency: once per week + level: 4 + name: read omens + - frequency: x2 + level: 2 + name: augury + - frequency: x3 + level: 1 + name: harm + languages: + - Common + - Infernal + - Shadowtongue + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d4-1 plus 1d4 persistent bleed + type: slashing + name: blade + to_hit: 8 + traits: + - agile + - finesse + - versatile P + name: Augur + perception: 8 + proactive_abilities: + - action_cost: One Action + description: The augur stares at a creature it can see within 30 feet. The target + must immediately attempt a Will save against the augur’s unnerving gaze. After + attempting this save, the creature is then temporarily immune until the start + of the augur’s next turn. + name: Focus Gaze + traits: + - concentrate + - divine + - enchantment + - fear + - mental + - visual + - action_cost: Two Actions + description: . Each creature is affected only once, even if the augur moves through + its space multiple times. + name: Whirling Slice + traits: + - DC 16 basic Reflex save + ranged: null + resistances: null + saves: + fort: 4 + ref: 10 + will: 7 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - painsight + skills: + Acrobatics: 8 + Deception: 6 + Intimidation: 7 + Religion: 4 + Stealth: 8 + speed: + - amount: 20 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Tiny + - Fiend + - Velstrac + type: Creature +- ability_mods: + cha_mod: 1 + con_mod: 2 + dex_mod: 3 + int_mod: 0 + str_mod: 4 + wis_mod: 1 + ac: 24 + automatic_abilities: + - description: n evangelist automatically knows whether a creature it sees has any + of the doomed, dying, and wounded conditions, as well as the value of those + conditions. + name: Painsight + traits: + - divination + - divine + description: The velstracs’ unofficial ambassadors, evangelists roam the farthest + reaches of the planes to spread the word of their kind’s abhorrent belief in perfection + through pain. They are therefore the most frequently encountered velstracs on + the Material Plane, often leading covens of hedonistic mortal flesh-sculptors + or serving as wardens of horrific dungeons. In regions ruled by infernal powers, + evangelists may serve as lieutenants or advisors, whispering secret paths to power + in exchange for mortals’ souls or choice mortal flesh. + hp: 90 + immunities: + - cold + innate_spells: null + languages: + - Common + - Infernal + - Shadowtongue + level: 6 + melee: + - action_cost: One Action + damage: + formula: 2d8+7 plus 1d6 persistent bleed and impaling chain + type: piercing + name: chain + to_hit: 17 + traits: + - disarm + - reach 10 feet + - trip + name: Evangelist + perception: 13 + proactive_abilities: + - description: Chains in the evangelist’s vicinity sprout barbs and writhe menacingly. + The evangelist can make chain Strikes against any creature that is adjacent + to an unattended chain within 20 feet, in addition to within the reach of its + own chain Strike. + name: Animate Chains + traits: + - divine + - transmutation + - action_cost: One Action + description: The evangelist stares at a creature it can see within 30 feet. The + target must immediately attempt a Will save against the evangelist’s unnerving + 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. + name: Focus Gaze + traits: + - concentrate + - divine + - enchantment + - fear + - mental + - visual + - description: . + name: Impaling Chain + traits: + - Escape DC 25 + ranged: null + resistances: null + saves: + fort: 15 + ref: 14 + will: 11 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - painsight + skills: + Acrobatics: 13 + Athletics: 15 + Crafting: 10 + Intimidation: 15 + Religion: 11 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Medium + - Fiend + - Velstrac + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 5 + dex_mod: 3 + int_mod: 2 + str_mod: 7 + wis_mod: 6 + ac: 33 + automatic_abilities: + - description: n interlocutor automatically knows whether a creature it sees has + any of the doomed, dying, and wounded conditions, as well as the value of those + conditions. + name: Painsight + traits: + - divination + - divine + 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. Few interlocutors resemble one another, 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. + hp: 215 + immunities: + - cold + innate_spells: + - frequency: self only, to the Material or Shadow Plane only + level: 7 + name: plane shift + - level: 5 + name: breath of life + - frequency: x2 + level: 4 + name: heal + - frequency: x2 + level: 4 + name: restoration + languages: + - Common + - Infernal + - Shadowtongue + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d10+13 plus 2d6 persistent bleed + type: slashing + name: claw + to_hit: 25 + traits: + - deadly 2d10 + - reach 10 feet + name: Interlocutor + perception: 24 + proactive_abilities: + - action_cost: One Action + description: The interlocutor stares at a creature it can see within 30 feet. + The target must immediately attempt a Will save against the interlocutor’s unnerving + gaze. In addition, if the creature was already stunned, on a failed save, it + feels its muscles and organs twitch and writhe, causing it to be clumsy 2 for + 1 minute. After attempting this save, the creature is then temporarily immune + until the start of the interlocutor’s next turn. + name: Focus Gaze + traits: + - concentrate + - divine + - enchantment + - mental + - visual + - action_cost: One Action + 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, + closing the wound, Strikes against the creature deal 1d6 extra precision damage. + name: Surgical Rend + traits: null + ranged: null + resistances: null + saves: + fort: 23 + ref: 21 + will: 26 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - painsight + skills: + Athletics: 25 + Crafting: 22 + Intimidation: 25 + Medicine: 26 + Religion: 22 + Stealth: 19 + speed: + - amount: 40 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Large + - Fiend + - Velstrac + type: Creature +- ability_mods: + cha_mod: 8 + con_mod: 3 + dex_mod: 7 + int_mod: 6 + str_mod: 6 + wis_mod: 6 + ac: 39 + automatic_abilities: + - description: 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. + name: Painsight + traits: + - divination + - divine + description: Velstrac storytellers and historians are known as precentors. Trailed + by horrific choirs, precentors perform in the courts of the velstrac demagogues. + hp: 295 + immunities: + - cold + innate_spells: + - level: 9 + name: wail of the banshee + - frequency: at will, self only, to the Material or Shadow Plane only + level: 8 + name: harm + - frequency: at will, self only, to the Material or Shadow Plane only + level: 8 + name: plane shift + - frequency: at will + level: 5 + name: sound burst + - frequency: at will + level: 5 + name: synesthesia + - frequency: constant + level: 8 + name: detect magic + - frequency: constant + level: 8 + name: mind blank + - frequency: constant + level: 8 + name: fly + - frequency: constant + level: 8 + name: true seeing + - frequency: constant + level: 6 + name: fly + - frequency: constant + level: 6 + name: true seeing + languages: + - Common + - Infernal + - Shadowtongue + level: 16 + melee: + - action_cost: One Action + damage: + formula: 4d10+6 plus 1d6 persistent bleed + type: slashing + name: claw + to_hit: 31 + traits: + - agile + - finesse + - reach 10 feet + name: Precentor + perception: 32 + proactive_abilities: + - action_cost: Two Actions + description: by each other and the precentor, and they can’t use hostile actions + toward each other or the precentor. When the precentor casts an innate divine + spell, it can cause the effect to originate from any member of its choir instead + of itself, using the precentor’s saving throw DC and attack bonus. + name: Assemble Choir + traits: null + - action_cost: One Action + description: The precentor stares at a creature it can see within 30 feet. The + target must immediately attempt a Will save against the precentor’s unnerving + 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. + name: Focus Gaze + traits: + - concentrate + - divine + - enchantment + - mental + - visual + - action_cost: One Action + 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. **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. + name: Tormenting Touch + traits: + - divine + - emotion + - enchantment + - mental + ranged: null + resistances: null + saves: + fort: 25 + ref: 29 + will: 30 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*detect magic*' + - painsight + - '*true seeing*' + skills: + Acrobatics: 27 + Athletics: 28 + Deception: 32 + Diplomacy: 34 + Intimidation: 32 + Performance: 34 + Religion: 30 + Stealth: 29 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Fly (from Fly) + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LE + - Medium + - Fiend + - Velstrac + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 5 + dex_mod: -5 + int_mod: -5 + str_mod: 7 + wis_mod: 0 + ac: 20 + automatic_abilities: + - description: A carnivorous crystal can sense nearby motion through vibration and + air movement. + name: Motion Sense + traits: null + 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. + hp: 300 + immunities: + - acid + - critical hits (except bludgeoning or sonic) + - mental + - precision + - unconscious + - visual + innate_spells: null + languages: '' + level: 11 + melee: + - action_cost: One Action + damage: + formula: 4d8+7 + type: piercing + name: pseudopod + to_hit: 24 + traits: + - versatile S + name: Carnivorous Crystal + perception: 15 + proactive_abilities: + - action_cost: One Action + description: '**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.' + name: Crystallize + traits: + - attack + - action_cost: Two Actions + description: . + name: Engulf + traits: + - bludgeoning only + - action_cost: Two Actions + 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. + name: Freeze + traits: + - concentrate + - 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. + name: Razor Sharp + traits: null + ranged: null + resistances: + - amount: 10 + type: piercing + - amount: 10 + type: slashing + saves: + fort: 20 + ref: 10 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - motion sense 60 feet + - no vision + skills: + Athletics: 24 + speed: + - amount: 10 + type: Land + - amount: 10 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Earth + - Mindless + - Ooze + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 6 + dex_mod: 4 + int_mod: 2 + str_mod: 8 + wis_mod: 4 + ac: 34 + automatic_abilities: null + description: Dalos are reclusive fey that dwell within or near remote volcanoes + and volcanic vents and resemble the massive calderas they call home. They more + often dwell within the superheated confines of these locales than in the “cold + wastelands” beyond their warmth and are therefore rarely encountered outside such + 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. + hp: 240 + immunities: + - fire + innate_spells: [] + languages: + - Ignan + - Sylvan + - Terran + level: 13 + melee: + - action_cost: One Action + damage: + formula: 3d8+11 plus 2d6 fire + type: bludgeoning + name: fist + to_hit: 27 + traits: + - reach 15 feet + name: Dalos + perception: 23 + proactive_abilities: + - description: . + name: Belch Smoke + traits: null + - action_cost: One Action + description: The dalos uses an Interact action to pluck a rock from its body or + the nearby environment, then uses its internal fires to heat a rock it’s holding + 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. + name: Heat Rock + traits: + - fire + - action_cost: Two Actions + 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. + name: Lava Bomb + traits: + - earth + - fire + - action_cost: One Action + description: '' + name: Throw Rock + traits: null + ranged: + - action_cost: One Action + damage: + formula: 2d10+11 + type: bludgeoning + name: rock + to_hit: 25 + traits: + - range increment 150 feet + resistances: + - amount: 15 + type: physical (except bludgeoning) + saves: + fort: 27 + ref: 19 + will: 23 + saves_special: + fort: null + ref: null + will: null + senses: + - low-light vision + skills: + Athletics: 29 + Nature: 23 + Survival: 23 + speed: + - amount: 30 + type: Land + - amount: 20 + type: Burrow + - amount: 20 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - CE + - Huge + - Earth + - Fey + - Fire + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 4 + dex_mod: 7 + int_mod: -3 + str_mod: 5 + wis_mod: 1 + ac: 33 + automatic_abilities: + - description: A deculi can detect infrared radiation as a precise sense. + name: ' Infrared Vision' + traits: null + 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. + hp: 215 + immunities: + - visual + innate_spells: [] + languages: + - Undercommon + level: 12 + melee: + - action_cost: One Action + damage: + formula: 3d12+11 + type: piercing + name: fangs + to_hit: 24 + traits: null + - action_cost: One Action + damage: + formula: 3d8+11 + type: bludgeoning + name: wing + to_hit: 26 + traits: + - agile + - finesse + name: Deculi + perception: 23 + proactive_abilities: + - action_cost: Two Actions + description: '**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.' + name: Create Shadow Sanctuary + traits: + - conjuration + - darkness + - extradimensional + - occult + - action_cost: Two Actions + description: 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. + name: Shadow Strike + traits: null + - description: When the deculi is Hiding in darkness and Sneaks, it can move up + to its full Speed instead of half its Speed. + name: Walk in Shadow + traits: null + ranged: null + resistances: null + saves: + fort: 21 + ref: 26 + will: 18 + saves_special: + fort: null + ref: null + will: null + senses: + - infrared vision 60 feet + - no vision + skills: + Acrobatics: 24 + Athletics: 24 + Stealth: 26 + speed: + - amount: 30 + type: Land + - amount: 50 + type: Fly + - amount: 30 + type: Climb + - amount: null + type: Walk in Shadow + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Large + - Beast + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 5 + dex_mod: 3 + int_mod: 5 + str_mod: 7 + wis_mod: 4 + ac: 31 + automatic_abilities: null + 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. + hp: 175 + immunities: + - death effects + - disease + - paralyzed + - poison + - spell deflection + - unconscious + innate_spells: + - level: 6 + name: feeblemind + - level: 6 + name: true seeing + - level: 4 + name: confusion + - level: 4 + name: suggestion + - level: 3 + name: bind undead + - level: 3 + name: paralyze + - level: 2 + name: death knell + languages: + - Abyssal + - Celestial + - Common + - Infernal + - Necril + level: 11 + melee: + - action_cost: One Action + damage: + formula: 2d10+13 plus drain life + type: slashing + name: claw + to_hit: 24 + traits: + - agile + - reach 10 feet + name: Devourer + perception: 22 + proactive_abilities: + - action_cost: Two Actions + description: The devourer touches a creature within reach, dealing 8d6 negative + damage (DC 26 basic Fortitude save). If a creature is slain by this attack, + its soul becomes trapped within the devourer. While trapped, a creature cannot + be resurrected except by powerful magic such as a wish spell. Destroying the + devourer or successfully counteracting Devour Soul (see spell deflection) releases + the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges + per level. The devourer can expend charges to cast spells (see the soul spells + ability below). 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 charges, the + soul is consumed and can be restored to life only by powerful magic such as + *wish*. + name: Devour Soul + traits: + - death + - 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 amount of drain by 1 on a failed save, to a maximum of drained + 4. + name: Drain Life + traits: + - divine + - necromancy + - description: . 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. + name: Soul Spells + traits: + - similar to casting a spell using charges from a staff + ranged: null + resistances: null + saves: + fort: 20 + ref: 18 + will: 24 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + skills: + Arcana: 21 + Deception: 21 + Intimidation: 23 + Occultism: 23 + Stealth: 20 + speed: + - amount: 30 + type: Land + - amount: 30 + type: Fly + spell_attack_to_hit: see the soul spells ability + spell_dc: 31 + traits: + - Uncommon + - NE + - Large + - Undead + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 4 + dex_mod: 1 + int_mod: 0 + str_mod: 6 + wis_mod: 3 + ac: 28 + automatic_abilities: null + description: '*This entry did not have a separate description for the creature.*' + hp: 175 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 4 + name: burning hands + languages: + - Common + - Draconic + - Ignan + level: 9 + melee: + - action_cost: One Action + damage: + formula: 2d10+8 plus 2d6 fire + type: piercing + name: jaws + to_hit: 21 + traits: + - fire + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+8 + type: slashing + name: claw + to_hit: 21 + traits: + - agile + - action_cost: One Action + damage: + formula: 2d12+7 + type: bludgeoning + name: tail + to_hit: 19 + traits: + - reach 15 feet + - action_cost: One Action + damage: + formula: 1d12+7 + type: piercing + name: horns + to_hit: 19 + traits: + - reach 10 feet + name: Young Magma Dragon + perception: 18 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes a blast of magma that deals 5d6 fire damage and + 3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). It can’t + use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - evocation + - fire + - primal + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horns Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + - description: A magma dragon’s swim Speed functions only when the dragon is swimming + through magma or molten lava. + name: Magma Swim + traits: null + ranged: null + resistances: null + saves: + fort: 19 + ref: 16 + will: 18 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 16 + Athletics: 18 + Deception: 14 + Intimidation: 18 + Nature: 16 + Stealth: 16 + Survival: 16 + speed: + - amount: 30 + type: Land + - amount: 100 + type: Fly + - amount: 30 + type: Swim + - amount: null + type: Magma Swim + spell_attack_to_hit: 18 + spell_dc: null + traits: + - Rare + - CN + - Large + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 5 + dex_mod: 2 + int_mod: 2 + str_mod: 8 + wis_mod: 4 + ac: 34 + automatic_abilities: null + description: '*This entry did not have a separate description for the creature.*' + hp: 270 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - frequency: at will + level: 6 + name: burning hands + - frequency: at will + level: 6 + name: wall of fire + languages: + - Common + - Draconic + - Ignan + - Terran + level: 13 + melee: + - action_cost: One Action + damage: + formula: 3d10+11 plus 3d6 fire + type: piercing + name: jaws + to_hit: 27 + traits: + - fire + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d10+11 + type: slashing + name: claw + to_hit: 27 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d12+10 + type: bludgeoning + name: tail + to_hit: 25 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 2d10+10 + type: piercing + name: horns + to_hit: 25 + traits: + - magical + - reach 15 feet + name: Adult Magma Dragon + perception: 23 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes a blast of magma that deals 7d6 fire damage and + 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). It can’t + use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - evocation + - fire + - primal + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horns Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + - description: A magma dragon’s swim Speed functions only when the dragon is swimming + through magma or molten lava. + name: Magma Swim + traits: null + - action_cost: One Action + 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 3d6 persistent fire damage, and as long as it has this persistent fire + damage, it also takes a –10-foot status penalty to its Speeds. + name: Volcanic Purge + traits: null + ranged: null + resistances: null + saves: + fort: 26 + ref: 21 + will: 23 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 22 + Athletics: 28 + Deception: 19 + Intimidation: 25 + Nature: 21 + Stealth: 22 + Survival: 21 + speed: + - amount: 40 + type: Land + - amount: 140 + type: Fly + - amount: 40 + type: Swim + - amount: null + type: Magma Swim + spell_attack_to_hit: 23 + spell_dc: null + traits: + - Rare + - CN + - Huge + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 6 + dex_mod: 4 + int_mod: 4 + str_mod: 8 + wis_mod: 5 + ac: 42 + automatic_abilities: null + description: '*This entry did not have a separate description for the creature.*' + hp: 390 + immunities: + - fire + - paralyzed + - sleep + innate_spells: + - level: 9 + name: fireball + - frequency: at will + level: 8 + name: burning hands + - frequency: at will + level: 8 + name: wall of fire + - frequency: constant + level: 4 + name: fire shield + languages: + - Abyssal + - Common + - Draconic + - Ignan + - Terran + - Undercommon + level: 18 + melee: + - action_cost: One Action + damage: + formula: 3d12+20 plus 4d6 fire + type: piercing + name: jaws + to_hit: 36 + traits: + - magical + - reach 20 feet + - action_cost: One Action + damage: + formula: 3d10+20 + type: slashing + name: claw + to_hit: 36 + traits: + - agile + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d12+18 + type: bludgeoning + name: tail + to_hit: 34 + traits: + - magical + - reach 25 feet + - action_cost: One Action + damage: + formula: 2d12+18 + type: piercing + name: horns + to_hit: 34 + traits: + - magical + - reach 20 feet + name: Ancient Magma Dragon + perception: 33 + proactive_abilities: + - action_cost: Two Actions + description: The dragon breathes a blast of magma that deals 10d6 fire damage + and 4d12 bludgeoning damage in a 60-foot cone (DC 42 basic Reflex save). It + can’t use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - evocation + - fire + - primal + - action_cost: Two Actions + description: The dragon makes two claw Strikes and one horns Strike in any order. + name: Draconic Frenzy + traits: null + - description: The dragon recharges its Breath Weapon whenever it scores a critical + hit with a Strike. + name: Draconic Momentum + traits: null + - description: A magma dragon’s swim Speed functions only when the dragon is swimming + through magma or molten lava. + name: Magma Swim + traits: null + - action_cost: Two Actions + description: . + name: Magma Tomb + traits: null + - action_cost: One Action + 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. + name: Volcanic Purge + traits: null + ranged: null + resistances: null + saves: + fort: 33 + ref: 31 + will: 30 + saves_special: + fort: null + ref: null + will: '+1 status to all saves + + vs. magic' + senses: + - darkvision + - scent (imprecise) 60 feet + skills: + Acrobatics: 28 + Athletics: 35 + Deception: 28 + Intimidation: 32 + Nature: 29 + Stealth: 28 + Survival: 29 + speed: + - amount: 50 + type: Land + - amount: 200 + type: Fly + - amount: 50 + type: Swim + - amount: null + type: Magma Swim + spell_attack_to_hit: 32 + spell_dc: null + traits: + - Rare + - CN + - Gargantuan + - Dragon + - Fire + type: Creature +- ability_mods: + cha_mod: 2 + con_mod: 4 + dex_mod: 5 + int_mod: 1 + str_mod: 6 + wis_mod: 1 + ac: 33 + automatic_abilities: + - description: he dragonscarred dead is immediately aware of any intruder that enters + the lair of its creator dragon. It does not know the exact location of the intruder + but remains aware of the intruder’s presence until the intruder either leaves + or is destroyed. + name: Guardian Sense + traits: + - arcane + - detection + - divination + 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. + hp: 210 + immunities: + - death effects + - disease + - fire + - paralyzed + - poison + - unconscious + innate_spells: null + items: + - broken greatsword + languages: + - Common + - Draconic + - Necril + level: 13 + melee: + - action_cost: One Action + damage: + formula: 1d12+9 plus 2d6 negative plus 3d6 fire + type: slashing + name: breath-seared greatsword + to_hit: 27 + traits: + - magical + - versatile P + name: Dragonscarred Dead + perception: 24 + proactive_abilities: + - 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. + name: Breath-Seared Sword + traits: null + - action_cost: Two Actions + 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. **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. + name: Glare of Rage + traits: + - arcane + - enchantment + - mental + - visual + ranged: null + resistances: null + saves: + fort: 25 + ref: 20 + will: 22 + saves_special: + fort: null + ref: null + will: '+1 status to all + + saves vs. magic' + senses: + - darkvision + - guardian sense + skills: + Athletics: 25 + Intimidation: 21 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - NE + - Medium + - Fire + - Undead + type: Creature +- ability_mods: + cha_mod: 0 + con_mod: 4 + dex_mod: 2 + int_mod: 1 + str_mod: 5 + wis_mod: 2 + ac: 22 + automatic_abilities: null + 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. + hp: 75 + immunities: + - death effects + - disease + - fire + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Common + - Dwarven + - Undercommon + level: 5 + melee: + - action_cost: One Action + damage: + formula: 2d8+5 plus 1d6 fire + type: slashing + name: soul chain + to_hit: 15 + traits: + - disarm + - trip + - action_cost: One Action + damage: + formula: 1d8+7 + type: bludgeoning + name: warhammer + to_hit: 14 + traits: + - shove + name: Forge-Spurned + perception: 11 + proactive_abilities: + - action_cost: Two Actions + 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. + name: Forge Breath + traits: + - divine + - evocation + - fire + - action_cost: Two Actions + description: The forge-spurned draws a massive breath to refill its emptied lungs, + enabling it to use Forge Breath again. + name: Inflate Bellows + traits: null + - description: If a creature is slain by an attack from the *soul chain* and the + forge-spurned is able to retain the creature’s corpse, it can bind the creature’s + 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). + name: Soul Chain + traits: + - divine + - fire + - necromancy + ranged: null + resistances: null + saves: + fort: 15 + ref: 9 + will: 11 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 14 + Crafting: 14 + speed: + - amount: 20 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - NE + - Medium + - Fire + - Undead + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 5 + dex_mod: 4 + int_mod: -3 + str_mod: 8 + wis_mod: 3 + ac: 33 + automatic_abilities: null + 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. + hp: 230 + immunities: + - death effects + - disease + - paralyzed + - poison + - unconscious + innate_spells: null + languages: + - Common + level: 13 + melee: + - action_cost: One Action + damage: + formula: 3d12+14 plus Grab + type: piercing + name: jaws + to_hit: 27 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d8+14 + type: slashing + name: claw + to_hit: 27 + traits: + - agile + - reach 15 feet + name: Gashadokuro + perception: 24 + proactive_abilities: + - action_cost: Two Actions + description: The gashadokuro breathes a spray of bone shards in a 30-foot cone. + Each creature in the area takes 8d12 piercing damage (DC 34 basic Reflex save). + It can’t use Breath Weapon again for 1d4 rounds. + name: Breath Weapon + traits: + - divine + - necromancy + - description: If the gashadokuro kills a creature with Swallow Whole, it immediately + regains Hit Points equal to the swallowed creature’s level. As long as the gashadokuro + still exists, creatures consumed in this way can’t be resurrected except by + *wish* or a similarly powerful effect. + name: Corpse Consumption + traits: + - divine + - necromancy + - action_cost: One Action + description: Large, 3d6+8 bludgeoning, Rupture 24 + name: Swallow Whole + traits: + - attack + ranged: null + resistances: + - amount: 10 + type: cold + - amount: 10 + type: electricity + - amount: 10 + type: fire + - amount: 10 + type: piercing + - amount: 10 + type: slashing + saves: + fort: 26 + ref: 21 + will: 24 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 27 + Intimidation: 24 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - NE + - Huge + - Undead + type: Creature +- ability_mods: + cha_mod: 3 + con_mod: 6 + dex_mod: 0 + int_mod: 4 + str_mod: 10 + wis_mod: 4 + ac: 37 + automatic_abilities: null + 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. + hp: 310 + immunities: + - bleed + - death effects + - disease + - doomed + - drained + - fatigued + - healing + - necromancy + - nonlethal + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: + - Common + level: 15 + melee: + - action_cost: One Action + damage: + formula: 4d10+9 + type: bludgeoning + name: edifice + to_hit: 30 + traits: null + name: Soulbound Ruin + perception: 25 + proactive_abilities: + - description: . + name: Collapse Ceiling + traits: + - DC 33 + - description: A soulbound ruin’s edifice Strikes can target any creature inside + the ruin. + name: Pervasive Attacks + traits: null + - description: . + name: Self-Repair + traits: null + ranged: null + resistances: + - amount: 10 + type: physical (except adamantine) + saves: + fort: 29 + ref: 21 + will: 27 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 30 + Deception: 26 + speed: + - amount: null + type: Can't Move + spell_attack_to_hit: null + spell_dc: null + traits: + - NE + - Gargantuan + - Construct + - Undead + type: Creature +- ability_mods: + cha_mod: -5 + con_mod: 5 + dex_mod: 2 + int_mod: -5 + str_mod: 7 + wis_mod: 1 + ac: 30 + automatic_abilities: null + description: The most common aluum is powered by the bound soul of a loyal city + servant, but its creation is among the Pactmasters’ most guarded secrets. There + 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. + hp: 145 + immunities: + - bleed + - disease + - death effects + - doomed + - drained + - fatigued + - magic (see below) + - mental + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: null + languages: '' + level: 10 + melee: + - action_cost: One Action + damage: + formula: 2d10+13 plus paralyzing force + type: bludgeoning + name: fist + to_hit: 23 + traits: + - magical + name: Aluum Enforcer + perception: 17 + proactive_abilities: + - description: until the end of its next turn instead of its normal effects. + name: Aluum Antimagic + traits: null + - description: A creature damaged by the aluum enforcer’s fist Strike must succeed + at a DC 27 Fortitude save or become paralyzed for 1 round. On a critical failure, + the creature is paralyzed for 1d4 minutes and falls prone. + name: Paralyzing Force + traits: + - arcane + - incapacitation + - necromancy + - action_cost: Two Actions + description: The aluum enforcer emits a keening wail in a 15-foot cone that deals + 9d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save + is stunned 1, or stunned 3 on a critical failure. The aluum can’t use Soul Shriek + again for 1d4 rounds. + name: Soul Shriek + traits: + - arcane + - auditory + - evocation + - mental + - sonic + ranged: null + resistances: + - amount: 10 + type: ' physical (except adamantine)' + saves: + fort: 21 + ref: 18 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 23 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - N + - Large + - Construct + - Mindless + type: Creature +- ability_mods: + cha_mod: -2 + con_mod: 6 + dex_mod: 3 + int_mod: -5 + str_mod: 9 + wis_mod: 4 + ac: 39 + automatic_abilities: null + 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. + hp: 255 + immunities: + - bleed + - disease + - death effects + - doomed + - drained + - fatigued + - magic (see below) + - mental + - nonlethal attacks + - paralyzed + - poison + - sickened + - unconscious + innate_spells: + - frequency: x3 + level: 9 + name: bind soul + languages: '' + level: 16 + melee: + - action_cost: One Action + damage: + formula: 3d10+17 plus paralyzing force + type: bludgeoning + name: fist + to_hit: 33 + traits: + - magical + name: Spiritbound Aluum + perception: 28 + proactive_abilities: + - description: until the end of its next turn instead of its normal effects. + name: Aluum Antimagic + traits: null + - action_cost: Two Actions + description: '**Requirements** The spiritbound aluum has bound a soul using its + *bind soul* innate spell; **Effect** The spiritbound aluum transforms the captured + soul’s essence into raw magical energy, channeling the spirit into a beam that + 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.' + name: Obliteration Beam + traits: + - arcane + - evocation + - force + - 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. + name: Paralyzing Force + traits: + - arcane + - incapacitation + - necromancy + - description: innate spell, it binds the soul into its central crystal instead + of the normal material component. The crystal can hold up to 60 souls. When + encountered, a spiritbound aluum’s crystal typically contains 1d6 souls. + name: Soul Binder + traits: null + - action_cost: Two Actions + description: The spiritbound aluum emits a keening wail in a 15-foot cone that + deals 16d6 sonic damage (DC 27 basic Fortitude save). A creature that fails + its save is stunned 1, or stunned 3 on a critical failure. The aluum can’t use + Soul Shriek again for 1d4 rounds. + name: Soul Shriek + traits: + - arcane + - auditory + - evocation + - mental + - sonic + ranged: null + resistances: + - amount: 15 + type: ' physical (except adamantine)' + saves: + fort: 30 + ref: 25 + will: 28 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Athletics: 33 + speed: + - amount: 25 + type: Land + - amount: 25 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - Rare + - N + - Large + - Construct + - Mindless + - Soulbound + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 5 + dex_mod: 4 + int_mod: -2 + str_mod: 7 + wis_mod: 2 + ac: 35 + automatic_abilities: + - description: y 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. + name: Suspended Animation + traits: + - concentrate + 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. + hp: 235 + immunities: + - electricity + innate_spells: + - level: 6 + name: chain lightning + - frequency: at will + level: 1 + name: magic weapon + - frequency: constant + level: 6 + name: true seeing + items: + - +1 striking longsword (2) + languages: + - Common + - Jotun + level: 12 + melee: + - action_cost: One Action + damage: + formula: 2d8+15 + type: slashing + name: longsword + to_hit: 28 + traits: + - magical + - reach 10 feet + - versatile P + - action_cost: One Action + damage: + formula: 3d8+13 + type: bludgeoning + name: fist + to_hit: 25 + traits: + - agile + - reach 10 feet + - nonlethal + name: Calikang + perception: 20 + proactive_abilities: + - action_cost: Two Actions + description: '**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.' + name: Breath Weapon + traits: + - acid + - arcane + - cold + - electricity + - evocation + - fire + - sonic + - action_cost: Two Actions + description: The calikang makes up to six fist Strikes. Each Strike can be against + a different target. These attacks count toward its multiple attack penalty, + which doesn’t increase until after all the attacks are complete. + name: Sixfold Flurry + traits: null + ranged: null + resistances: null + saves: + fort: 23 + ref: 22 + will: 20 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*true seeing*' + skills: + Athletics: 25 + Intimidation: 24 + speed: + - amount: 35 + type: Land + spell_attack_to_hit: null + spell_dc: null + traits: + - Uncommon + - LN + - Large + - Humanoid + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 7 + dex_mod: 7 + int_mod: 3 + str_mod: 4 + wis_mod: 7 + ac: 38 + automatic_abilities: null + description: 'Of all the ways to die, crucidaemons represent perhaps one of the + least desirable: death by torture. The fiend’s shapely body, which appears to + 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.' + hp: 225 + immunities: + - death effects + innate_spells: + - frequency: x3 + level: 7 + name: glyph of warding + - frequency: x3 + level: 7 + name: paralyze + - frequency: at will + level: 4 + name: death knell + - frequency: at will + level: 4 + name: fear + - frequency: at will + level: 4 + name: invisibility + - frequency: at will + level: 4 + name: phantom pain + - frequency: constant + level: 2 + name: detect alignment + languages: + - Abyssal + - Draconic + - Infernal + level: 15 + melee: + - action_cost: One Action + damage: + formula: 4d4+14 plus 2d6 persistent bleed + type: piercing + name: chained dagger + to_hit: 30 + traits: + - agile + - finesse + - magical + - reach 10 feet + - versatile S + name: Crucidaemon (Torture Daemon) + perception: 26 + proactive_abilities: + - description: When the crucidaemon casts its innate *glyph of warding* spell, it + can store any arcane or divine spell of an appropriate level in the glyph, even + if it can’t otherwise cast the spell. + name: Daemonic Trap Making + traits: + - divine + - action_cost: One Action + description: The crucidaemon makes two chained dagger Strikes against a single + target. These attacks count toward the crucidaemon’s multiple attack penalty + and its multiple attack penalty doesn’t increase until after both attacks. + name: Flurry of Daggers + traits: null + - action_cost: One Action + description: The crucidaemon summons a new chained dagger to replace a destroyed + one. A crucidaemon’s daggers can’t be disarmed, and they become non-magical + when severed from the daemon or upon the daemon’s death. + name: Manifest Dagger + traits: null + ranged: null + resistances: + - amount: 10 + type: physical (except adamantine) + saves: + fort: 26 + ref: 30 + will: 26 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - darkvision + - '*detect alignment* (good only)' + - lifesense 30 feet + skills: + Acrobatics: 30 + Arcana: 26 + Crafting: 30 + Deception: 26 + Intimidation: 28 + Stealth: 30 + Thievery: 26 + speed: + - amount: 50 + type: Land + - amount: null + type: Air Walk (constant) + spell_attack_to_hit: 28 + spell_dc: null + traits: + - NE + - Medium + - Daemon + - Fiend + type: Creature +- ability_mods: + cha_mod: 4 + con_mod: 8 + dex_mod: 2 + int_mod: 5 + str_mod: 8 + wis_mod: 5 + ac: 34 + automatic_abilities: null + description: Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures + and knowledge alike and form from the souls of avaricious mortals. + hp: 360 + immunities: null + innate_spells: + - frequency: at will + level: 6 + name: dispel magic + - frequency: at will + level: 6 + name: divine wrath + - frequency: at will + level: 5 + name: dimension door + - frequency: at will + level: 5 + name: illusory object + - frequency: at will + level: 4 + name: circle of protection + - frequency: at will + level: 4 + name: dimension door + - frequency: constant + level: 6 + name: true seeing + languages: + - Abyssal + - Celestial + - Draconic + level: 14 + melee: + - action_cost: One Action + damage: + formula: 3d12+14 + type: piercing + name: jaws + to_hit: 28 + traits: + - magical + - reach 15 feet + - action_cost: One Action + damage: + formula: 3d8+14 + type: slashing + name: claw + to_hit: 28 + traits: + - agile + - magical + - reach 15 feet + name: Nalfeshnee (Boar Demon) + perception: 25 + proactive_abilities: + - action_cost: One Action + 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 its 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*), it vomits up all the items. + name: Claim Wealth + traits: + - conjuration + - divine + - extradimensional + - action_cost: Two Actions + description: '**Frequency** once per hour; **Effect** Beams of unholy light shoot + out 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 DC 34 + Reflex save. For 1 minute, all 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 this sickness requires a DC 29 Will save instead + of a Fortitude save. Ending the sickness in this way ends the slowed condition + and makes the creature temporarily immune to the Light of Avarice for 24 hours. + If the creature removes or drops the item, both the conditions end immediately, + but the creature doesn’t become immune.' + name: Light of Avarice + traits: + - divine + - enchantment + - light + - mental + ranged: null + resistances: null + saves: + fort: 26 + ref: 22 + will: 23 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. spells + senses: + - darkvision + - '*true seeing*' + skills: + Arcana: 25 + Athletics: 28 + Deception: 26 + Diplomacy: 24 + Intimidation: 28 + Religion: 25 + speed: + - amount: 30 + type: Land + - amount: 40 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - CE + - Huge + - Demon + - Fiend + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 7 + dex_mod: 6 + int_mod: 2 + str_mod: 8 + wis_mod: 6 + ac: 38 + automatic_abilities: null + description: The cornugon, or horned devil, is a hulking red fiend with a crown + of deadly horns and a body bristling with spines. Cornugons serve as the commanders + of Hell’s infernal armies. + hp: 300 + immunities: + - fire + innate_spells: + - frequency: x2 + level: 7 + name: dispel magic + - frequency: x2 + level: 7 + name: fireball + - frequency: x2 + level: 7 + name: lightning bolt + - level: 5 + name: dimension door + languages: + - Celestial + - Common + - Draconic + - Infernal + level: 16 + melee: + - action_cost: One Action + damage: + formula: 3d8+14 plus 1d6 evil and stunning chain + type: slashing + name: unholy spiked chain + to_hit: 34 + traits: + - disarm + - evil + - finesse + - magical + - reach 10 feet + - trip + - action_cost: One Action + damage: + formula: 3d10+14 + type: slashing + name: claw + to_hit: 32 + traits: + - agile + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 2d10+14 plus infernal wound + type: slashing + name: tail + to_hit: 32 + traits: + - magical + - reach 10 feet + name: Cornugon (Horned Devil) + perception: 28 + proactive_abilities: + - action_cost: One Action + description: . The creature is automatically freed if the devil makes another + spiked chain attack or moves away. + name: Chain of Malebolge + traits: + - Escape attempts use the cornugon’s Athletics DC + - description: A cornugon’s tail Strike deals 4d6 persistent bleed damage. The flat + check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone + successfully assists with the recovery. The DC to Administer First Aid to a + creature with an infernal wound is increased by 10. A spellcaster or item using + healing magic on an infernally wounded creature must succeed at a DC 34 counteract + check or the magic fails to heal the creature. + name: Infernal Wound + traits: + - divine + - necromancy + - description: . + name: Stunning Chain + traits: + - 1d4 rounds on a critical failure + ranged: null + resistances: + - amount: 15 + type: physical (except silver) + - amount: 15 + type: 'poison ' + saves: + fort: 31 + ref: 26 + will: 26 + saves_special: + fort: null + ref: null + will: +1 status to all saves vs. magic + senses: + - greater darkvision + skills: + Acrobatics: 28 + Athletics: 32 + Intimidation: 30 + Religion: 28 + Stealth: 26 + speed: + - amount: 25 + type: Land + - amount: 50 + type: Fly + spell_attack_to_hit: null + spell_dc: null + traits: + - LE + - Large + - Devil + - Fiend + type: Creature +- ability_mods: + cha_mod: 6 + con_mod: 9 + dex_mod: 3 + int_mod: 7 + str_mod: 6 + wis_mod: 6 + ac: 26 + automatic_abilities: null + 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. + hp: 350 + immunities: + - acid + - critical hits + - mental + - precision + - unconscious + - visual + innate_spells: + - frequency: x3 + level: 7 + name: charm + - frequency: x3 + level: 7 + name: feeblemind + - frequency: x3 + level: 7 + name: possession + - frequency: x3 + level: 7 + name: suggestion + - frequency: at will + level: 6 + name: crisis of faith + - frequency: at will + level: 6 + name: telekinetic haul + - frequency: at will + level: 3 + name: mind reading + - frequency: at will + level: 2 + name: telekinetic maneuver + - frequency: at will + level: 1 + name: charm + - frequency: at will + level: 1 + name: command + languages: + - Abyssal + - Aklo + - Infernal + - Undercommon + level: 15 + melee: + - action_cost: One Action + damage: + formula: 3d8+12 plus mental erosion + type: bludgeoning + name: pseudopod + to_hit: 27 + traits: null + name: Immortal Ichor + perception: 20 + proactive_abilities: + - 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. + name: Corrupt Ally + traits: + - divine + - enchantment + - mental + - description: . + name: Dead Spells + traits: + - the domain spells presented here are from the destruction domain + - description: for 1 day unless it succeeds at a DC 35 Will save. + name: Mental Erosion + traits: null + - 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). + name: Resanguinate + traits: + - divine + - healing + - necromancy + ranged: null + resistances: + - amount: 15 + type: physical + saves: + fort: 30 + ref: 20 + will: 29 + saves_special: + fort: null + ref: null + will: null + senses: + - motion sense 60 feet + - no vision + skills: + Arcana: 30 + Religion: 29 + speed: + - amount: 20 + type: Land + - amount: 20 + type: Fly + spell_attack_to_hit: 31 + spell_dc: null + traits: + - Rare + - NE + - Medium + - Ooze + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 3 + dex_mod: 3 + int_mod: -5 + str_mod: 1 + wis_mod: 1 + ac: 16 + automatic_abilities: null + description: The smallest of giant solifugids are still large enough to harry desert + traders and their mounts. + hp: 20 + immunities: null + innate_spells: null + languages: '' + level: 1 + melee: + - action_cost: One Action + damage: + formula: 1d10+1 + type: piercing + name: jaws + to_hit: 8 + traits: null + - action_cost: One Action + damage: + formula: 1d8+1 + type: slashing + name: claw + to_hit: 8 + traits: + - agile + - reach 10 feet + name: Giant Solifugid + perception: 6 + proactive_abilities: + - action_cost: One Action + description: ', it remains hidden until after this ability’s Strike.' + name: Pounce + traits: null + - action_cost: One Action + description: claw + name: Rend + traits: null + ranged: null + resistances: null + saves: + fort: 6 + ref: 8 + will: 4 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + skills: + Acrobatics: 8 + Athletics: 6 + Stealth: 6 + speed: + - amount: 35 + type: Land + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Medium + - Animal + type: Creature +- ability_mods: + cha_mod: -4 + con_mod: 7 + dex_mod: 7 + int_mod: -5 + str_mod: 9 + wis_mod: 4 + ac: 42 + automatic_abilities: null + description: The largest solifugids, duneshakers, literally make the terrain around + them tremble. + hp: 340 + immunities: null + innate_spells: null + languages: '' + level: 18 + melee: + - action_cost: One Action + damage: + formula: 4d10+17 + type: piercing + name: jaws + to_hit: 35 + traits: + - reach 10 feet + - action_cost: One Action + damage: + formula: 3d10+17 + type: slashing + name: claw + to_hit: 35 + traits: + - agile + - reach 20 feet + name: Duneshaker Solifugid + perception: 30 + proactive_abilities: + - description: . + name: Earth Shaker + traits: null + - action_cost: One Action + description: ', it remains hidden until after this ability’s Strike.' + name: Pounce + traits: null + - action_cost: One Action + description: claw + name: Rend + traits: null + - action_cost: Two Actions + description: The duneshaker solifugid spews toxic barbs at all creatures in a + 30-foot cone. Each creature within the cone takes 10d6 poison damage (DC 39 + basic Fortitude save). A creature that fails is blinded for 1d6 rounds (or permanently + on a critical failure). The duneshaker solifugid can’t use Venom Spray again + for 1d4 rounds. + name: Venom Spray + traits: + - poison + ranged: null + resistances: null + saves: + fort: 31 + ref: 33 + will: 28 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - tremorsense (imprecise) 30 feet + skills: + Acrobatics: 33 + Athletics: 35 + Stealth: 33 + speed: + - amount: 50 + type: Land + - amount: 25 + type: Burrow + - amount: 25 + type: Climb + spell_attack_to_hit: null + spell_dc: null + traits: + - N + - Gargantuan + - Animal + type: Creature +- ability_mods: + cha_mod: 5 + con_mod: 1 + dex_mod: 3 + int_mod: 4 + str_mod: 3 + wis_mod: 3 + ac: 22 + automatic_abilities: null + description: Witchwyrds are four-armed humanoid creatures with hairless blue-gray + skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300 + pounds. Their hands possess three evenly sized and spaced digits in a tripod-like + arrangement. 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. + hp: 110 + immunities: null + innate_spells: + - level: 5 + name: dimension door + - frequency: x2 + level: 4 + name: resilient sphere + - frequency: x2 + level: 4 + name: resist energy + - frequency: x2 + level: 4 + name: suggestion + - level: 3 + name: dispel magic + - level: 2 + name: mirror image + - frequency: at will + level: 1 + name: floating disk + - frequency: at will + level: 1 + name: unseen servant + - frequency: constant + level: 5 + name: tongues + languages: + - Common + - Draconic + level: 6 + melee: + - action_cost: One Action + damage: + formula: 1d10+6 + type: piercing + name: ranseur + to_hit: 16 + traits: + - disarm + - magical + - reach 10 feet + - action_cost: One Action + damage: + formula: 1d6+6 plus Grab + type: bludgeoning + name: fist + to_hit: 15 + traits: + - agile + - nonlethal + name: Witchwyrd + perception: 12 + proactive_abilities: + - action_cost: One Action + description: The witchwyrd fires one *magic missile* per action spent (dealing + 1d4+1 damage each). It can’t spend more actions on this ability than it has + free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles + instead of one, expending the held energy. + name: Force Bolt + traits: + - arcane + - evocation + - force + ranged: null + resistances: + - amount: 5 + type: force + saves: + fort: 13 + ref: 13 + will: 15 + saves_special: + fort: null + ref: null + will: null + senses: + - darkvision + - '*detect magic*' + skills: + Arcana: 16 + Deception: 15 + Diplomacy: 15 + Intimidation: 15 + speed: + - amount: 25 + type: Land + spell_attack_to_hit: 15 + spell_dc: null + traits: + - Uncommon + - LN + - Medium + - Humanoid + type: Creature diff --git a/data/yaml/deprecated/tmp-ac-special.py b/data/yaml/deprecated/tmp-ac-special.py new file mode 100644 index 0000000..67f9ed3 --- /dev/null +++ b/data/yaml/deprecated/tmp-ac-special.py @@ -0,0 +1,25 @@ +import yaml + +def main(): + + with open('monsters.yaml') as m: + data = yaml.full_load(m) + + monsterlist = [] + for i in data: + if 'ac_special' in i: + continue + else: + i['ac_special'] = None + monsterlist.append(i) + + finaldata = {'monsters': monsterlist} + + final = yaml.safe_dump(finaldata, allow_unicode=True) + + with open('tmp-monsters.yaml', 'w') as f: + f.write(final) + + +if __name__ == "__main__": + main() diff --git a/data/yaml/monsters.yaml b/data/yaml/monsters.yaml index e276fb0..0a56373 100644 --- a/data/yaml/monsters.yaml +++ b/data/yaml/monsters.yaml @@ -1,3 +1,4 @@ +monsters: - ability_mods: cha_mod: 0 con_mod: 0 @@ -6,6 +7,7 @@ str_mod: -4 wis_mod: 0 ac: 13 + ac_special: null automatic_abilities: - description: An unseen servant is invisible, though it normally doesn’t Sneak, so it is usually only hidden. @@ -68,6 +70,7 @@ str_mod: 5 wis_mod: 5 ac: 23 + ac_special: null automatic_abilities: - description: 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 @@ -180,6 +183,7 @@ str_mod: 4 wis_mod: 0 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -271,6 +275,7 @@ str_mod: 4 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: null description: Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate @@ -382,6 +387,7 @@ str_mod: 6 wis_mod: 5 ac: 34 + ac_special: null automatic_abilities: - description: 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 @@ -597,6 +603,7 @@ str_mod: 1 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: - 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. @@ -691,6 +698,7 @@ str_mod: 5 wis_mod: 5 ac: 26 + ac_special: null automatic_abilities: null description: According to the axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the ancient, @@ -812,6 +820,7 @@ str_mod: 7 wis_mod: 4 ac: 34 + ac_special: null automatic_abilities: - description: A kolyarut can speak with and understand any creature that has a language. @@ -917,6 +926,7 @@ str_mod: 6 wis_mod: 9 ac: 45 + ac_special: null automatic_abilities: - description: Pleromas care little for communication with other creatures, but when they do convey information, they do so wordlessly through a series of psychic @@ -1096,6 +1106,7 @@ str_mod: -1 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null description: The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their limited @@ -1206,6 +1217,7 @@ str_mod: 1 wis_mod: 4 ac: 24 + ac_special: null automatic_abilities: null 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\ @@ -1321,6 +1333,7 @@ str_mod: 5 wis_mod: 6 ac: 26 + ac_special: null automatic_abilities: null 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 @@ -1442,6 +1455,7 @@ str_mod: 8 wis_mod: 4 ac: 36 + ac_special: null automatic_abilities: null description: Astral devas are the elite messengers and emissaries of the celestial realms, serving deities and celestial armies by delivering messages, performing @@ -1550,6 +1564,7 @@ str_mod: 0 wis_mod: 0 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -1626,6 +1641,7 @@ str_mod: 3 wis_mod: 0 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -1707,6 +1723,7 @@ str_mod: 4 wis_mod: 0 ac: 19 + ac_special: null automatic_abilities: null description: Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues @@ -1779,6 +1796,7 @@ str_mod: 6 wis_mod: 0 ac: 26 + ac_special: null automatic_abilities: null 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 @@ -1877,6 +1895,7 @@ str_mod: 4 wis_mod: 0 ac: 20 + ac_special: null automatic_abilities: null description: 'These horse-sized, burrowing monsters generally avoid heavily settled areas like @@ -1963,6 +1982,7 @@ str_mod: 6 wis_mod: 2 ac: 29 + ac_special: null automatic_abilities: null 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 @@ -2052,6 +2072,7 @@ str_mod: 4 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null description: Gorillas can be territorial creatures, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and @@ -2132,6 +2153,7 @@ str_mod: 7 wis_mod: 1 ac: 26 + ac_special: null automatic_abilities: null 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 @@ -2216,6 +2238,7 @@ str_mod: 5 wis_mod: 3 ac: 20 + ac_special: null automatic_abilities: null 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 @@ -2297,6 +2320,7 @@ str_mod: 6 wis_mod: 3 ac: 22 + ac_special: null automatic_abilities: null description: "Arboreal regents and other wielders of powerful primal magic grant\ \ temporary sentience to trees in order to protect the forest. Invested with a\ @@ -2368,6 +2392,7 @@ str_mod: 7 wis_mod: 4 ac: 26 + ac_special: null automatic_abilities: null description: Arboreal regents—also called treants—are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of @@ -2473,6 +2498,7 @@ str_mod: -5 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null description: "Friendly, curious, and eternally optimistic, lantern archons embody\ \ the virtue of hope. They are formed of living light given corporeal shape, and\ @@ -2578,6 +2604,7 @@ str_mod: 3 wis_mod: 3 ac: 22 + ac_special: null automatic_abilities: null description: Horned archons are secretive and tireless sentinels and scouts, patrolling the Outer Sphere’s untamed wilds for evil to eliminate and keeping small communities @@ -2688,6 +2715,7 @@ str_mod: 5 wis_mod: 2 ac: 27 + ac_special: null automatic_abilities: null description: Despite their flaming blades and heavy armor, legion archons are the diplomats of peace among the archons, preferring justice via compromise and mutual @@ -2794,6 +2822,7 @@ str_mod: 5 wis_mod: 3 ac: 31 + ac_special: null automatic_abilities: - description: '|1| (divine, transmutation) A shield archon’s hands can change into a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands. @@ -2893,6 +2922,7 @@ str_mod: -2 wis_mod: 3 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -3004,6 +3034,7 @@ str_mod: 1 wis_mod: 1 ac: 21 + ac_special: null automatic_abilities: null description: Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments of free love, they eagerly throw themselves into courting targets for brief but @@ -3119,6 +3150,7 @@ str_mod: 4 wis_mod: 3 ac: 25 + ac_special: null automatic_abilities: null 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 @@ -3249,6 +3281,7 @@ str_mod: 7 wis_mod: 4 ac: 34 + ac_special: null automatic_abilities: null 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 @@ -3412,6 +3445,7 @@ str_mod: -5 wis_mod: 7 ac: 39 + ac_special: null automatic_abilities: - description: The banshee can hear heartbeats within (imprecise). **Sunlight Powerlessness** If in direct sunlight, the banshee is slowed 1 and can’t use actions that have @@ -3528,6 +3562,7 @@ str_mod: 10 wis_mod: 6 ac: 48 + ac_special: null automatic_abilities: null 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 @@ -3630,6 +3665,7 @@ str_mod: 5 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: null 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 @@ -3739,6 +3775,7 @@ str_mod: 6 wis_mod: 3 ac: 25 + ac_special: null automatic_abilities: null description: Once a barghest has eaten enough to grow into a greater barghest, it typically seeks a method to leave the Material Plane and return to the Abyss, @@ -3869,6 +3906,7 @@ str_mod: 4 wis_mod: 2 ac: 22 + ac_special: null automatic_abilities: null 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 @@ -3941,6 +3979,7 @@ str_mod: 1 wis_mod: 3 ac: 15 + ac_special: null automatic_abilities: - description: A bat swarm can use its hearing as a precise sense at the listed range. @@ -4013,6 +4052,7 @@ str_mod: 4 wis_mod: 3 ac: 18 + ac_special: null automatic_abilities: - description: A bat can use its hearing as a precise sense at the listed range. name: Echolocation @@ -4087,6 +4127,7 @@ str_mod: 4 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null description: This large and powerful omnivore inhabits forested hills. While it typically sustains itself on nuts, berries, fish, and small mammals, it’s fiercely @@ -4163,6 +4204,7 @@ str_mod: 6 wis_mod: 1 ac: 24 + ac_special: null automatic_abilities: null 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 @@ -4241,6 +4283,7 @@ str_mod: 1 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null description: These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, @@ -4311,6 +4354,7 @@ str_mod: 5 wis_mod: 2 ac: 22 + ac_special: null automatic_abilities: null 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. @@ -4379,6 +4423,7 @@ str_mod: -4 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null description: Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It @@ -4456,6 +4501,7 @@ str_mod: 4 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -4520,6 +4566,7 @@ str_mod: 6 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: null description: Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although @@ -4584,6 +4631,7 @@ str_mod: 3 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -4680,6 +4728,7 @@ str_mod: 4 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -4780,6 +4829,7 @@ str_mod: 3 wis_mod: 4 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -4889,6 +4939,7 @@ str_mod: 6 wis_mod: 4 ac: 26 + ac_special: null automatic_abilities: null 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 @@ -4982,6 +5033,7 @@ str_mod: 4 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: null description: The more common bugbear thug specializes in the art of lurking in the shadows. @@ -5065,6 +5117,7 @@ str_mod: 4 wis_mod: 1 ac: 20 + ac_special: null automatic_abilities: null 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 @@ -5155,6 +5208,7 @@ str_mod: 7 wis_mod: 2 ac: 30 + ac_special: null automatic_abilities: null description: Bulettes are fearsome predators that roam just beneath the surface of desolate wilderness areas. When they burrow through the ground, only the fin @@ -5239,6 +5293,7 @@ str_mod: 4 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: - description: The bunyip can smell blood in the water from up to 1 mile away. name: Blood Scent @@ -5341,6 +5396,7 @@ str_mod: 0 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: null description: Caligni dancers serve as intermediaries between caligni clans. hp: 18 @@ -5435,6 +5491,7 @@ str_mod: 0 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null description: The most widespread of the caligni are the mischievous caligni creepers. hp: 30 @@ -5510,6 +5567,7 @@ str_mod: 2 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: null description: Caligni stalkers are often leaders of caligni enclaves. hp: 60 @@ -5590,6 +5648,7 @@ str_mod: 3 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -5672,6 +5731,7 @@ str_mod: 4 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -5748,6 +5808,7 @@ str_mod: 5 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: null 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 @@ -5824,6 +5885,7 @@ str_mod: 6 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null description: Smilodons are large saber-toothed cats, apex predators that are significantly more muscular and broader than the other species of big cats. They often kill @@ -5906,6 +5968,7 @@ str_mod: 3 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: null description: Catfolk pouncers travel the world in search of new experiences. hp: 19 @@ -5990,6 +6053,7 @@ str_mod: 6 wis_mod: 2 ac: 33 + ac_special: null automatic_abilities: - description: he cauthooj senses a creatures mental essence at the listed ranged. name: Thoughtsense @@ -6082,6 +6146,7 @@ str_mod: 9 wis_mod: -1 ac: 32 + ac_special: null automatic_abilities: null description: The purple worm is the most common and infamous of the cave worms, a much-feared monster wandering the twisting tunnels of the Darklands that is @@ -6200,6 +6265,7 @@ str_mod: 10 wis_mod: -1 ac: 35 + ac_special: null automatic_abilities: null 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 @@ -6314,6 +6380,7 @@ str_mod: 10 wis_mod: -1 ac: 40 + ac_special: null automatic_abilities: null 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 @@ -6440,6 +6507,7 @@ str_mod: 4 wis_mod: 2 ac: 20 + ac_special: null automatic_abilities: null 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 @@ -6534,6 +6602,7 @@ str_mod: -1 wis_mod: 1 ac: 15 + ac_special: null automatic_abilities: null 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 @@ -6602,6 +6671,7 @@ str_mod: 2 wis_mod: 0 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -6677,6 +6747,7 @@ str_mod: 4 wis_mod: 4 ac: 19 + ac_special: null automatic_abilities: null description: This changeling exile is the child of a night hag or dreamthief hag. hp: 45 @@ -6744,6 +6815,7 @@ str_mod: 6 wis_mod: 2 ac: 27 + ac_special: null automatic_abilities: null 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 @@ -6852,6 +6924,7 @@ str_mod: 6 wis_mod: 2 ac: 28 + ac_special: null automatic_abilities: null 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 @@ -6936,6 +7009,7 @@ str_mod: 5 wis_mod: 3 ac: 22 + ac_special: null automatic_abilities: - description: Cloakers are concealed in dim light even to creatures with low-light vision and darkvision. @@ -7038,6 +7112,7 @@ str_mod: -2 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -7116,6 +7191,7 @@ str_mod: 4 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null description: Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually are indistinguishable from logs when viewed @@ -7199,6 +7275,7 @@ str_mod: 7 wis_mod: 2 ac: 26 + ac_special: null automatic_abilities: null 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 @@ -7276,6 +7353,7 @@ str_mod: 5 wis_mod: 3 ac: 21 + ac_special: null automatic_abilities: null 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 @@ -7359,6 +7437,7 @@ str_mod: 7 wis_mod: 4 ac: 32 + ac_special: null automatic_abilities: null description: Gigantic, dim-witted loners, the great cyclopes embody their lesser kin writ large. They are both stronger and more violent, but their uncontrolled @@ -7460,6 +7539,7 @@ str_mod: 0 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null description: These embodiments of demented violence and spite are spawned from eddies of angry and warped souls amid Abaddon’s mists. Cacodaemons constantly hunger @@ -7576,6 +7656,7 @@ str_mod: 5 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null description: Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them @@ -7692,6 +7773,7 @@ str_mod: 6 wis_mod: 5 ac: 28 + ac_special: null automatic_abilities: - 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. @@ -7831,6 +7913,7 @@ str_mod: 5 wis_mod: 4 ac: 39 + ac_special: null automatic_abilities: null 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 @@ -7970,6 +8053,7 @@ str_mod: 2 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -8043,6 +8127,7 @@ str_mod: 4 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null 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. @@ -8108,6 +8193,7 @@ str_mod: 1 wis_mod: 5 ac: 22 + ac_special: null automatic_abilities: null description: Deep gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands. They know that not @@ -8178,6 +8264,7 @@ str_mod: -1 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: - 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 @@ -8284,6 +8371,7 @@ str_mod: 2 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null 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 @@ -8430,6 +8518,7 @@ str_mod: 6 wis_mod: 3 ac: 28 + ac_special: null automatic_abilities: null 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 @@ -8570,6 +8659,7 @@ str_mod: 7 wis_mod: 3 ac: 34 + ac_special: null automatic_abilities: null 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 @@ -8717,6 +8807,7 @@ str_mod: 9 wis_mod: 6 ac: 39 + ac_special: null automatic_abilities: null 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 @@ -8867,6 +8958,7 @@ str_mod: 8 wis_mod: 4 ac: 40 + ac_special: null automatic_abilities: null description: Mariliths are the generals of the Abyss, formed from the souls of proud evil mortals, often warlords and despots. They appear as tall and powerfully built @@ -8997,6 +9089,7 @@ str_mod: 9 wis_mod: 6 ac: 45 + ac_special: null automatic_abilities: null 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 @@ -9143,6 +9236,7 @@ str_mod: 2 wis_mod: -1 ac: 19 + ac_special: null automatic_abilities: null description: Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct. @@ -9223,6 +9317,7 @@ str_mod: 4 wis_mod: -1 ac: 19 + ac_special: null automatic_abilities: null description: Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions. @@ -9316,6 +9411,7 @@ str_mod: 1 wis_mod: -1 ac: 22 + ac_special: null automatic_abilities: null description: Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims. @@ -9404,6 +9500,7 @@ str_mod: 2 wis_mod: 0 ac: 13 + ac_special: null automatic_abilities: null description: These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell’s first layer, lemures roam alongside damned and @@ -9472,6 +9569,7 @@ str_mod: -1 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: null description: Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual @@ -9605,6 +9703,7 @@ str_mod: 4 wis_mod: 2 ac: 22 + ac_special: null automatic_abilities: null description: Barbazus, known also as bearded devils or infantry devils, are murderous fiends who satiate their lust for annihilation by serving as the foot soldiers @@ -9729,6 +9828,7 @@ str_mod: 5 wis_mod: 4 ac: 27 + ac_special: null automatic_abilities: null description: Erinyes exact vengeance and bloody justice for a creature’s crimes, torturing and punishing their victims in ironic fashion before allowing them the @@ -9870,6 +9970,7 @@ str_mod: 3 wis_mod: 5 ac: 30 + ac_special: null automatic_abilities: null description: Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential @@ -10035,6 +10136,7 @@ str_mod: 6 wis_mod: 5 ac: 34 + ac_special: null automatic_abilities: null description: Insectile ice devils are strategists and masterminds in Hell’s armies, using their superior intellect to strike against their enemies and spread Hell’s @@ -10177,6 +10279,7 @@ str_mod: 9 wis_mod: 9 ac: 46 + ac_special: null automatic_abilities: null description: When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of Hell’s most powerful and diabolical generals, the pit @@ -10371,6 +10474,7 @@ str_mod: 5 wis_mod: 2 ac: 30 + ac_special: null automatic_abilities: null description: Dezullons are dangerous carnivorous pitcher plants that dwell in forested regions with thick canopies. They hunt for meat along the forest’s understory @@ -10466,6 +10570,7 @@ str_mod: 2 wis_mod: 0 ac: 17 + ac_special: null automatic_abilities: null description: This dhampir is a svetocher, the child of a moroi vampire. hp: 22 @@ -10556,6 +10661,7 @@ str_mod: 0 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null description: A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of larger creatures, and a group of these dinosaurs @@ -10640,6 +10746,7 @@ str_mod: 3 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -10716,6 +10823,7 @@ str_mod: 7 wis_mod: 2 ac: 26 + ac_special: null automatic_abilities: null description: Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they’re herbivores, they have been known to attack other creatures @@ -10788,6 +10896,7 @@ str_mod: 7 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null 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 @@ -10858,6 +10967,7 @@ str_mod: 7 wis_mod: 2 ac: 26 + ac_special: null automatic_abilities: null 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 @@ -10939,6 +11049,7 @@ str_mod: 9 wis_mod: 2 ac: 28 + ac_special: null automatic_abilities: null description: Brontosauruses are truly gigantic behemoths, plodding herbivores large enough to be unafraid of all but the most massive predators. Brontosauruses have @@ -11018,6 +11129,7 @@ str_mod: 8 wis_mod: 3 ac: 29 + ac_special: null automatic_abilities: null 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 @@ -11109,6 +11221,7 @@ str_mod: 1 wis_mod: 1 ac: 15 + ac_special: null automatic_abilities: null 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 @@ -11173,6 +11286,7 @@ str_mod: 2 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -11234,6 +11348,7 @@ str_mod: 3 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: null description: In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. @@ -11305,6 +11420,7 @@ str_mod: 6 wis_mod: 2 ac: 25 + ac_special: null automatic_abilities: null description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their @@ -11420,6 +11536,7 @@ str_mod: 7 wis_mod: 3 ac: 31 + ac_special: null automatic_abilities: null description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their @@ -11554,6 +11671,7 @@ str_mod: 8 wis_mod: 5 ac: 39 + ac_special: null automatic_abilities: null description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their @@ -11692,6 +11810,7 @@ str_mod: 5 wis_mod: 3 ac: 28 + ac_special: null automatic_abilities: - 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. @@ -11827,6 +11946,7 @@ str_mod: 6 wis_mod: 3 ac: 34 + ac_special: null automatic_abilities: - 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. @@ -11977,6 +12097,7 @@ str_mod: 7 wis_mod: 5 ac: 42 + ac_special: null automatic_abilities: - 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. @@ -12156,6 +12277,7 @@ str_mod: 5 wis_mod: 2 ac: 28 + ac_special: null automatic_abilities: null description: Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand @@ -12281,6 +12403,7 @@ str_mod: 6 wis_mod: 4 ac: 34 + ac_special: null automatic_abilities: null description: Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand @@ -12422,6 +12545,7 @@ str_mod: 7 wis_mod: 5 ac: 41 + ac_special: null automatic_abilities: - description: The dragon can Hide in natural environments even if it doesn’t have cover. @@ -12575,6 +12699,7 @@ str_mod: 6 wis_mod: 2 ac: 30 + ac_special: null automatic_abilities: - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke. @@ -12693,6 +12818,7 @@ str_mod: 7 wis_mod: 4 ac: 37 + ac_special: null automatic_abilities: - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke. @@ -12820,6 +12946,7 @@ str_mod: 9 wis_mod: 6 ac: 45 + ac_special: null automatic_abilities: - description: Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke. @@ -12966,6 +13093,7 @@ str_mod: 6 wis_mod: 1 ac: 23 + ac_special: null automatic_abilities: - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment from snowfall. @@ -13101,6 +13229,7 @@ str_mod: 7 wis_mod: 2 ac: 29 + ac_special: null automatic_abilities: - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment from snowfall. @@ -13243,6 +13372,7 @@ str_mod: 8 wis_mod: 3 ac: 36 + ac_special: null automatic_abilities: - description: Snow doesn’t impair a white dragon’s vision; it ignores concealment from snowfall. @@ -13389,6 +13519,7 @@ str_mod: 5 wis_mod: 1 ac: 25 + ac_special: null automatic_abilities: null description: Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, @@ -13505,6 +13636,7 @@ str_mod: 6 wis_mod: 4 ac: 31 + ac_special: null automatic_abilities: null description: Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, @@ -13636,6 +13768,7 @@ str_mod: 7 wis_mod: 4 ac: 39 + ac_special: null automatic_abilities: null description: Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, @@ -13771,6 +13904,7 @@ str_mod: 5 wis_mod: 3 ac: 28 + ac_special: null automatic_abilities: null 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 @@ -13897,6 +14031,7 @@ str_mod: 7 wis_mod: 4 ac: 34 + ac_special: null automatic_abilities: null 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 @@ -14030,6 +14165,7 @@ str_mod: 8 wis_mod: 6 ac: 43 + ac_special: null automatic_abilities: null 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 @@ -14165,6 +14301,7 @@ str_mod: 5 wis_mod: 2 ac: 27 + ac_special: null automatic_abilities: null 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 @@ -14282,6 +14419,7 @@ str_mod: 6 wis_mod: 3 ac: 33 + ac_special: null automatic_abilities: null 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 @@ -14409,6 +14547,7 @@ str_mod: 8 wis_mod: 5 ac: 41 + ac_special: null automatic_abilities: null 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 @@ -14553,6 +14692,7 @@ str_mod: 6 wis_mod: 4 ac: 32 + ac_special: null automatic_abilities: null 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 @@ -14686,6 +14826,7 @@ str_mod: 7 wis_mod: 6 ac: 38 + ac_special: null automatic_abilities: null 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 @@ -14827,6 +14968,7 @@ str_mod: 9 wis_mod: 8 ac: 46 + ac_special: null automatic_abilities: null 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 @@ -14971,6 +15113,7 @@ str_mod: 6 wis_mod: 4 ac: 31 + ac_special: null automatic_abilities: - description: The silver dragon ignores the concealed condition from fog and clouds. name: Fog Vision @@ -15090,6 +15233,7 @@ str_mod: 7 wis_mod: 4 ac: 37 + ac_special: null automatic_abilities: - description: The silver dragon ignores the concealed condition from fog and clouds. name: Fog Vision @@ -15214,6 +15358,7 @@ str_mod: 9 wis_mod: 5 ac: 45 + ac_special: null automatic_abilities: - description: The silver dragon ignores the concealed condition from fog and clouds. name: Fog Vision @@ -15340,6 +15485,7 @@ str_mod: 6 wis_mod: 3 ac: 29 + ac_special: null automatic_abilities: null 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 @@ -15447,6 +15593,7 @@ str_mod: 7 wis_mod: 2 ac: 25 + ac_special: null automatic_abilities: - 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. @@ -15527,6 +15674,7 @@ str_mod: 3 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -15629,6 +15777,7 @@ str_mod: 5 wis_mod: 3 ac: 22 + ac_special: null automatic_abilities: - description: Smoke doesn’t impair a flame drake’s vision; it ignores concealment from smoke. @@ -15729,6 +15878,7 @@ str_mod: 5 wis_mod: 1 ac: 23 + ac_special: null automatic_abilities: null description: Believed to be related to green dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger @@ -15838,6 +15988,7 @@ str_mod: 5 wis_mod: 3 ac: 24 + ac_special: null automatic_abilities: null description: A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern’s @@ -15941,6 +16092,7 @@ str_mod: 6 wis_mod: 3 ac: 25 + ac_special: null automatic_abilities: - description: 'Snow doesn’t impair a frost drake’s vision; it ignores concealment from @@ -16055,6 +16207,7 @@ str_mod: 6 wis_mod: 3 ac: 27 + ac_special: null automatic_abilities: null description: Distant cousins of blue dragons that lack their relatives’ magical talents and intelligence, these desert-dwelling drakes are nonetheless dangerous @@ -16159,6 +16312,7 @@ str_mod: 2 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: - description: '' name: Light Blindness @@ -16264,6 +16418,7 @@ str_mod: 2 wis_mod: 0 ac: 19 + ac_special: null automatic_abilities: - description: ' ' name: Light Blindness @@ -16358,6 +16513,7 @@ str_mod: 1 wis_mod: 4 ac: 20 + ac_special: null automatic_abilities: - description: '' name: Light Blindness @@ -16457,6 +16613,7 @@ str_mod: 1 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: null description: Duergar sharpshooters serve both as ranged support for slaver parties and as snipers posted on towers overlooking quarries and other areas where enslaved @@ -16533,6 +16690,7 @@ str_mod: 1 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: - description: A duergar bombardier’s items listed as infused last for 24 hours, or until the next time they make their daily preparations. @@ -16634,6 +16792,7 @@ str_mod: 2 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: null description: Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion @@ -16706,6 +16865,7 @@ str_mod: 6 wis_mod: 3 ac: 28 + ac_special: null automatic_abilities: null description: Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue living. @@ -16817,6 +16977,7 @@ str_mod: 0 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -16888,6 +17049,7 @@ str_mod: 3 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -16965,6 +17127,7 @@ str_mod: 1 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -17038,6 +17201,7 @@ str_mod: 6 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: null 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 @@ -17115,6 +17279,7 @@ str_mod: 4 wis_mod: 2 ac: 24 + ac_special: null automatic_abilities: null 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 @@ -17194,6 +17359,7 @@ str_mod: 2 wis_mod: 0 ac: 21 + ac_special: null automatic_abilities: null description: Zephyr hawks drift among the currents of the Plane of Air in great flocks. @@ -17261,6 +17427,7 @@ str_mod: 3 wis_mod: 1 ac: 24 + ac_special: null automatic_abilities: null description: A living whirlwind resembles a roughly humanoid-shaped dust devil. hp: 50 @@ -17325,6 +17492,7 @@ str_mod: 3 wis_mod: 2 ac: 26 + ac_special: null automatic_abilities: null 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 @@ -17395,6 +17563,7 @@ str_mod: 4 wis_mod: 3 ac: 30 + ac_special: null automatic_abilities: null description: Storm lords wage battles to claim important territory within the Plane of Air. @@ -17468,6 +17637,7 @@ str_mod: 6 wis_mod: 3 ac: 32 + ac_special: null automatic_abilities: null description: Elemental hurricanes embody the ferocity of violent windstorms. hp: 140 @@ -17551,6 +17721,7 @@ str_mod: 4 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: - description: A sod hound can sense crystals or gems within as if using the scent ability @@ -17623,6 +17794,7 @@ str_mod: 5 wis_mod: 1 ac: 21 + ac_special: null automatic_abilities: - description: When not touching solid ground, the living landslide is slowed 1 and can’t use reactions. @@ -17695,6 +17867,7 @@ str_mod: 6 wis_mod: 2 ac: 25 + ac_special: null automatic_abilities: null 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. @@ -17786,6 +17959,7 @@ str_mod: 6 wis_mod: 3 ac: 27 + ac_special: null automatic_abilities: - description: When not touching solid ground, a stone mauler is slowed 1 and can’t use reactions. @@ -17868,6 +18042,7 @@ str_mod: 7 wis_mod: 3 ac: 32 + ac_special: null automatic_abilities: - description: When not touching solid ground, the elemental avalanche is slowed 1, can’t use reactions, and can’t Trample. @@ -17950,6 +18125,7 @@ str_mod: 2 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: - description: The cinder rat ignores the concealed condition from smoke. name: Smoke Vision @@ -18014,6 +18190,7 @@ str_mod: 3 wis_mod: 3 ac: 22 + ac_special: null automatic_abilities: - description: The living wildfire ignores the concealed condition from smoke. name: Smoke Vision @@ -18086,6 +18263,7 @@ str_mod: 4 wis_mod: 2 ac: 26 + ac_special: null automatic_abilities: null description: Salamanders have serpentine lower torsos, but humanoid upper bodies with toothy reptilian snouts. Their affinity for cruelty and violence puts them @@ -18174,6 +18352,7 @@ str_mod: 5 wis_mod: 3 ac: 28 + ac_special: null automatic_abilities: - description: The firewyrm ignores the concealed condition from smoke. name: Smoke Vision @@ -18254,6 +18433,7 @@ str_mod: 6 wis_mod: 3 ac: 31 + ac_special: null automatic_abilities: - description: The elemental inferno ignores the concealed condition from smoke. name: Smoke Vision @@ -18340,6 +18520,7 @@ str_mod: 1 wis_mod: 0 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -18414,6 +18595,7 @@ str_mod: 3 wis_mod: 0 ac: 15 + ac_special: null automatic_abilities: null 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 @@ -18491,6 +18673,7 @@ str_mod: 0 wis_mod: 0 ac: 17 + ac_special: null automatic_abilities: - description: The fire mephit ignores the concealed condition from smoke. name: Smoke Vision @@ -18569,6 +18752,7 @@ str_mod: 1 wis_mod: 0 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -18663,6 +18847,7 @@ str_mod: 3 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null description: Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water. @@ -18732,6 +18917,7 @@ str_mod: 4 wis_mod: 1 ac: 20 + ac_special: null automatic_abilities: - description: When not touching water, the living waterfall is slowed 1 and can’t use reactions. @@ -18808,6 +18994,7 @@ str_mod: 4 wis_mod: 3 ac: 25 + ac_special: null automatic_abilities: null description: Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their @@ -18883,6 +19070,7 @@ str_mod: 5 wis_mod: 3 ac: 28 + ac_special: null automatic_abilities: - description: When not touching water, the tidal master is slowed 1 and can’t use reactions. @@ -18959,6 +19147,7 @@ str_mod: 6 wis_mod: 3 ac: 31 + ac_special: null automatic_abilities: - description: When not touching water, the elemental tsunami is slowed 1 and can’t use reactions. @@ -19042,6 +19231,7 @@ str_mod: 7 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null 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. @@ -19118,6 +19308,7 @@ str_mod: 8 wis_mod: 1 ac: 29 + ac_special: null automatic_abilities: null description: Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies while @@ -19199,6 +19390,7 @@ str_mod: 5 wis_mod: 1 ac: 21 + ac_special: null automatic_abilities: null description: Ether spiders are deadly predators from the Ethereal Plane resembling giant arachnids. Rather than building webs of silk, ether spiders shape the raw @@ -19295,6 +19487,7 @@ str_mod: 6 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: - description: Each of an ettin’s heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head’s turn, that head gets @@ -19376,6 +19569,7 @@ str_mod: -2 wis_mod: 0 ac: 18 + ac_special: null automatic_abilities: null description: Although they are much smaller than their larger dragon cousins, faerie dragons have the many of the same physiological attributes, including long necks, @@ -19458,6 +19652,7 @@ str_mod: 4 wis_mod: 0 ac: 19 + ac_special: null automatic_abilities: null description: Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torsos are vaguely human, their arms are rubbery and move @@ -19526,6 +19721,7 @@ str_mod: 4 wis_mod: 3 ac: 24 + ac_special: null automatic_abilities: null 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 @@ -19645,6 +19841,7 @@ str_mod: 2 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -19726,6 +19923,7 @@ str_mod: 7 wis_mod: 3 ac: 29 + ac_special: null automatic_abilities: null 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 @@ -19806,6 +20004,7 @@ str_mod: 3 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: null 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 @@ -19887,6 +20086,7 @@ str_mod: 4 wis_mod: 3 ac: 20 + ac_special: null automatic_abilities: null 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 @@ -19997,6 +20197,7 @@ str_mod: 4 wis_mod: 2 ac: 22 + ac_special: null automatic_abilities: null description: Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady @@ -20134,6 +20335,7 @@ str_mod: 6 wis_mod: 2 ac: 25 + ac_special: null automatic_abilities: null 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 @@ -20252,6 +20454,7 @@ str_mod: 5 wis_mod: 2 ac: 28 + ac_special: null automatic_abilities: null description: The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar @@ -20376,6 +20579,7 @@ str_mod: 5 wis_mod: 3 ac: 28 + ac_special: null automatic_abilities: null description: Marids are capricious but powerful genies from the Plane of Water; among geniekind, they are rivaled in power only by the fiery efreet. Marids embody @@ -20532,6 +20736,7 @@ str_mod: -5 wis_mod: 2 ac: 20 + ac_special: null automatic_abilities: - description: '' name: Site Bound @@ -20612,6 +20817,7 @@ str_mod: -5 wis_mod: 3 ac: 27 + ac_special: null automatic_abilities: - description: '' name: Site Bound @@ -20721,6 +20927,7 @@ str_mod: 1 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: null description: Ghouls are ravenous undead who haunt graveyards and eat corpses. hp: 20 @@ -20825,6 +21032,7 @@ str_mod: 3 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: null description: Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful kin of ghouls. They are relentless in the pursuit of their prey. @@ -20930,6 +21138,7 @@ str_mod: 6 wis_mod: 2 ac: 24 + ac_special: null automatic_abilities: null 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 @@ -21020,6 +21229,7 @@ str_mod: 6 wis_mod: 1 ac: 27 + ac_special: null automatic_abilities: null 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 @@ -21119,6 +21329,7 @@ str_mod: 6 wis_mod: 2 ac: 29 + ac_special: null automatic_abilities: null 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 @@ -21234,6 +21445,7 @@ str_mod: 7 wis_mod: 2 ac: 31 + ac_special: null automatic_abilities: null description: The most militaristic of all giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, @@ -21339,6 +21551,7 @@ str_mod: 7 wis_mod: 3 ac: 30 + ac_special: null automatic_abilities: null 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 @@ -21454,6 +21667,7 @@ str_mod: 8 wis_mod: 5 ac: 34 + ac_special: null automatic_abilities: null 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. @@ -21575,6 +21789,7 @@ str_mod: 9 wis_mod: 6 ac: 38 + ac_special: null automatic_abilities: null 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 @@ -21749,6 +21964,7 @@ str_mod: 2 wis_mod: 3 ac: 21 + ac_special: null automatic_abilities: null description: Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering mouthers are among the strangest creatures found either aboveground or below. @@ -21835,6 +22051,7 @@ str_mod: 4 wis_mod: 3 ac: 34 + ac_special: null automatic_abilities: - description: Hungersense allows the gimmerling to sense creatures that require food to live. @@ -21951,6 +22168,7 @@ str_mod: 4 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null description: Gnoll hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down escaped slaves. @@ -22034,6 +22252,7 @@ str_mod: 2 wis_mod: 3 ac: 19 + ac_special: null automatic_abilities: null description: Gnoll cultists serve as their clans’ spiritual guides and conduits to the divine. As often as not, their influence drives entire gnoll civilizations @@ -22115,6 +22334,7 @@ str_mod: 4 wis_mod: 1 ac: 21 + ac_special: null automatic_abilities: null 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 @@ -22212,6 +22432,7 @@ str_mod: 0 wis_mod: -1 ac: 16 + ac_special: null automatic_abilities: null 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. @@ -22281,6 +22502,7 @@ str_mod: 3 wis_mod: 0 ac: 17 + ac_special: null automatic_abilities: null description: The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle @@ -22354,6 +22576,7 @@ str_mod: 0 wis_mod: -1 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -22414,6 +22637,7 @@ str_mod: 2 wis_mod: 0 ac: 17 + ac_special: null automatic_abilities: null description: While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are undeniably @@ -22497,6 +22721,7 @@ str_mod: 3 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: null 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, @@ -22566,6 +22791,7 @@ str_mod: 6 wis_mod: 1 ac: 31 + ac_special: null automatic_abilities: null 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 @@ -22656,6 +22882,7 @@ str_mod: 5 wis_mod: 0 ac: 26 + ac_special: null automatic_abilities: null 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 @@ -22741,6 +22968,7 @@ str_mod: 6 wis_mod: 0 ac: 27 + ac_special: null automatic_abilities: null 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 @@ -22845,6 +23073,7 @@ str_mod: 6 wis_mod: 0 ac: 29 + ac_special: null automatic_abilities: null 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 @@ -22937,6 +23166,7 @@ str_mod: 7 wis_mod: 0 ac: 30 + ac_special: null automatic_abilities: null description: Stone golems are slow and steady constructs typically carved from marble or granite. They’re often made to serve as works of art when at rest, so some @@ -23037,6 +23267,7 @@ str_mod: 8 wis_mod: 0 ac: 34 + ac_special: null automatic_abilities: null 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 @@ -23143,6 +23374,7 @@ str_mod: 9 wis_mod: 0 ac: 42 + ac_special: null automatic_abilities: null 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 @@ -23243,6 +23475,7 @@ str_mod: 7 wis_mod: 3 ac: 31 + ac_special: null automatic_abilities: null description: 'Graveknights are undead warriors granted unlife by a cursed suit of armor.

    Creating Graveknights

    You can turn an existing, @@ -23414,6 +23647,7 @@ str_mod: -1 wis_mod: 1 ac: 15 + ac_special: null automatic_abilities: - description: mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, @@ -23524,6 +23758,7 @@ str_mod: -3 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: null description: Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures—something that happens often @@ -23606,6 +23841,7 @@ str_mod: -2 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -23689,6 +23925,7 @@ str_mod: 4 wis_mod: 1 ac: 21 + ac_special: null automatic_abilities: null 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 @@ -23784,6 +24021,7 @@ str_mod: 8 wis_mod: 5 ac: 36 + ac_special: null automatic_abilities: - description: "he grikkitog implants its core into an adjacent section of earth\ \ or stone, melding seamlessly and changing its visual appearance to match the\ @@ -23880,6 +24118,7 @@ str_mod: 8 wis_mod: 7 ac: 47 + ac_special: null automatic_abilities: - description: '' name: Death’s Grace @@ -24021,6 +24260,7 @@ str_mod: 6 wis_mod: 6 ac: 39 + ac_special: null automatic_abilities: - description: '' name: Death’s Grace @@ -24137,6 +24377,7 @@ str_mod: 7 wis_mod: 3 ac: 30 + ac_special: null automatic_abilities: null 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. @@ -24225,6 +24466,7 @@ str_mod: 10 wis_mod: 0 ac: 43 + ac_special: null automatic_abilities: null 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 @@ -24337,6 +24579,7 @@ str_mod: 4 wis_mod: 3 ac: 19 + ac_special: null automatic_abilities: - description: he 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 @@ -24438,6 +24681,7 @@ str_mod: 5 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: - description: A green hag adds *entangle*, *outcast’s curse*, and *wall of thorns* to her coven’s spells. @@ -24566,6 +24810,7 @@ str_mod: 6 wis_mod: 4 ac: 24 + ac_special: null automatic_abilities: - description: An annis hag adds *earthbind*, *passwall*, and *spellwrack* to her coven’s spells. @@ -24671,6 +24916,7 @@ str_mod: 5 wis_mod: 5 ac: 28 + ac_special: null automatic_abilities: - description: A night hag adds *dominate*, *nightmare*, *scrying*, and *spellwrack* to her coven’s spells. **Nightmare Rider** When a night hag rides a nightmare, @@ -24835,6 +25081,7 @@ str_mod: 1 wis_mod: 1 ac: 22 + ac_special: null automatic_abilities: null description: Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating @@ -24942,6 +25189,7 @@ str_mod: 4 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -25013,6 +25261,7 @@ str_mod: 6 wis_mod: 4 ac: 28 + ac_special: null automatic_abilities: null 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 @@ -25085,6 +25334,7 @@ str_mod: 3 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: null description: Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit. @@ -25151,6 +25401,7 @@ str_mod: 2 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null description: Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band’s @@ -25232,6 +25483,7 @@ str_mod: 4 wis_mod: 1 ac: 25 + ac_special: null automatic_abilities: - description: '' name: General’s Cry @@ -25314,6 +25566,7 @@ str_mod: -1 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: - description: homunculus can’t speak, but it is telepathically linked to its creator. It can share information back and forth, including its master’s knowledge and @@ -25410,6 +25663,7 @@ str_mod: 3 wis_mod: 2 ac: 14 + ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 16 @@ -25467,6 +25721,7 @@ str_mod: 4 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 22 @@ -25524,6 +25779,7 @@ str_mod: 4 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 20 @@ -25581,6 +25837,7 @@ str_mod: 5 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 36 @@ -25638,6 +25895,7 @@ str_mod: 7 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null description: Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities. @@ -25713,6 +25971,7 @@ str_mod: 3 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null description: 'Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. @@ -25781,6 +26040,7 @@ str_mod: 5 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null description: Hyaenodons are the ferocious primeval cousins of the smaller hyena. Looming, shaggy-furred creatures nearly the size of a horse, hyaenodons are truly @@ -25850,6 +26110,7 @@ str_mod: 1 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -25936,6 +26197,7 @@ str_mod: 0 wis_mod: 3 ac: 18 + ac_special: null automatic_abilities: null description: Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt. @@ -26016,6 +26278,7 @@ str_mod: -1 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: null description: Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments @@ -26103,6 +26366,7 @@ str_mod: 9 wis_mod: 6 ac: 42 + ac_special: null automatic_abilities: null 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 @@ -26229,6 +26493,7 @@ str_mod: 6 wis_mod: 2 ac: 26 + ac_special: null automatic_abilities: null 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, @@ -26322,6 +26587,7 @@ str_mod: 5 wis_mod: 3 ac: 24 + ac_special: null automatic_abilities: null 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. @@ -26438,6 +26704,7 @@ str_mod: 6 wis_mod: 3 ac: 27 + ac_special: null automatic_abilities: null description: The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their kind. @@ -26563,6 +26830,7 @@ str_mod: -1 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -26653,6 +26921,7 @@ str_mod: 2 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: - description: he 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*. @@ -26741,6 +27010,7 @@ str_mod: 2 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -26831,6 +27101,7 @@ str_mod: 0 wis_mod: 4 ac: 31 + ac_special: null automatic_abilities: null description: A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster. @@ -26922,6 +27193,7 @@ str_mod: -3 wis_mod: -2 ac: 38 + ac_special: null automatic_abilities: - description: Typically, a demilich is inert when encountered and doesn’t take actions until its *contingency* reaction has been triggered (see below). @@ -27072,6 +27344,7 @@ str_mod: 8 wis_mod: 4 ac: 37 + ac_special: null automatic_abilities: null description: Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking its foes with its magma breath. @@ -27198,6 +27471,7 @@ str_mod: 9 wis_mod: 6 ac: 41 + ac_special: null automatic_abilities: null 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 @@ -27328,6 +27602,7 @@ str_mod: 10 wis_mod: 7 ac: 46 + ac_special: null automatic_abilities: null description: Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation. @@ -27465,6 +27740,7 @@ str_mod: 11 wis_mod: 8 ac: 47 + ac_special: null automatic_abilities: null description: Tor linnorms dwell in the tallest volcanic mountains, either within natural formed caverns or within molten craters. A tor linnorm’s temper can be @@ -27602,6 +27878,7 @@ str_mod: 2 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: - description: A giant gecko’s allow it to climb virtually any surface, no matter how slick or sheer. If a giant gecko attempts an Athletics check to climb and @@ -27670,6 +27947,7 @@ str_mod: 3 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null description: Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and biting @@ -27747,6 +28025,7 @@ str_mod: 5 wis_mod: 2 ac: 22 + ac_special: null automatic_abilities: null description: Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren’t sleeping or @@ -27831,6 +28110,7 @@ str_mod: 3 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -27926,6 +28206,7 @@ str_mod: 2 wis_mod: 3 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -28027,6 +28308,7 @@ str_mod: 2 wis_mod: 4 ac: 17 + ac_special: null automatic_abilities: null description: The tradition of astrology and looking to the stars for both navigation and prognostication is well-established in iruxi society, and their wise and observant @@ -28109,6 +28391,7 @@ str_mod: 5 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null 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 @@ -28192,6 +28475,7 @@ str_mod: 5 wis_mod: 2 ac: 20 + ac_special: null automatic_abilities: null description: These massive cousins of normal praying mantises stand taller than an average human. They stalk through dense forests, striking at meals from the @@ -28271,6 +28555,7 @@ str_mod: 8 wis_mod: 3 ac: 31 + ac_special: null automatic_abilities: null description: These gigantic mantids make their homes within deep jungles and prehistoric forests where they hunt and devour equally massive prey. @@ -28359,6 +28644,7 @@ str_mod: 2 wis_mod: 1 ac: 25 + ac_special: null automatic_abilities: null 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 @@ -28467,6 +28753,7 @@ str_mod: 2 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null description: Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force. @@ -28539,6 +28826,7 @@ str_mod: 3 wis_mod: 4 ac: 17 + ac_special: null automatic_abilities: null description: Merfolk wavecallers use their primal power to call forth allies and defend their people with deadly magic. @@ -28623,6 +28911,7 @@ str_mod: 4 wis_mod: 1 ac: 20 + ac_special: null automatic_abilities: null 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 @@ -28689,6 +28978,7 @@ str_mod: 6 wis_mod: 2 ac: 20 + ac_special: null automatic_abilities: - description: A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the *maze* spell. @@ -28786,6 +29076,7 @@ str_mod: 10 wis_mod: 9 ac: 45 + ac_special: null automatic_abilities: - description: The mu spore senses vibrations in the air through its aerial spores. name: Windsense @@ -28887,6 +29178,7 @@ str_mod: 9 wis_mod: 3 ac: 37 + ac_special: null automatic_abilities: null description: Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of breath weapons. A Darklands version of the mukradi @@ -29015,6 +29307,7 @@ str_mod: 4 wis_mod: 4 ac: 23 + ac_special: null automatic_abilities: null 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 @@ -29098,6 +29391,7 @@ str_mod: 5 wis_mod: 5 ac: 27 + ac_special: null automatic_abilities: null 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 @@ -29211,6 +29505,7 @@ str_mod: 2 wis_mod: 2 ac: 27 + ac_special: null automatic_abilities: null 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 @@ -29286,6 +29581,7 @@ str_mod: 5 wis_mod: 5 ac: 31 + ac_special: null automatic_abilities: null 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 @@ -29363,6 +29659,7 @@ str_mod: 6 wis_mod: 4 ac: 24 + ac_special: null automatic_abilities: - description: The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. @@ -29456,6 +29753,7 @@ str_mod: 7 wis_mod: 5 ac: 21 + ac_special: null automatic_abilities: - description: The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. @@ -29553,6 +29851,7 @@ str_mod: 3 wis_mod: 3 ac: 32 + ac_special: null automatic_abilities: null description: The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with red glowing eyes, wicked @@ -29677,6 +29976,7 @@ str_mod: 0 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: - description: The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals. @@ -29776,6 +30076,7 @@ str_mod: 0 wis_mod: 3 ac: 19 + ac_special: null automatic_abilities: - description: The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants. @@ -29883,6 +30184,7 @@ str_mod: 0 wis_mod: 4 ac: 26 + ac_special: null automatic_abilities: - description: '**Wild Empathy** The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals.' @@ -30008,6 +30310,7 @@ str_mod: 2 wis_mod: 4 ac: 35 + ac_special: null automatic_abilities: - description: "The dryad can use Diplomacy to Make an Impression on and make very\n\ simple Requests of animals and plants. \n**Tied to the Land**" @@ -30165,6 +30468,7 @@ str_mod: 6 wis_mod: 3 ac: 27 + ac_special: null automatic_abilities: null description: Giant octopuses are found in the heart of deep, dark oceans. hp: 135 @@ -30269,6 +30573,7 @@ str_mod: 7 wis_mod: 2 ac: 31 + ac_special: null automatic_abilities: - 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 @@ -30354,6 +30659,7 @@ str_mod: 5 wis_mod: 0 ac: 17 + ac_special: null automatic_abilities: null description: The simplest of ogres are slabs of muscle with hatefully beady eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre @@ -30422,6 +30728,7 @@ str_mod: 6 wis_mod: 0 ac: 18 + ac_special: null automatic_abilities: null 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. @@ -30509,6 +30816,7 @@ str_mod: 7 wis_mod: 1 ac: 25 + ac_special: null automatic_abilities: null description: In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) @@ -30592,6 +30900,7 @@ str_mod: 2 wis_mod: 0 ac: 8 + ac_special: null automatic_abilities: - description: A sewer ooze can sense nearby motion through vibration and air movement. name: Motion Sense @@ -30661,6 +30970,7 @@ str_mod: 4 wis_mod: 0 ac: 10 + ac_special: null automatic_abilities: - description: A gelatinous cube can sense nearby motion through vibration and air movement. **Transparent** A gelatinous cube is so clear that it’s difficult @@ -30753,6 +31063,7 @@ str_mod: 4 wis_mod: 0 ac: 12 + ac_special: null automatic_abilities: - description: A ochre jelly can sense nearby motion through vibration and air movement. name: Motion Sense @@ -30831,6 +31142,7 @@ str_mod: 7 wis_mod: 0 ac: 14 + ac_special: null automatic_abilities: - description: A black pudding can sense nearby motion through vibration and air movement. @@ -30915,6 +31227,7 @@ str_mod: 3 wis_mod: 1 ac: 15 + ac_special: null automatic_abilities: null 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 @@ -30989,6 +31302,7 @@ str_mod: 4 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -31073,6 +31387,7 @@ str_mod: 4 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null description: When orcs raid, the strongest is chosen as the leader, backed up by brothers, sisters, and other immediate family. @@ -31158,6 +31473,7 @@ str_mod: 6 wis_mod: 2 ac: 20 + ac_special: null automatic_abilities: null 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. @@ -31245,6 +31561,7 @@ str_mod: 6 wis_mod: 3 ac: 21 + ac_special: null automatic_abilities: null 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 @@ -31337,6 +31654,7 @@ str_mod: 3 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -31416,6 +31734,7 @@ str_mod: 6 wis_mod: 6 ac: 36 + ac_special: null automatic_abilities: null 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 @@ -31554,6 +31873,7 @@ str_mod: 0 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: null description: Tieflings are planar scions with fiendish blood. One of the most common types is pitborn, who bear a demonic corruption infesting their mortal bloodline. @@ -31645,6 +31965,7 @@ str_mod: 2 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: null 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 @@ -31741,84 +32062,6 @@ - Human - Humanoid type: Creature -- ability_mods: - cha_mod: 3 - con_mod: 3 - dex_mod: 1 - int_mod: 0 - str_mod: 4 - wis_mod: 2 - ac: 23 - ac_special: - - descr: 25 with shield raised - automatic_abilities: null - description: Mortals whose ancestry has been influenced by celestials are known - as aasimars, and angelkin, who have blood of angels coursing through their veins, - are among the most common type of them. Many angelkin seek adventure as a means - of doing good in the world. - hp: 73 - immunities: null - innate_spells: [] - languages: - - Celestial - - Common - level: 5 - melee: - - action_cost: One Action - damage: - formula: 1d8+7 - type: slashing - name: longsword - to_hit: 15 - traits: - - versatile P - name: Aasimar Redeemer - perception: 11 - proactive_abilities: - - description: '*lay on hands*' - name: Champion Devotion Spells - traits: - - 1 Focus Point - ranged: - - action_cost: One Action - damage: - formula: 1d8+3 plus Knockdown - type: piercing - name: crossbow - to_hit: 12 - traits: - - range increment 120 feet - - reload 1 - resistances: null - saves: - fort: 12 - ref: 8 - will: 11 - saves_special: - fort: null - ref: null - will: +1 status to all saves vs. disease (against diseases, critical failures - become failures) - senses: - - darkvision - skills: - Athletics: 11 - Diplomacy: 12 - Medicine: 9 - Religion: 11 - Society: 7 - speed: - - amount: 20 - type: Land - spell_attack_to_hit: null - spell_dc: null - traits: - - NG - - Medium - - Aasimar - - Human - - Humanoid - type: Creature - ability_mods: cha_mod: 4 con_mod: 0 @@ -31827,6 +32070,7 @@ str_mod: -5 wis_mod: 2 ac: 22 + ac_special: null automatic_abilities: - description: A poltergeist is tied to a location and can’t travel more than from the place where it was created or formed. Some poltergeists are instead bound @@ -31938,6 +32182,7 @@ str_mod: 3 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null 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 @@ -32040,6 +32285,7 @@ str_mod: -1 wis_mod: -1 ac: 17 + ac_special: null automatic_abilities: - description: voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it @@ -32163,6 +32409,7 @@ str_mod: 5 wis_mod: 3 ac: 24 + ac_special: null automatic_abilities: - description: naunet can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it @@ -32321,6 +32568,7 @@ str_mod: 9 wis_mod: 7 ac: 40 + ac_special: null automatic_abilities: - description: keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it @@ -32516,6 +32764,7 @@ str_mod: -1 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: - description: psychopomp senses the vital essence of living and undead creatures within the listed range. @@ -32634,6 +32883,7 @@ str_mod: 8 wis_mod: 6 ac: 38 + ac_special: null automatic_abilities: - description: psychopomp senses the vital essence of living and undead creatures within the listed range. @@ -32773,6 +33023,7 @@ str_mod: 3 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -32834,6 +33085,7 @@ str_mod: 6 wis_mod: 2 ac: 25 + ac_special: null automatic_abilities: null 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. @@ -32911,6 +33163,7 @@ str_mod: 6 wis_mod: 6 ac: 36 + ac_special: null automatic_abilities: null 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 @@ -33027,6 +33280,7 @@ str_mod: 1 wis_mod: 1 ac: 23 + ac_special: null automatic_abilities: null description: Known as “biters” among the more powerful rakshasa castes, dandasukas serve as spies and assassins for rakshasa clans or powerful spellcasters who have @@ -33124,6 +33378,7 @@ str_mod: 4 wis_mod: 1 ac: 30 + ac_special: null automatic_abilities: null 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 @@ -33237,6 +33492,7 @@ str_mod: 1 wis_mod: 1 ac: 15 + ac_special: null automatic_abilities: null 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 @@ -33309,6 +33565,7 @@ str_mod: -2 wis_mod: 1 ac: 14 + ac_special: null automatic_abilities: null 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 @@ -33380,6 +33637,7 @@ str_mod: 0 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: - description: A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused moderate alchemist’s fires, and 2 infused moderate frost vials. These items @@ -33484,6 +33742,7 @@ str_mod: 4 wis_mod: 1 ac: 21 + ac_special: null automatic_abilities: - description: redcap’s woolen hat is dyed with the blood of its victims. If the redcap loses its cap, it no longer benefits from fast healing and takes a –4 @@ -33591,6 +33850,7 @@ str_mod: 1 wis_mod: 1 ac: 20 + ac_special: null automatic_abilities: null description: Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw’s oversized claws are powerful weapons @@ -33660,6 +33920,7 @@ str_mod: 7 wis_mod: 1 ac: 25 + ac_special: null automatic_abilities: null description: A remorhaz is an enormous arctic predator that resembles a multilegged insect with draconic features. This monster has chitinous plates and more than @@ -33757,6 +34018,7 @@ str_mod: 8 wis_mod: 1 ac: 27 + ac_special: null automatic_abilities: null 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 @@ -33851,6 +34113,7 @@ str_mod: 6 wis_mod: 3 ac: 29 + ac_special: null automatic_abilities: null 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 @@ -33945,6 +34208,7 @@ str_mod: 0 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: - description: A rust monster can smell metal as a precise sense. name: Metal Scent @@ -34037,6 +34301,7 @@ str_mod: 3 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: - description: satyr’s wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to @@ -34165,6 +34430,7 @@ str_mod: 4 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -34244,6 +34510,7 @@ str_mod: 0 wis_mod: 0 ac: 21 + ac_special: null automatic_abilities: null description: While a single scorpion is itself a menace, swarms of these vermin can be outright devastating. These skittering droves of death swiftly bring down @@ -34311,6 +34578,7 @@ str_mod: 3 wis_mod: 3 ac: 18 + ac_special: null automatic_abilities: - description: he sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like “come,” “guard,” or “attack.” @@ -34421,6 +34689,7 @@ str_mod: 4 wis_mod: 1 ac: 21 + ac_special: null automatic_abilities: - description: he sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like “come,” “guard,” or “attack.” @@ -34531,6 +34800,7 @@ str_mod: 5 wis_mod: 3 ac: 24 + ac_special: null automatic_abilities: - description: he sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like “come,” “guard,” or “attack.” @@ -34648,6 +34918,7 @@ str_mod: 8 wis_mod: 2 ac: 35 + ac_special: null automatic_abilities: - description: sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifler for its @@ -34769,6 +35040,7 @@ str_mod: -5 wis_mod: 2 ac: 20 + ac_special: null automatic_abilities: null 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 @@ -34854,6 +35126,7 @@ str_mod: -5 wis_mod: 2 ac: 24 + ac_special: null automatic_abilities: null description: Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows. @@ -34942,6 +35215,7 @@ str_mod: 6 wis_mod: 2 ac: 22 + ac_special: null automatic_abilities: - 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, @@ -35021,6 +35295,7 @@ str_mod: 6 wis_mod: 1 ac: 21 + ac_special: null automatic_abilities: - description: The shark can smell blood in the water from up to 1 mile away. name: Blood Scent @@ -35094,6 +35369,7 @@ str_mod: 8 wis_mod: 3 ac: 27 + ac_special: null automatic_abilities: - description: The shark can smell blood in the water from up to 1 mile away. name: Blood Scent @@ -35183,6 +35459,7 @@ str_mod: 2 wis_mod: 5 ac: 33 + ac_special: null automatic_abilities: - description: The shining child is flat-footed while in areas of darkness. name: Radiance Dependence @@ -35290,6 +35567,7 @@ str_mod: 10 wis_mod: 6 ac: 39 + ac_special: null automatic_abilities: null 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 @@ -35380,6 +35658,7 @@ str_mod: 7 wis_mod: 4 ac: 33 + ac_special: null automatic_abilities: null description: Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong @@ -35475,6 +35754,7 @@ str_mod: 8 wis_mod: 6 ac: 41 + ac_special: null automatic_abilities: null description: Desert-dwelling people consider the sight of a simurgh a herald to a lifetime’s worth of luck, and those who are unfamiliar with the majestic beast @@ -35603,6 +35883,7 @@ str_mod: 4 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: - description: A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful. @@ -35747,6 +36028,7 @@ str_mod: 2 wis_mod: 0 ac: 16 + ac_special: null automatic_abilities: null description: The most common skeletal minions are mere guardians. hp: 4 @@ -35837,6 +36119,7 @@ str_mod: 4 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: null description: These skeletons retain the cunning they possessed in life. hp: 25 @@ -35926,6 +36209,7 @@ str_mod: 5 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: null description: Skeletal horses are sometimes used as mounts by other undead or monsters. hp: 33 @@ -36003,6 +36287,7 @@ str_mod: 5 wis_mod: 0 ac: 17 + ac_special: null automatic_abilities: null description: The reanimated bones of giants make excellent necromantic thralls. hp: 50 @@ -36094,6 +36379,7 @@ str_mod: 7 wis_mod: 2 ac: 25 + ac_special: null automatic_abilities: null description: Huge giants and other enormous creatures make powerful skeletons. hp: 105 @@ -36176,6 +36462,7 @@ str_mod: 8 wis_mod: 8 ac: 42 + ac_special: null automatic_abilities: - description: 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 @@ -36320,6 +36607,7 @@ str_mod: 4 wis_mod: 0 ac: 17 + ac_special: null automatic_abilities: null description: The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks, which it uses to gore prey and tangle with @@ -36399,6 +36687,7 @@ str_mod: -3 wis_mod: 1 ac: 15 + ac_special: null automatic_abilities: null 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 @@ -36467,6 +36756,7 @@ str_mod: 3 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -36538,6 +36828,7 @@ str_mod: 3 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -36610,6 +36901,7 @@ str_mod: 7 wis_mod: 3 ac: 25 + ac_special: null automatic_abilities: null description: The monstrous giant anaconda is capable of swallowing whole creatures as big as horses—to say nothing of their riders. Although novice bushwhackers @@ -36705,6 +36997,7 @@ str_mod: -2 wis_mod: 2 ac: 20 + ac_special: null automatic_abilities: - description: A soulbound doll shares fragments of its donor soul’s personality, though none of that creature’s memories. This causes a soulbound doll to match @@ -36823,6 +37116,7 @@ str_mod: 6 wis_mod: 4 ac: 27 + ac_special: null automatic_abilities: - description: +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17 **Str** +6, **Dex** +1, **Con** +3, **Int** +5, **Wis** +4, **Cha** +4 **Bardic @@ -36937,6 +37231,7 @@ str_mod: -2 wis_mod: 0 ac: 15 + ac_special: null automatic_abilities: - description: The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web. @@ -37011,6 +37306,7 @@ str_mod: 2 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: - description: The hunting spider has imprecise tremorsense to detect the vibrations of creatures touching its web. @@ -37096,6 +37392,7 @@ str_mod: 6 wis_mod: 2 ac: 21 + ac_special: null automatic_abilities: null description: Tarantulas are ambush predators, but will attack prey in the open. hp: 135 @@ -37170,6 +37467,7 @@ str_mod: 8 wis_mod: 3 ac: 30 + ac_special: null automatic_abilities: - description: The goliath spider has imprecise tremorsense to detect the vibrations of creatures touching its web. @@ -37257,6 +37555,7 @@ str_mod: -3 wis_mod: 0 ac: 15 + ac_special: null automatic_abilities: - description: sprite naturally sheds light like a torch. The sprite can extinguish, rekindle, or change the color of this light using a single action, which has @@ -37347,6 +37646,7 @@ str_mod: -2 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -37445,6 +37745,7 @@ str_mod: -1 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: null 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 @@ -37550,6 +37851,7 @@ str_mod: 2 wis_mod: 0 ac: 19 + ac_special: null automatic_abilities: null 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 @@ -37650,6 +37952,7 @@ str_mod: 10 wis_mod: 6 ac: 42 + ac_special: null automatic_abilities: null description: The legendary terotricus is a massive slime-mold that hails from the Abyss. Its collective consciousness encapsulates entire regions, spreading as @@ -37764,6 +38067,7 @@ str_mod: 12 wis_mod: 8 ac: 54 + ac_special: null automatic_abilities: null 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 @@ -37930,6 +38234,7 @@ str_mod: 5 wis_mod: 0 ac: 20 + ac_special: null automatic_abilities: null description: Common trolls are dim-witted, gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their @@ -38003,6 +38308,7 @@ str_mod: 7 wis_mod: 1 ac: 28 + ac_special: null automatic_abilities: null 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. @@ -38102,6 +38408,7 @@ str_mod: 4 wis_mod: 4 ac: 20 + ac_special: null automatic_abilities: - 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 @@ -38203,6 +38510,7 @@ str_mod: 7 wis_mod: -2 ac: 36 + ac_special: null automatic_abilities: null 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 @@ -38311,6 +38619,7 @@ str_mod: 3 wis_mod: 3 ac: 22 + ac_special: null automatic_abilities: null description: Vampires use their spawn for infiltration and reconnaissance. hp: 40 @@ -38387,6 +38696,7 @@ str_mod: 5 wis_mod: 4 ac: 24 + ac_special: null automatic_abilities: - description: '' name: Children of the Night @@ -38516,6 +38826,7 @@ str_mod: 3 wis_mod: 4 ac: 27 + ac_special: null automatic_abilities: - description: '' name: Children of the Night @@ -38655,6 +38966,7 @@ str_mod: 4 wis_mod: 2 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -38729,6 +39041,7 @@ str_mod: 6 wis_mod: 3 ac: 23 + ac_special: null automatic_abilities: null 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 @@ -38808,6 +39121,7 @@ str_mod: 9 wis_mod: 5 ac: 37 + ac_special: null automatic_abilities: null 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 @@ -38920,6 +39234,7 @@ str_mod: 4 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null 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. @@ -38993,6 +39308,7 @@ str_mod: -4 wis_mod: 2 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -39063,6 +39379,7 @@ str_mod: 4 wis_mod: 3 ac: 19 + ac_special: null automatic_abilities: - description: The web lurker can speak with spiders, with the same effects and limitations as *speak with animals*. @@ -39150,6 +39467,7 @@ str_mod: 8 wis_mod: 4 ac: 37 + ac_special: null automatic_abilities: null description: Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, @@ -39255,6 +39573,7 @@ str_mod: 8 wis_mod: 5 ac: 40 + ac_special: null automatic_abilities: - description: Heatsight is a precise sense that sees heat signatures. name: Heatsight @@ -39394,6 +39713,7 @@ str_mod: 2 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: - description: he wererat can communicate with rodents. name: Rat Empathy @@ -39532,6 +39852,7 @@ str_mod: 4 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: - description: he werewolf can communicate with lupines. name: Wolf Empathy @@ -39662,6 +39983,7 @@ str_mod: 5 wis_mod: 3 ac: 23 + ac_special: null automatic_abilities: - description: he werebear can communicate with ursines. name: Bear Empathy @@ -39829,6 +40151,7 @@ str_mod: 4 wis_mod: 3 ac: 18 + ac_special: null automatic_abilities: null 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 @@ -39909,6 +40232,7 @@ str_mod: -5 wis_mod: 4 ac: 27 + ac_special: null automatic_abilities: null description: Malevolent balls of colored light, will-o’-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o’-wisps @@ -39992,6 +40316,7 @@ str_mod: 2 wis_mod: 2 ac: 15 + ac_special: null automatic_abilities: null 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, @@ -40054,6 +40379,7 @@ str_mod: 5 wis_mod: 3 ac: 18 + ac_special: null automatic_abilities: null description: Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately @@ -40123,6 +40449,7 @@ str_mod: -5 wis_mod: 2 ac: 24 + ac_special: null automatic_abilities: - description: raiths sense the vital essence of living and undead creatures within the listed range. @@ -40221,6 +40548,7 @@ str_mod: 4 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null description: Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle—including weapons and items stolen @@ -40311,6 +40639,7 @@ str_mod: 3 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null description: Xulgath warrens are patrolled—some might say “haunted”—by the community’s skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows @@ -40403,6 +40732,7 @@ str_mod: 4 wis_mod: 2 ac: 20 + ac_special: null automatic_abilities: null description: Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath tribes @@ -40490,6 +40820,7 @@ str_mod: 5 wis_mod: 4 ac: 21 + ac_special: null automatic_abilities: - description: When Hiding, the yeti is concealed by any snowfall, even if it’s not thick enough to make other creatures concealed. @@ -40572,6 +40903,7 @@ str_mod: 9 wis_mod: 5 ac: 39 + ac_special: null automatic_abilities: null 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. @@ -40701,6 +41033,7 @@ str_mod: 3 wis_mod: 0 ac: 12 + ac_special: null automatic_abilities: - description: A zombie is permanently slowed 1 and can’t use reactions. name: Slow @@ -40770,6 +41103,7 @@ str_mod: 4 wis_mod: 0 ac: 13 + ac_special: null automatic_abilities: - description: A zombie is permanently slowed 1 and can’t use reactions. name: Slow @@ -40848,6 +41182,7 @@ str_mod: 5 wis_mod: 0 ac: 15 + ac_special: null automatic_abilities: - description: A zombie is permanently slowed 1 and can’t use reactions. name: Slow @@ -40911,6 +41246,7 @@ str_mod: 7 wis_mod: 0 ac: 21 + ac_special: null automatic_abilities: - description: A zombie is permanently slowed 1 and can’t use reactions. name: Slow @@ -41003,6 +41339,7 @@ str_mod: 4 wis_mod: 0 ac: 16 + ac_special: null automatic_abilities: null description: What first appears to be a simple shrub suddenly stirs to life. hp: 35 @@ -41078,6 +41415,7 @@ str_mod: 2 wis_mod: 0 ac: 16 + ac_special: null automatic_abilities: null description: What first appears to be a simple shrub suddenly stirs to life. hp: 15 @@ -41140,6 +41478,7 @@ str_mod: 5 wis_mod: 0 ac: 12 + ac_special: null automatic_abilities: - description: '|1| 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.' @@ -41213,6 +41552,7 @@ str_mod: 2 wis_mod: 1 ac: 19 + ac_special: null automatic_abilities: null description: Anadi hunters act as the eyes and ears of their clans, scouting the surrounding area for potential invaders. @@ -41320,6 +41660,7 @@ str_mod: 0 wis_mod: 4 ac: 21 + ac_special: null automatic_abilities: null description: Anadi sages commune with nature and hone their magic through practice. hp: 58 @@ -41426,6 +41767,7 @@ str_mod: 2 wis_mod: 4 ac: 23 + ac_special: null automatic_abilities: null description: Anadi elders must make the difficult decision of whether to continue negotiations or to escalate a disagreement to outright conflict. @@ -41552,6 +41894,7 @@ str_mod: 6 wis_mod: 1 ac: 22 + ac_special: null automatic_abilities: null description: Doorwardens are constructs originally invented by elves. Upon first glance, these guardians resemble ornate doors made entirely of steel or even mithral, @@ -41653,6 +41996,7 @@ str_mod: 2 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null 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, @@ -41740,6 +42084,7 @@ str_mod: 4 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: null 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 @@ -41829,6 +42174,7 @@ str_mod: 3 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: - description: he graveshell conceals its true nature over the course of a few minutes by impaling a corpse (typically humanoid) on its spiky shell before partially @@ -41926,6 +42272,7 @@ str_mod: -2 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null 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 @@ -42014,6 +42361,7 @@ str_mod: 3 wis_mod: 2 ac: 19 + ac_special: null automatic_abilities: - description: The tixitog can detect the vibrations of creatures touching a web that the tixitog is also touching. @@ -42105,6 +42453,7 @@ str_mod: 5 wis_mod: 1 ac: 24 + ac_special: null automatic_abilities: null description: Asanbosams are monstrous, hairy humanoids with cold iron fangs and muscular limbs that end in powerful, hooked claws. They hide in treetops and grab @@ -42191,6 +42540,7 @@ str_mod: 6 wis_mod: 3 ac: 27 + ac_special: null automatic_abilities: null 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 @@ -42293,6 +42643,7 @@ str_mod: 3 wis_mod: 2 ac: 16 + ac_special: null automatic_abilities: null description: Rank-and-file bilokos stalk the jungles in small hunting bands. hp: 19 @@ -42372,6 +42723,7 @@ str_mod: 4 wis_mod: 3 ac: 21 + ac_special: null automatic_abilities: null description: A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions. @@ -42463,6 +42815,7 @@ str_mod: 6 wis_mod: 4 ac: 25 + ac_special: null automatic_abilities: null description: If a biloko is lucky enough to consume several spellcasters or other creatures with innate magical abilities, it undergoes a subtle transformation @@ -42573,6 +42926,7 @@ str_mod: 3 wis_mod: 1 ac: 18 + ac_special: null automatic_abilities: null description: A charau-ka warrior carries hatchets, daggers, and similar weaponry on their person and usually doesn’t worry about running out of thrown weapons @@ -42698,6 +43052,7 @@ str_mod: 2 wis_mod: 4 ac: 19 + ac_special: null automatic_abilities: null description: Even with the Gorilla King’s fall, some charau-kas still worship Angazhan. hp: 45 @@ -42800,6 +43155,7 @@ str_mod: 5 wis_mod: 1 ac: 23 + ac_special: null automatic_abilities: null description: While charau-kas are well known for their brutality, some frighten even others of their kind with their obsession with violence. @@ -42917,6 +43273,7 @@ str_mod: 1 wis_mod: 3 ac: 18 + ac_special: null automatic_abilities: null description: The best grippli hunters are chosen for the honorable role of scouts. hp: 20 @@ -43000,6 +43357,7 @@ str_mod: 1 wis_mod: 3 ac: 20 + ac_special: null automatic_abilities: null description: These sharpshooters are renowned for their patience and their accuracy. hp: 44 @@ -43081,6 +43439,7 @@ str_mod: 2 wis_mod: 4 ac: 21 + ac_special: null automatic_abilities: - description: The greenspeaker can use Diplomacy to Make an Impression on and make very simple Requests of plants and fungi. @@ -43163,6 +43522,7 @@ str_mod: 6 wis_mod: 2 ac: 25 + ac_special: null automatic_abilities: null 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 @@ -43256,6 +43616,7 @@ str_mod: 5 wis_mod: -5 ac: 13 + ac_special: null automatic_abilities: - description: Living sap can sense nearby motion through vibration and air movement. name: Motion Sense @@ -43339,6 +43700,7 @@ str_mod: 7 wis_mod: 2 ac: 27 + ac_special: null automatic_abilities: null description: Mokele-mbembes are large, reptilian predators found deep within Golarion’s jungles. Mwangi view mokele-mbembes as embodiments of nature’s strength and majesty, @@ -43428,6 +43790,7 @@ str_mod: 4 wis_mod: 1 ac: 22 + ac_special: null automatic_abilities: null description: Sabosans are evil, intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have @@ -43534,6 +43897,7 @@ str_mod: 5 wis_mod: 2 ac: 23 + ac_special: null automatic_abilities: - description: The blood boar can precisely sense bleeding creatures within . **Blood Quarry** On smelling a creature’s blood, the blood boar can designate that creature @@ -43623,6 +43987,7 @@ str_mod: 7 wis_mod: 3 ac: 30 + ac_special: null automatic_abilities: null description: Kalavakuses work as slavers in the Abyss, earning them the alternate moniker of “slaver demons”; these fiends round up captured victims and sell them @@ -43731,6 +44096,7 @@ str_mod: 5 wis_mod: 2 ac: 28 + ac_special: null automatic_abilities: null description: Perhaps more than any other devil, osyluths—also known as bone devils— embrace the torture and sadism for which Hell is so well known. They are exemplary @@ -43859,6 +44225,7 @@ str_mod: 8 wis_mod: 1 ac: 33 + ac_special: null automatic_abilities: null description: Shadow giants are natives of the Plane of Shadow, where they have dwelled in perpetual twilight for millennia. Their cultures vary greatly depending on @@ -43965,6 +44332,7 @@ str_mod: -5 wis_mod: 7 ac: 29 + ac_special: null automatic_abilities: null 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 @@ -44061,6 +44429,7 @@ str_mod: 4 wis_mod: 3 ac: 33 + ac_special: null automatic_abilities: null description: Rusalkas are androgynous, river-dwelling fey who delight in manipulating the emotions of those unfortunate enough to fall into their grasp. @@ -44196,6 +44565,7 @@ str_mod: -1 wis_mod: 1 ac: 17 + ac_special: null automatic_abilities: - description: 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. @@ -44300,6 +44670,7 @@ str_mod: 4 wis_mod: 1 ac: 24 + ac_special: null automatic_abilities: - description: n evangelist automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those @@ -44404,6 +44775,7 @@ str_mod: 7 wis_mod: 6 ac: 33 + ac_special: null automatic_abilities: - description: n interlocutor automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those @@ -44513,6 +44885,7 @@ str_mod: 6 wis_mod: 6 ac: 39 + ac_special: null automatic_abilities: - description: precentor automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those @@ -44661,6 +45034,7 @@ str_mod: 7 wis_mod: 0 ac: 20 + ac_special: null automatic_abilities: - description: A carnivorous crystal can sense nearby motion through vibration and air movement. @@ -44762,6 +45136,7 @@ str_mod: 8 wis_mod: 4 ac: 34 + ac_special: null automatic_abilities: null description: Dalos are reclusive fey that dwell within or near remote volcanoes and volcanic vents and resemble the massive calderas they call home. They more @@ -44868,6 +45243,7 @@ str_mod: 5 wis_mod: 1 ac: 33 + ac_special: null automatic_abilities: - description: A deculi can detect infrared radiation as a precise sense. name: ' Infrared Vision' @@ -44986,6 +45362,7 @@ str_mod: 7 wis_mod: 4 ac: 31 + ac_special: null automatic_abilities: null description: When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers @@ -45104,6 +45481,7 @@ str_mod: 6 wis_mod: 3 ac: 28 + ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 175 @@ -45225,6 +45603,7 @@ str_mod: 8 wis_mod: 4 ac: 34 + ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 270 @@ -45362,6 +45741,7 @@ str_mod: 8 wis_mod: 5 ac: 42 + ac_special: null automatic_abilities: null description: '*This entry did not have a separate description for the creature.*' hp: 390 @@ -45511,6 +45891,7 @@ str_mod: 6 wis_mod: 1 ac: 33 + ac_special: null automatic_abilities: - description: he dragonscarred dead is immediately aware of any intruder that enters the lair of its creator dragon. It does not know the exact location of the intruder @@ -45612,6 +45993,7 @@ str_mod: 5 wis_mod: 2 ac: 22 + ac_special: null automatic_abilities: null 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 @@ -45715,6 +46097,7 @@ str_mod: 8 wis_mod: 3 ac: 33 + ac_special: null automatic_abilities: null 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 @@ -45816,6 +46199,7 @@ str_mod: 10 wis_mod: 4 ac: 37 + ac_special: null automatic_abilities: null 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 @@ -45902,6 +46286,7 @@ str_mod: 7 wis_mod: 1 ac: 30 + ac_special: null automatic_abilities: null description: The most common aluum is powered by the bound soul of a loyal city servant, but its creation is among the Pactmasters’ most guarded secrets. There @@ -45998,6 +46383,7 @@ str_mod: 9 wis_mod: 4 ac: 39 + ac_special: null automatic_abilities: null 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 @@ -46116,6 +46502,7 @@ str_mod: 7 wis_mod: 2 ac: 35 + ac_special: null automatic_abilities: - description: y spending 5 minutes concentrating, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining @@ -46229,6 +46616,7 @@ str_mod: 4 wis_mod: 7 ac: 38 + ac_special: null automatic_abilities: null description: 'Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend’s shapely body, which appears to @@ -46344,6 +46732,7 @@ str_mod: 8 wis_mod: 5 ac: 34 + ac_special: null automatic_abilities: null description: Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals. @@ -46468,6 +46857,7 @@ str_mod: 8 wis_mod: 6 ac: 38 + ac_special: null automatic_abilities: null description: The cornugon, or horned devil, is a hulking red fiend with a crown of deadly horns and a body bristling with spines. Cornugons serve as the commanders @@ -46592,6 +46982,7 @@ str_mod: 6 wis_mod: 6 ac: 26 + ac_special: null automatic_abilities: null 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 @@ -46723,6 +47114,7 @@ str_mod: 1 wis_mod: 1 ac: 16 + ac_special: null automatic_abilities: null description: The smallest of giant solifugids are still large enough to harry desert traders and their mounts. @@ -46795,6 +47187,7 @@ str_mod: 9 wis_mod: 4 ac: 42 + ac_special: null automatic_abilities: null description: The largest solifugids, duneshakers, literally make the terrain around them tremble. @@ -46883,6 +47276,7 @@ str_mod: 3 wis_mod: 3 ac: 22 + ac_special: null automatic_abilities: null description: Witchwyrds are four-armed humanoid creatures with hairless blue-gray skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300