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

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@ -1391,9 +1391,9 @@ monsters:
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
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:
@ -1899,11 +1899,11 @@ monsters:
ac: 20
ac_special: null
automatic_abilities: null
description: 'These horse-sized, burrowing monsters generally avoid heavily settled
areas like cities, but ankhravs'' predilection for livestock and humanoid flesh
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.'
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
@ -2821,8 +2821,8 @@ monsters:
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.
- 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,
@ -4671,10 +4671,10 @@ monsters:
- 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.'
- 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:
@ -4766,10 +4766,10 @@ monsters:
- 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.'
- 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:
@ -4889,10 +4889,10 @@ monsters:
- 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.'
- 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
@ -8464,12 +8464,12 @@ monsters:
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.'
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
@ -11536,20 +11536,20 @@ monsters:
ac: 31
ac_special: null
automatic_abilities:
- name: Frightful Presence
description: 90 feet, DC 28
- description: 90 feet, DC 28
name: Frightful Presence
traits:
- aura
- emotion
- fear
- mental
- name: Tail Lash
action_cost: Reaction
trigger: A creature within reach of the dragon's tail takes an action to Strike or
attempt a skill check
- action_cost: Reaction
effect: The dragon Strikes with its tail at the triggering creature at a 2 penalty.
If it hits, the creature takes a 2 circumstance penalty to the triggering roll.
description: Murderous tyrants of marshes, swamps, bogs, and fens, black dragons
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
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
@ -11557,18 +11557,19 @@ monsters:
of their kind—except perhaps to mate or temporarily collaborate to take down a
mutual enemy.
Black dragons are amphibious—although they breathe air, their gills also allow them
to breathe water. Their frills and fins make them accomplished swimmers, well suited
to their wetland environments and submerged lairs. They're immune to the fetid water
that comes as a result of their magical ability to corrupt water.
Black dragons are amphibious—although they breathe air, their gills also allow
them to breathe water. Their frills and fins make them accomplished swimmers,
well suited to their wetland environments and submerged lairs. They''re immune
to the fetid water that comes as a result of their magical ability to corrupt
water.
Black dragon lairs are as foul as their souls. The floors are littered with rotting
meat, and plundered treasures line the muck and slime of their dank caves amid
twisted roots and creepers. Such places are often crawling with pests, snakes, and
slimes. Though they claim natural caverns when they can, they make do with areas of
dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily
consist of gems and expensive glass work, as valuables of softer substance can't
survive the dragon's acidic presence.
twisted roots and creepers. Such places are often crawling with pests, snakes,
and slimes. Though they claim natural caverns when they can, they make do with
areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards
primarily consist of gems and expensive glass work, as valuables of softer substance
can''t survive the dragon''s acidic presence.'
hp: 215
immunities:
- acid
@ -11670,12 +11671,12 @@ monsters:
- evocation
- action_cost: One Action
description: null
frequency: Once per day
effect: The dragon permanently befouls 10 cubic feet of liquid within 90 feet.
The liquid becomes undrinkable and unable to support water-breathing life.
This destroys liquid magic or alchemical items if they're of a lower level than
the dragon (a creature can attempt a DC 28 Will save to protect liquids in its
possession). This doesn't affect liquids in a creature's body.
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
name: Corrupt Water
traits:
- arcane
@ -11698,9 +11699,9 @@ monsters:
will: 21
saves_special:
fort: null
misc: +1 status to all saves vs. magic
ref: null
will: null
misc: +1 status to all saves vs. magic
senses:
- darkvision
- scent (imprecise) 60 feet
@ -16158,8 +16159,8 @@ monsters:
ac: 25
ac_special: null
automatic_abilities:
- description: 'Snow doesn''t impair a frost drake''s vision; it ignores concealment
from snowfall.'
- description: Snow doesn't impair a frost drake's vision; it ignores concealment
from snowfall.
name: Snow Vision
traits: null
description: Frost drakes pose an immense danger in the frozen reaches they call
@ -23082,12 +23083,12 @@ monsters:
to create a bomb and then makes a bomb Strike. Determine the type of bomb created
by rolling 1d6 on the alchemical chambers list above. On a roll of 14, 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.'
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
@ -23438,27 +23439,26 @@ monsters:
ac: 42
ac_special: null
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
description: harmed by acid (9d10, 2d10 from areas or persistent damage);
healed by fire (area 2d10 HP); slowed by electricity
- name: Repair Mode
- description: When the adamantine golem is at 0 HP, it isn't destroyed. Instead,
it enters repair mode, during which it is slowed 1, can't take reactions, and
can take only the Self-Repair action. Once it has more than 30 HP, it can use
any type of action and can use reactions, though it remains slowed 1 and can't
take any reactions until the start of its next turn. If a critical hit with
an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits
it while it's already at 0 HP, then the golem is destroyed.
name: Repair Mode
traits: null
description: When the adamantine golem is at 0 HP, it isn't destroyed.
Instead, it enters repair mode, during which it is slowed 1, can't take
reactions, and can take only the Self-Repair action. Once it has more than
30 HP, it can use any type of action and can use reactions, though it remains
slowed 1 and can't take any reactions until the start of its next turn.
If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP,
or if such a weapon hits it while it's already at 0 HP, then the golem is
destroyed.
- name: Vulnerable to Dispelling
- 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.
name: Vulnerable to Dispelling
traits: null
description: The golem can be targeted by disjunction and dispel magic. If
targeted by such a spell of 9th level or higher, the golem has its resistance
to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode)
for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already
in repair mode, it is destroyed.
description: Crafted from a nigh-indestructible metal of great rarity, adamantine
golems can't be destroyed except by the most powerful foes. Crafting an adamantine
golem requires a quantity of adamantine so massive that collecting it usually
@ -23505,16 +23505,16 @@ monsters:
name: Destructive Strike
traits: null
- 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_failure: 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.
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.
critical_failure: null
name: Inexorable March
success: The golem halts its movement and cannot enter the creature's square.
traits: null
- action_cost: One Action
description: The golem repairs itself, regaining 30 Hit Points.
name: Self-Repair
@ -23595,45 +23595,46 @@ monsters:
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. <h3 class="title">Alternate Graveknight Abilities</h3>
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. <h2 class="title">Graveknight
Armor</h2> 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.'
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. <h3 class="title">Alternate Graveknight
Abilities</h3> 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.
<h2 class="title">Graveknight Armor</h2> 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
@ -25676,8 +25677,8 @@ monsters:
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.'
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
@ -30677,9 +30678,9 @@ monsters:
ofalths are living heaps of matter from an altogether more unpleasant source:
these monsters look like 9-foot-tall amalgamations of wet detritus, sewage, and
rubbish with long tentacular arms and stout legs. It can be difficult to tell
where an ofalth''s body ends and the foul contents of the cesspit they wallow within
begins. They move through refuse heaps in search of organic material in their
endless quest to sate their hunger.'
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
@ -32161,28 +32162,28 @@ monsters:
ac: 23
ac_special:
- descr: 25 with shield raised
items:
- crossbow (10 bolts)
- half plate
- steel shield (Hardness 5, 20 HP, BT 10)
- longsword
automatic_abilities: null
description: Mortals whose ancestry has been influenced by celestials are known
as aasimars, and angelkin, who have blood of angels coursing through their veins,
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
divine_spells:
- name: light
- action_cost: null
frequency: null
level: 0
action_cost: null
name: light
hp: 73
immunities: null
innate_spells:
- name: lay on hands
- action_cost: 1 Focus Point
frequency: null
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:
- Celestial
- Common
@ -32199,24 +32200,27 @@ monsters:
name: Aasimar Redeemer
perception: 11
proactive_abilities:
- name: Divine Grace
action_cost: Reaction
trigger: The angelkin is targeted by a spell that allows a saving throw.
- action_cost: Reaction
effect: The scion gains a +2 circumstance bonus to the saving throw.
name: Divine Grace
traits: null
- name: Glimpse of Redemption
action_cost: Reaction
trigger: An enemy damages one of the angelkin's allies. Both the enemy and ally must be within 15 feet of the angelkin.
effect: 'The angelkin causes its foe to hesitate under the weight of its sins as visions of possible redemption play out in its mind''s eye.
The foe chooses one of two options:
[bullet]The ally is completely unharmed by the triggering damage.
[bullet]The ally gains resistance 7 to all damage against the triggering damage. After the damaging effect resolves, the enemy becomes enfeebled 2 until the end of its next turn.'
trigger: The angelkin is targeted by a spell that allows a saving throw.
- action_cost: Reaction
effect: 'The angelkin causes its foe to hesitate under the weight of its sins
as visions of possible redemption play out in its mind''s eye. The foe chooses
one of two options: [bullet]The ally is completely unharmed by the triggering
damage. [bullet]The ally gains resistance 7 to all damage against the triggering
damage. After the damaging effect resolves, the enemy becomes enfeebled 2 until
the end of its next turn.'
name: Glimpse of Redemption
traits: null
- name: Shield Block
action_cost: Reaction
trigger: null
trigger: An enemy damages one of the angelkin's allies. Both the enemy and ally
must be within 15 feet of the angelkin.
- action_cost: Reaction
effect: null
name: Shield Block
traits: null
trigger: null
ranged:
- action_cost: One Action
damage:
@ -32234,10 +32238,10 @@ monsters:
will: 11
saves_special:
fort: null
ref: null
will: null
misc: +1 status to all saves vs. disease (against diseases, critical failures
become failures)
ref: null
will: null
senses:
- darkvision
skills:
@ -34561,8 +34565,8 @@ monsters:
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.'
immune from spells played from that satyr''s pipes for 1 minute. Satyrs are
immune to this music.'
name: Play the Pipes
traits:
- auditory
@ -35277,11 +35281,11 @@ monsters:
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.'
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
@ -35366,8 +35370,8 @@ monsters:
- 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,
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.'
@ -39824,11 +39828,11 @@ monsters:
a forlorn howl that can be heard up to 1 mile away. Any creature that hears
the howl must succeed at a DC 38 Will save or be frightened 1. Any creature
that critically fails and is within 120 feet of the wendigo is instead frightened
3, and is also fleeing for 1d4 rounds (or until it''s no longer frightened, whichever
comes first). A creature frightened by a wendigo''s howl still naturally recovers
from its fright but can''t reduce it below frightened 1 in this way until 1 hour
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.'
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