run cleanyaml.py to format monsters from merge request

bradl/monsters-adult-gold-dragon
James Miller 2020-04-24 14:19:52 -05:00
parent 48d7fee08d
commit 8d79f0e3e5
1 changed files with 181 additions and 177 deletions

View File

@ -24,7 +24,7 @@ monsters:
- precision - precision
- unconscious - unconscious
innate_spells: null innate_spells: null
languages: languages:
- ' - (understands its creator)' - ' - (understands its creator)'
level: -1 level: -1
melee: null melee: null
@ -999,7 +999,7 @@ monsters:
- frequency: constant - frequency: constant
level: 4 level: 4
name: freedom of movement name: freedom of movement
languages: languages:
- ' envisioning' - ' envisioning'
level: 20 level: 20
melee: melee:
@ -1391,9 +1391,9 @@ monsters:
creature within its confessor''s aura as irredeemable. It can only do so after creature within its confessor''s aura as irredeemable. It can only do so after
a failed attempt to convince the creature to repent. The touched creature takes a 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 a 1 status penalty to AC and saves, reduces its resistances by 2, and gains
weakness 2 to good damage. The duration depends on the target''s DC 26 Will save. weakness 2 to good damage. The duration depends on the target''s DC 26 Will
**Critical Success** The creature is unaffected. **Success** The duration is save. **Critical Success** The creature is unaffected. **Success** The duration
1 round. **Failure** The duration is 1 day. **Critical Failure** The duration is 1 round. **Failure** The duration is 1 day. **Critical Failure** The duration
is permanent.' is permanent.'
name: Brand of the Impenitent name: Brand of the Impenitent
traits: traits:
@ -1899,11 +1899,11 @@ monsters:
ac: 20 ac: 20
ac_special: null ac_special: null
automatic_abilities: null automatic_abilities: null
description: 'These horse-sized, burrowing monsters generally avoid heavily settled description: These horse-sized, burrowing monsters generally avoid heavily settled
areas like cities, but ankhravs'' predilection for livestock and humanoid flesh 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 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 farmers whose fields become infested by ankhravs often have little recourse but
seek the aid of adventurers.' to seek the aid of adventurers.
hp: 40 hp: 40
immunities: null immunities: null
innate_spells: null innate_spells: null
@ -2821,8 +2821,8 @@ monsters:
ac: 31 ac: 31
ac_special: null ac_special: null
automatic_abilities: automatic_abilities:
- description: '|1| (divine, transmutation) A shield archon''s hands can change into - description: '|1| (divine, transmutation) A shield archon''s hands can change
a *+1 holy striking* spear and a *lesser sturdy shield* or back into hands. 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 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 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, <%SPELLS% %%>*regenerate* spell or similar magic. If a shield archon is slain,
@ -4671,10 +4671,10 @@ monsters:
- emotion - emotion
- fear - fear
- mental - mental
- description: ', but it can''t move beyond the reach of the boggard''s tongue. A - description: ', but it can''t move beyond the reach of the boggard''s tongue.
creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing
damage. Though this doesn''t deal any damage to the boggard, it prevents it from damage. Though this doesn''t deal any damage to the boggard, it prevents it
using its tongue Strike until it regrows its tongue, which takes a week.' from using its tongue Strike until it regrows its tongue, which takes a week.'
name: Tongue Grab name: Tongue Grab
traits: null traits: null
ranged: ranged:
@ -4766,10 +4766,10 @@ monsters:
- emotion - emotion
- fear - fear
- mental - mental
- description: ', but it can''t move beyond the reach of the boggard''s tongue. A - description: ', but it can''t move beyond the reach of the boggard''s tongue.
creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing A creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing
damage. Though this doesn''t deal any damage to the boggard, it prevents it from damage. Though this doesn''t deal any damage to the boggard, it prevents it
using its tongue Strike until it regrows its tongue, which takes a week.' from using its tongue Strike until it regrows its tongue, which takes a week.'
name: Tongue Grab name: Tongue Grab
traits: null traits: null
ranged: ranged:
@ -4889,10 +4889,10 @@ monsters:
- emotion - emotion
- fear - fear
- mental - mental
- description: ', but it can''t move beyond the reach of the boggard''s tongue. A - description: ', but it can''t move beyond the reach of the boggard''s tongue.
creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing A creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing
damage. Though this doesn''t deal any damage to the boggard, it prevents it from damage. Though this doesn''t deal any damage to the boggard, it prevents it
using its tongue Strike until it regrows its tongue, which takes a week.' from using its tongue Strike until it regrows its tongue, which takes a week.'
name: Tongue Grab name: Tongue Grab
traits: null traits: null
ranged: null ranged: null
@ -7795,7 +7795,7 @@ monsters:
- frequency: at will - frequency: at will
level: 4 level: 4
name: dispel magic name: dispel magic
items: items:
- +1 striking composite longbow (50 arrows) - +1 striking composite longbow (50 arrows)
languages: languages:
- Common - Common
@ -8464,12 +8464,12 @@ monsters:
see through the creature''s senses, and target the creature with *suggestion* see through the creature''s senses, and target the creature with *suggestion*
through the telepathic link. In addition, the creature uses an outcome one degree 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*. 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 A humanoid can''t have more than one profane gift at a time, and a succubus
grant more than one profane gift at a time. Removing the gift requires an *atone* can''t grant more than one profane gift at a time. Removing the gift requires
ritual. The succubus can remove the gift as a free action to give the recipient an *atone* ritual. The succubus can remove the gift as a free action to give
a permanent stupefied 3 condition. A 4th-level *restoration* spell is required the recipient a permanent stupefied 3 condition. A 4th-level *restoration* spell
to reduce this stupefied condition by 1. A summoned succubus can''t grant a profane is required to reduce this stupefied condition by 1. A summoned succubus can''t
gift.' grant a profane gift.'
name: Profane Gift name: Profane Gift
traits: traits:
- divine - divine
@ -11536,20 +11536,20 @@ monsters:
ac: 31 ac: 31
ac_special: null ac_special: null
automatic_abilities: automatic_abilities:
- name: Frightful Presence - description: 90 feet, DC 28
description: 90 feet, DC 28 name: Frightful Presence
traits: traits:
- aura - aura
- emotion - emotion
- fear - fear
- mental - mental
- name: Tail Lash - action_cost: Reaction
action_cost: Reaction effect: The dragon Strikes with its tail at the triggering creature at a 2 penalty.
trigger: A creature within reach of the dragon's tail takes an action to Strike or
attempt a skill check
effect: The dragon Strikes with its tail at the triggering creature at a 2 penalty.
If it hits, the creature takes a 2 circumstance penalty to the triggering roll. If it hits, the creature takes a 2 circumstance penalty to the triggering roll.
description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons name: Tail Lash
trigger: A creature within reach of the dragon's tail takes an action to Strike
or attempt a skill check
description: 'Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
terrorize their domains with intense fervor. Gleefully sadistic, they rule their terrorize their domains with intense fervor. Gleefully sadistic, they rule their
fetid principalities from a deep cave or otherwise isolated part of the swamp 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 with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures
@ -11557,18 +11557,19 @@ monsters:
of their kind—except perhaps to mate or temporarily collaborate to take down a of their kind—except perhaps to mate or temporarily collaborate to take down a
mutual enemy. mutual enemy.
Black dragons are amphibious—although they breathe air, their gills also allow them Black dragons are amphibious—although they breathe air, their gills also allow
to breathe water. Their frills and fins make them accomplished swimmers, well suited them to breathe water. Their frills and fins make them accomplished swimmers,
to their wetland environments and submerged lairs. They're immune to the fetid water well suited to their wetland environments and submerged lairs. They''re immune
that comes as a result of their magical ability to corrupt water. to the fetid water that comes as a result of their magical ability to corrupt
water.
Black dragon lairs are as foul as their souls. The floors are littered with rotting Black dragon lairs are as foul as their souls. The floors are littered with rotting
meat, and plundered treasures line the muck and slime of their dank caves amid meat, and plundered treasures line the muck and slime of their dank caves amid
twisted roots and creepers. Such places are often crawling with pests, snakes, and twisted roots and creepers. Such places are often crawling with pests, snakes,
slimes. Though they claim natural caverns when they can, they make do with areas of and slimes. Though they claim natural caverns when they can, they make do with
dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards
consist of gems and expensive glass work, as valuables of softer substance can't primarily consist of gems and expensive glass work, as valuables of softer substance
survive the dragon's acidic presence. can''t survive the dragon''s acidic presence.'
hp: 215 hp: 215
immunities: immunities:
- acid - acid
@ -11670,12 +11671,12 @@ monsters:
- evocation - evocation
- action_cost: One Action - action_cost: One Action
description: null description: null
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.
frequency: Once per day 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 name: Corrupt Water
traits: traits:
- arcane - arcane
@ -11698,9 +11699,9 @@ monsters:
will: 21 will: 21
saves_special: saves_special:
fort: null fort: null
misc: +1 status to all saves vs. magic
ref: null ref: null
will: null will: null
misc: +1 status to all saves vs. magic
senses: senses:
- darkvision - darkvision
- scent (imprecise) 60 feet - scent (imprecise) 60 feet
@ -16158,8 +16159,8 @@ monsters:
ac: 25 ac: 25
ac_special: null ac_special: null
automatic_abilities: automatic_abilities:
- description: 'Snow doesn''t impair a frost drake''s vision; it ignores concealment - description: Snow doesn't impair a frost drake's vision; it ignores concealment
from snowfall.' from snowfall.
name: Snow Vision name: Snow Vision
traits: null traits: null
description: Frost drakes pose an immense danger in the frozen reaches they call description: Frost drakes pose an immense danger in the frozen reaches they call
@ -23082,12 +23083,12 @@ monsters:
to create a bomb and then makes a bomb Strike. Determine the type of bomb created 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 14, it creates by rolling 1d6 on the alchemical chambers list above. On a roll of 14, it creates
the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost
vial from chamber 2, bottled lightning from chamber 3, or alchemist''s fire from vial from chamber 2, bottled lightning from chamber 3, or alchemist''s fire
chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison from chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10
damage and 3 poison splash damage with no other effects. On a roll of 6, it poison damage and 3 poison splash damage with no other effects. On a roll of
creates a sickness bomb, which exposes the target and all creatures in the splash 6, it creates a sickness bomb, which exposes the target and all creatures in
radius to the sickness effect; creatures hit by only the splash receive a +2 the splash radius to the sickness effect; creatures hit by only the splash receive
circumstance bonus to their Fortitude saves.' a +2 circumstance bonus to their Fortitude saves.'
name: Generate Bomb name: Generate Bomb
traits: traits:
- manipulate - manipulate
@ -23438,27 +23439,26 @@ monsters:
ac: 42 ac: 42
ac_special: null ac_special: null
automatic_abilities: automatic_abilities:
- name: Golem Antimagic - description: harmed by acid (9d10, 2d10 from areas or persistent damage); healed
by fire (area 2d10 HP); slowed by electricity
name: Golem Antimagic
traits: null traits: null
description: harmed by acid (9d10, 2d10 from areas or persistent damage); - description: When the adamantine golem is at 0 HP, it isn't destroyed. Instead,
healed by fire (area 2d10 HP); slowed by electricity it enters repair mode, during which it is slowed 1, can't take reactions, and
- name: Repair Mode can take only the Self-Repair action. Once it has more than 30 HP, it can use
any type of action and can use reactions, though it remains slowed 1 and can't
take any reactions until the start of its next turn. If a critical hit with
an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits
it while it's already at 0 HP, then the golem is destroyed.
name: Repair Mode
traits: null traits: null
description: When the adamantine golem is at 0 HP, it isn't destroyed. - description: The golem can be targeted by disjunction and dispel magic. If targeted
Instead, it enters repair mode, during which it is slowed 1, can't take by such a spell of 9th level or higher, the golem has its resistance to physical
reactions, and can take only the Self-Repair action. Once it has more than damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4
30 HP, it can use any type of action and can use reactions, though it remains rounds. During this time, if the golem is reduced to 0 HP while already in repair
slowed 1 and can't take any reactions until the start of its next turn. mode, it is destroyed.
If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP, name: Vulnerable to Dispelling
or if such a weapon hits it while it's already at 0 HP, then the golem is
destroyed.
- name: Vulnerable to Dispelling
traits: null traits: null
description: The golem can be targeted by disjunction and dispel magic. If
targeted by such a spell of 9th level or higher, the golem has its resistance
to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode)
for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already
in repair mode, it is destroyed.
description: Crafted from a nigh-indestructible metal of great rarity, adamantine description: Crafted from a nigh-indestructible metal of great rarity, adamantine
golems can't be destroyed except by the most powerful foes. Crafting an adamantine golems can't be destroyed except by the most powerful foes. Crafting an adamantine
golem requires a quantity of adamantine so massive that collecting it usually golem requires a quantity of adamantine so massive that collecting it usually
@ -23505,16 +23505,16 @@ monsters:
name: Destructive Strike name: Destructive Strike
traits: null traits: null
- action_cost: One Action - action_cost: One Action
description: The adamantine golem Strides up to its Speed, pushing back each
creature whose space it moves into and damaging them if they try to stop its
movement. A creature can try to bar the way by attempting a DC 45 Fortitude save.
name: Inexorable March
traits: null
critical_success: The creature takes no damage and its armor takes no damage.
success: The golem halts its movement and cannot enter the creature's square.
failure: The resisting creature is damaged and its armor takes damage as if hit
by the adamantine golem's fist.
critical_failure: null critical_failure: null
critical_success: The creature takes no damage and its armor takes no damage.
description: The adamantine golem Strides up to its Speed, pushing back each creature
whose space it moves into and damaging them if they try to stop its movement.
A creature can try to bar the way by attempting a DC 45 Fortitude save.
failure: The resisting creature is damaged and its armor takes damage as if hit
by the adamantine golem's fist.
name: Inexorable March
success: The golem halts its movement and cannot enter the creature's square.
traits: null
- action_cost: One Action - action_cost: One Action
description: The golem repairs itself, regaining 30 Hit Points. description: The golem repairs itself, regaining 30 Hit Points.
name: Self-Repair name: Self-Repair
@ -23595,45 +23595,46 @@ monsters:
weapons (see below); Devastating Blast gains the associated energy trait. **Phantom weapons (see below); Devastating Blast gains the associated energy trait. **Phantom
Mount** |2| (arcane, conjuration, summon) The graveknight summons a supernatural 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 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 level. Unlike phantom steed, the steed''s AC and saving throw bonuses are all
lower than the graveknight''s, and the steed has one-third the graveknight''s Hit 4 lower than the graveknight''s, and the steed has one-third the graveknight''s
Points (rounded down). If the steed is destroyed, the graveknight must wait 1 Hit Points (rounded down). If the steed is destroyed, the graveknight must wait
hour before using this ability again. **Ruinous Weapons** At the time of its creation, 1 hour before using this ability again. **Ruinous Weapons** At the time of its
a graveknight chooses one of the following energy types that was relevant to its creation, a graveknight chooses one of the following energy types that was relevant
life or death: acid, cold, electricity, or fire. Any weapon the graveknight wields to its life or death: acid, cold, electricity, or fire. Any weapon the graveknight
gains the effects of the caustic, frost, shock, or flaming weapon rune, respectively, wields gains the effects of the caustic, frost, shock, or flaming weapon rune,
in addition to a +1 striking weapon rune. If the graveknight is 14th level or respectively, in addition to a +1 striking weapon rune. If the graveknight is
higher, its weapons instead gain the effects of the greater versions of both of 14th level or higher, its weapons instead gain the effects of the greater versions
these runes. **Weapon Master** The graveknight has access to the critical specialization of both of these runes. **Weapon Master** The graveknight has access to the critical
effects of any weapons it wields. <h3 class="title">Alternate Graveknight Abilities</h3> specialization effects of any weapons it wields. <h3 class="title">Alternate Graveknight
Although the abilities listed above are standard for a graveknight, you can create Abilities</h3> Although the abilities listed above are standard for a graveknight,
a more unusual graveknight by substituting one of the aforementioned abilities you can create a more unusual graveknight by substituting one of the aforementioned
(except for its rejuvenation ability) with one of the following. **Betrayed Revivification** abilities (except for its rejuvenation ability) with one of the following. **Betrayed
The graveknight died after being deeply betrayed. Instead of being immune to a Revivification** The graveknight died after being deeply betrayed. Instead of
type of energy damage, it is immune to mental damage, its weapons deal 1d6 additional being immune to a type of energy damage, it is immune to mental damage, its weapons
mental damage, and its Devastating Blast deals mental damage with a Will saving deal 1d6 additional mental damage, and its Devastating Blast deals mental damage
throw instead of Reflex. **Create Grave Squire** The graveknight can gift a piece with a Will saving throw instead of Reflex. **Create Grave Squire** The graveknight
of its armor to a willing ally, which becomes its grave squire. The graveknight can gift a piece of its armor to a willing ally, which becomes its grave squire.
can communicate telepathically with its squire at any distance, see through the The graveknight can communicate telepathically with its squire at any distance,
squire''s senses, and cast suggestion as a divine innate spell through the telepathic see through the squire''s senses, and cast suggestion as a divine innate spell
link at will; the squire treats its degree of success as one step worse. If the through the telepathic link at will; the squire treats its degree of success as
graveknight''s main armor is destroyed, the squire''s piece expands to cover the one step worse. If the graveknight''s main armor is destroyed, the squire''s piece
squire''s body over 1d10 days, after which point it becomes the graveknight''s new expands to cover the squire''s body over 1d10 days, after which point it becomes
body. The graveknight can have only one squire at a time, and must recover the the graveknight''s new body. The graveknight can have only one squire at a time,
gifted piece of armor if it wishes to create a new squire. **Dark Deliverance** and must recover the gifted piece of armor if it wishes to create a new squire.
The graveknight has positive resistance equal to its level. <h2 class="title">Graveknight **Dark Deliverance** The graveknight has positive resistance equal to its level.
Armor</h2> Wearing graveknight armor is very risky, for the graveknight''s essence <h2 class="title">Graveknight Armor</h2> Wearing graveknight armor is very risky,
rapidly parasitizes the new wearer, accelerating the graveknight''s rejuvenation. for the graveknight''s essence rapidly parasitizes the new wearer, accelerating
This agonizing transformation inevitably kills the host, transforming their flesh the graveknight''s rejuvenation. This agonizing transformation inevitably kills
into the graveknight''s new body. Removing the curse allows a character to remove the host, transforming their flesh into the graveknight''s new body. Removing
the armor, but if it ever wears the armor again, the curse returns. If the wearer the curse allows a character to remove the armor, but if it ever wears the armor
dies from another cause while wearing the armor, or if the graveknight''s rejuvenation again, the curse returns. If the wearer dies from another cause while wearing
completes before the wearer dies from the curse, the wearer immediately progresses the armor, or if the graveknight''s rejuvenation completes before the wearer dies
to stage 3. **Graveknight''s Curse** (arcane, curse, necromancy) This curse affects from the curse, the wearer immediately progresses to stage 3. **Graveknight''s
anyone who wears a graveknight''s armor for at least 1 hour. **Saving Throw** Will Curse** (arcane, curse, necromancy) This curse affects anyone who wears a graveknight''s
save; **Onset** 1 hour; **Stage 1** doomed 1 and cannot remove the armor (1 day); armor for at least 1 hour. **Saving Throw** Will save; **Onset** 1 hour; **Stage
**Stage 2** doomed 2, hampered 10, and cannot remove the armor (1 day); **Stage 1** doomed 1 and cannot remove the armor (1 day); **Stage 2** doomed 2, hampered
3** dies and transforms into the armor''s graveknight.' 10, and cannot remove the armor (1 day); **Stage 3** dies and transforms into
the armor''s graveknight.'
hp: 175 hp: 175
immunities: immunities:
- death effects - death effects
@ -25676,8 +25677,8 @@ monsters:
the creation process is simple and inexpensive due to a magical shortcut: the 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 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, 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. as well as the same moral values and some of the creator''s basic personality
Homunculi left to their own devices never stray far from their masters.' traits. Homunculi left to their own devices never stray far from their masters.'
hp: 17 hp: 17
immunities: immunities:
- bleed - bleed
@ -30677,9 +30678,9 @@ monsters:
ofalths are living heaps of matter from an altogether more unpleasant source: 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 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 rubbish with long tentacular arms and stout legs. It can be difficult to tell
where an ofalth''s body ends and the foul contents of the cesspit they wallow within where an ofalth''s body ends and the foul contents of the cesspit they wallow
begins. They move through refuse heaps in search of organic material in their within begins. They move through refuse heaps in search of organic material in
endless quest to sate their hunger.' their endless quest to sate their hunger.'
hp: 170 hp: 170
immunities: immunities:
- disease - disease
@ -32161,28 +32162,28 @@ monsters:
ac: 23 ac: 23
ac_special: ac_special:
- descr: 25 with shield raised - descr: 25 with shield raised
items:
- crossbow (10 bolts)
- half plate
- steel shield (Hardness 5, 20 HP, BT 10)
- longsword
automatic_abilities: null automatic_abilities: null
description: Mortals whose ancestry has been influenced by celestials are known description: Mortals whose ancestry has been influenced by celestials are known
as aasimars, and angelkin, who have blood of angels coursing through their veins, 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 are among the most common type of them. Many angelkin seek adventure as a means
of doing good in the world. of doing good in the world.
hp: 73 divine_spells:
immunities: null - action_cost: null
divine_spells:
- name: light
frequency: null frequency: null
level: 0 level: 0
action_cost: null name: light
hp: 73
immunities: null
innate_spells: innate_spells:
- name: lay on hands - action_cost: 1 Focus Point
frequency: null frequency: null
level: 3 level: 3
action_cost: 1 Focus Point name: lay on hands
items:
- crossbow (10 bolts)
- half plate
- steel shield (Hardness 5, 20 HP, BT 10)
- longsword
languages: languages:
- Celestial - Celestial
- Common - Common
@ -32199,24 +32200,27 @@ monsters:
name: Aasimar Redeemer name: Aasimar Redeemer
perception: 11 perception: 11
proactive_abilities: proactive_abilities:
- name: Divine Grace - action_cost: Reaction
action_cost: Reaction
trigger: The angelkin is targeted by a spell that allows a saving throw.
effect: The scion gains a +2 circumstance bonus to the saving throw. effect: The scion gains a +2 circumstance bonus to the saving throw.
name: Divine Grace
traits: null traits: null
- name: Glimpse of Redemption trigger: The angelkin is targeted by a spell that allows a saving throw.
action_cost: Reaction - action_cost: Reaction
trigger: An enemy damages one of the angelkin's allies. Both the enemy and ally must be within 15 feet of the angelkin. effect: 'The angelkin causes its foe to hesitate under the weight of its sins
effect: 'The angelkin causes its foe to hesitate under the weight of its sins as visions of possible redemption play out in its mind''s eye. as visions of possible redemption play out in its mind''s eye. The foe chooses
The foe chooses one of two options: one of two options: [bullet]The ally is completely unharmed by the triggering
[bullet]The ally is completely unharmed by the triggering damage. damage. [bullet]The ally gains resistance 7 to all damage against the triggering
[bullet]The ally gains resistance 7 to all damage against the triggering damage. After the damaging effect resolves, the enemy becomes enfeebled 2 until the end of its next turn.' damage. After the damaging effect resolves, the enemy becomes enfeebled 2 until
the end of its next turn.'
name: Glimpse of Redemption
traits: null traits: null
- name: Shield Block trigger: An enemy damages one of the angelkin's allies. Both the enemy and ally
action_cost: Reaction must be within 15 feet of the angelkin.
trigger: null - action_cost: Reaction
effect: null effect: null
name: Shield Block
traits: null traits: null
trigger: null
ranged: ranged:
- action_cost: One Action - action_cost: One Action
damage: damage:
@ -32234,10 +32238,10 @@ monsters:
will: 11 will: 11
saves_special: saves_special:
fort: null fort: null
ref: null
will: null
misc: +1 status to all saves vs. disease (against diseases, critical failures misc: +1 status to all saves vs. disease (against diseases, critical failures
become failures) become failures)
ref: null
will: null
senses: senses:
- darkvision - darkvision
skills: skills:
@ -34561,8 +34565,8 @@ monsters:
of providing the spell''s component actions. The spell gains the auditory trait of providing the spell''s component actions. The spell gains the auditory trait
and targets all creatures in a 60-foot emanation instead of its usual targets. 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 A creature that succeeds at its Will save against any spell is then temporarily
immune from spells played from that satyr''s pipes for 1 minute. Satyrs are immune immune from spells played from that satyr''s pipes for 1 minute. Satyrs are
to this music.' immune to this music.'
name: Play the Pipes name: Play the Pipes
traits: traits:
- auditory - auditory
@ -35277,11 +35281,11 @@ monsters:
name: Slink in Shadows name: Slink in Shadows
traits: null traits: null
- description: '**Requirement** The shadow hit a living creature with a shadow hand - description: '**Requirement** The shadow hit a living creature with a shadow hand
Strike on its previous action. **Effect** The shadow pulls at the target''s shadow, Strike on its previous action. **Effect** The shadow pulls at the target''s
making the creature enfeebled 1. This is cumulative with other enfeebled conditions shadow, making the creature enfeebled 1. This is cumulative with other enfeebled
from shadows, to a maximum of enfeebled 4. If this increases a creature''s enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature''s
value to 3 or more, the target''s shadow is separated from its body (see shadow enfeebled value to 3 or more, the target''s shadow is separated from its body
spawn). Enfeebled from Steal Shadow decreases by 1 every hour.' (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour.'
name: Steal Shadow name: Steal Shadow
traits: traits:
- divine - divine
@ -35366,8 +35370,8 @@ monsters:
- action_cost: One Action - action_cost: One Action
description: '**Requirement** The greater shadow hit a living creature with a description: '**Requirement** The greater shadow hit a living creature with a
shadow hand Strike on its previous action. **Effect** The greater shadow pulls shadow hand Strike on its previous action. **Effect** The greater shadow pulls
at the target''s shadow, making the creature enfeebled 2 (or enfeebled 3 on a at the target''s shadow, making the creature enfeebled 2 (or enfeebled 3 on
critical hit). This is cumulative with other enfeebled conditions from shadows, 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 a maximum of enfeebled 4. If this increases a creature''s enfeebled value
to 3 or more, the target''s shadow is separated from its body (see shadow spawn). to 3 or more, the target''s shadow is separated from its body (see shadow spawn).
Enfeebled from Steal Shadow decreases by 1 every hour.' Enfeebled from Steal Shadow decreases by 1 every hour.'
@ -37261,7 +37265,7 @@ monsters:
- frequency: if alignment is Lawful Evil - frequency: if alignment is Lawful Evil
level: 3 level: 3
name: zone of truth name: zone of truth
languages: languages:
- ' one spoken by its creator (typically Common)' - ' one spoken by its creator (typically Common)'
level: 2 level: 2
melee: melee:
@ -39824,11 +39828,11 @@ monsters:
a forlorn howl that can be heard up to 1 mile away. Any creature that hears 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 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 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 3, and is also fleeing for 1d4 rounds (or until it''s no longer frightened,
comes first). A creature frightened by a wendigo''s howl still naturally recovers whichever comes first). A creature frightened by a wendigo''s howl still naturally
from its fright but can''t reduce it below frightened 1 in this way until 1 hour recovers from its fright but can''t reduce it below frightened 1 in this way
has passed or magic is used. Whether it succeeds or fails its save, a creature until 1 hour has passed or magic is used. Whether it succeeds or fails its save,
is then temporarily immune to that wendigo''s Howl for 24 hours.' a creature is then temporarily immune to that wendigo''s Howl for 24 hours.'
name: Howl name: Howl
traits: traits:
- auditory - auditory