diff --git a/bin/monsters-list-to-files.py b/bin/monsters-list-to-files.py
new file mode 100644
index 0000000..cd55dc3
--- /dev/null
+++ b/bin/monsters-list-to-files.py
@@ -0,0 +1,36 @@
+# THIS FILE SIMPLY LOADS THE YAML FILE INTO PYYAML AND THEN SPITS IT BACK OUT
+# TO CLEAN UP AND ORDER ALL THE YAML
+
+import yaml
+import glob
+import os
+
+
+
+def main():
+
+ # change directory to the data directory
+ os.chdir('../data/')
+
+ # gets all files with a yaml extension in the directory
+ yfiles = []
+ for file in glob.glob("monsters.yaml"):
+ yfiles.append(file)
+
+ yfiles.sort()
+ print("Going to clean up the following files: {}".format(yfiles))
+
+ for x in yfiles:
+ with open(x, 'r', encoding="utf8") as r:
+ data = yaml.full_load(r)
+ for m in data["monsters"]:
+ print(m["name"])
+ part = yaml.safe_dump(m, allow_unicode=True)
+ with open(os.path.join("monsters", m["name"] + ".yaml"), 'w', encoding="utf8") as f:
+ f.write(part)
+
+ print("\tDone.")
+
+
+if __name__ == "__main__":
+ main()
diff --git a/data/monsters/Aasimar Redeemer.yaml b/data/monsters/Aasimar Redeemer.yaml
new file mode 100644
index 0000000..b16c8fc
--- /dev/null
+++ b/data/monsters/Aasimar Redeemer.yaml
@@ -0,0 +1,111 @@
+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.
+divine_spells:
+- action_cost: null
+ frequency: null
+ level: 0
+ name: light
+hp: 73
+immunities: null
+innate_spells:
+- action_cost: 1 Focus Point
+ frequency: null
+ level: 3
+ name: lay on hands
+items:
+- crossbow (10 bolts)
+- half plate
+- steel shield (Hardness 5, 20 HP, BT 10)
+- longsword
+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:
+- action_cost: Reaction
+ effect: The scion gains a +2 circumstance bonus to the saving throw.
+ name: Divine Grace
+ traits: null
+ 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
+ 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:
+ 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
+ misc: +1 status to all saves vs. disease (against diseases, critical failures become
+ failures)
+ ref: null
+ will: null
+senses:
+- darkvision
+skills:
+ Athletics: 11
+ Diplomacy: 12
+ Medicine: 9
+ Religion: 11
+ Society: 7
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NG
+- Medium
+- Aasimar
+- Human
+- Humanoid
+type: Creature
diff --git a/data/monsters/Adamantine Golem.yaml b/data/monsters/Adamantine Golem.yaml
new file mode 100644
index 0000000..2a4f96e
--- /dev/null
+++ b/data/monsters/Adamantine Golem.yaml
@@ -0,0 +1,130 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 9
+ dex_mod: -1
+ int_mod: -5
+ str_mod: 9
+ wis_mod: 0
+ac: 42
+ac_special: null
+automatic_abilities:
+- 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: 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: 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: 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.
+divine_spells: null
+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
+items: null
+languages: null
+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
+ 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
+ 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Rare
+- N
+- Huge
+- Construct
+- Golem
+- Mindless
+type: Creature
diff --git a/data/monsters/Adult Black Dragon.yaml b/data/monsters/Adult Black Dragon.yaml
new file mode 100644
index 0000000..0145704
--- /dev/null
+++ b/data/monsters/Adult Black Dragon.yaml
@@ -0,0 +1,204 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 5
+ dex_mod: 3
+ int_mod: 2
+ str_mod: 7
+ wis_mod: 3
+ac: 31
+ac_special: null
+automatic_abilities:
+- description: 90 feet, DC 28
+ name: Frightful Presence
+ traits:
+ - aura
+ - emotion
+ - fear
+ - mental
+- 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.
+ 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
+ is as acidic as their breath weapons, and they rarely tolerate even other dragons
+ of their kind—except perhaps to mate or temporarily collaborate to take down a mutual
+ enemy.
+
+ Black dragons are amphibious—although they breathe air, their gills also allow them
+ to breathe water. Their frills and fins make them accomplished swimmers, well suited
+ to their wetland environments and submerged lairs. They''re immune to the fetid
+ water that comes as a result of their magical ability to corrupt water.
+
+ Black dragon lairs are as foul as their souls. The floors are littered with rotting
+ meat, and plundered treasures line the muck and slime of their dank caves amid twisted
+ roots and creepers. Such places are often crawling with pests, snakes, and slimes.
+ Though they claim natural caverns when they can, they make do with areas of dense,
+ twisted vegetation within a swamp. Black dragon treasure hoards primarily consist
+ of gems and expensive glass work, as valuables of softer substance can''t survive
+ the dragon''s acidic presence.'
+divine_spells: null
+hp: 215
+immunities:
+- acid
+- paralyzed
+- sleep
+innate_spells:
+- level: 5
+ name: black tentacles
+- level: 5
+ name: mariner's curse
+- level: 4
+ name: clairvoyance
+- level: 4
+ name: dimension door
+- level: 4
+ name: suggestion
+- level: 3
+ name: paralyze
+- level: 3
+ name: slow
+- level: 3
+ name: stinking cloud
+- level: 2
+ name: blur
+- level: 2
+ name: glitterdust
+- level: 2
+ name: invisibility
+- level: 1
+ name: alarm
+- level: 1
+ name: ray of enfeeblement
+- level: 1
+ name: true strike
+- level: 0
+ name: dancing lights
+- level: 0
+ name: detect magic
+- level: 0
+ name: prestidigitation
+- level: 0
+ name: read aura
+- level: 0
+ name: tanglefoot
+items: null
+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: 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
+ 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
+ misc: +1 status to all saves vs. magic
+ ref: null
+ will: null
+senses:
+- darkvision
+- scent (imprecise) 60 feet
+skills:
+ Acrobatics: 18
+ Arcana: 19
+ Athletics: 24
+ Deception: 20
+ Intimidation: 20
+ Stealth: 20
+skills_special: null
+speed:
+- amount: 50
+ type: Land
+- amount: 120
+ type: Fly
+- amount: 50
+ type: Swim
+spell_attack_to_hit: 24
+spell_dc: 30
+traits:
+- CE
+- Large
+- Acid
+- Amphibious
+- Dragon
+type: Creature
diff --git a/data/monsters/Adult Blue Dragon.yaml b/data/monsters/Adult Blue Dragon.yaml
new file mode 100644
index 0000000..951607d
--- /dev/null
+++ b/data/monsters/Adult Blue Dragon.yaml
@@ -0,0 +1,154 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 4
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Adult Brass Dragon.yaml b/data/monsters/Adult Brass Dragon.yaml
new file mode 100644
index 0000000..71dfe33
--- /dev/null
+++ b/data/monsters/Adult Brass Dragon.yaml
@@ -0,0 +1,135 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 5
+ dex_mod: 3
+ int_mod: 2
+ 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,
+ 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.
+divine_spells: null
+hp: 215
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells:
+- frequency: constant
+ level: 2
+ name: speak with animals
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Adult Bronze Dragon.yaml b/data/monsters/Adult Bronze Dragon.yaml
new file mode 100644
index 0000000..4c305e3
--- /dev/null
+++ b/data/monsters/Adult Bronze Dragon.yaml
@@ -0,0 +1,137 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 5
+ 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 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.
+divine_spells: null
+hp: 260
+immunities:
+- electricity
+- paralyzed
+- sleep
+innate_spells:
+- frequency: at will
+ level: 2
+ name: obscuring mist
+- frequency: constant
+ level: 2
+ name: speak with animals
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Adult Copper Dragon.yaml b/data/monsters/Adult Copper Dragon.yaml
new file mode 100644
index 0000000..a7cb681
--- /dev/null
+++ b/data/monsters/Adult Copper Dragon.yaml
@@ -0,0 +1,131 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 4
+ 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
+ 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.
+divine_spells: null
+hp: 235
+immunities:
+- acid
+- paralyzed
+- sleep
+innate_spells:
+- frequency: at will
+ level: 4
+ name: hideous laughter
+- frequency: at will
+ level: 4
+ name: shape stone
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Adult Gold Dragon.yaml b/data/monsters/Adult Gold Dragon.yaml
new file mode 100644
index 0000000..525dfec
--- /dev/null
+++ b/data/monsters/Adult Gold Dragon.yaml
@@ -0,0 +1,145 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 6
+ dex_mod: 3
+ int_mod: 5
+ 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 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.
+divine_spells: null
+hp: 330
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells:
+- level: 7
+ name: sunburst
+- frequency: gems only
+ level: 3
+ name: locate
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Adult Green Dragon.yaml b/data/monsters/Adult Green Dragon.yaml
new file mode 100644
index 0000000..bab387d
--- /dev/null
+++ b/data/monsters/Adult Green Dragon.yaml
@@ -0,0 +1,145 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 3
+ dex_mod: 3
+ int_mod: 4
+ 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
+ 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.
+divine_spells: null
+hp: 215
+immunities:
+- paralyzed
+- poison
+- sleep
+innate_spells:
+- level: 4
+ name: suggestion
+- frequency: x2
+ level: 2
+ name: entangle
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Adult Magma Dragon.yaml b/data/monsters/Adult Magma Dragon.yaml
new file mode 100644
index 0000000..ed0a9a3
--- /dev/null
+++ b/data/monsters/Adult Magma Dragon.yaml
@@ -0,0 +1,141 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 5
+ dex_mod: 2
+ int_mod: 2
+ 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.*'
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Adult Red Dragon.yaml b/data/monsters/Adult Red Dragon.yaml
new file mode 100644
index 0000000..60104c0
--- /dev/null
+++ b/data/monsters/Adult Red Dragon.yaml
@@ -0,0 +1,131 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 6
+ dex_mod: 3
+ int_mod: 3
+ 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.
+ 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.
+divine_spells: null
+hp: 305
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells:
+- level: 4
+ name: suggestion
+items: null
+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
+skills_special: null
+speed:
+- amount: 50
+ type: Land
+- amount: 150
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Huge
+- Dragon
+- Fire
+type: Creature
diff --git a/data/monsters/Adult Silver Dragon.yaml b/data/monsters/Adult Silver Dragon.yaml
new file mode 100644
index 0000000..6cbc526
--- /dev/null
+++ b/data/monsters/Adult Silver Dragon.yaml
@@ -0,0 +1,128 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 3
+ 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
+ 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.
+divine_spells: null
+hp: 295
+immunities:
+- cold
+- paralyzed
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Adult White Dragon.yaml b/data/monsters/Adult White Dragon.yaml
new file mode 100644
index 0000000..0b99728
--- /dev/null
+++ b/data/monsters/Adult White Dragon.yaml
@@ -0,0 +1,145 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 5
+ dex_mod: 2
+ int_mod: 1
+ 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.
+ 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.
+divine_spells: null
+hp: 215
+immunities:
+- cold
+- paralyzed
+- sleep
+innate_spells:
+- frequency: at will
+ level: 2
+ name: obscuring mist
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Air Mephit.yaml b/data/monsters/Air Mephit.yaml
new file mode 100644
index 0000000..bb965ed
--- /dev/null
+++ b/data/monsters/Air Mephit.yaml
@@ -0,0 +1,78 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 0
+ dex_mod: 4
+ int_mod: -2
+ 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 noise.
+ They are pale blue in coloration and have thin wings that trail small puffs of vapor
+ as they fly through the skies.
+divine_spells: null
+hp: 12
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells:
+- level: 2
+ name: blur
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Air
+- Elemental
+type: Creature
diff --git a/data/monsters/Alchemical Golem.yaml b/data/monsters/Alchemical Golem.yaml
new file mode 100644
index 0000000..a0b375a
--- /dev/null
+++ b/data/monsters/Alchemical Golem.yaml
@@ -0,0 +1,108 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 3
+ dex_mod: 4
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Large
+- Alchemical
+- Construct
+- Golem
+- Mindless
+type: Creature
diff --git a/data/monsters/Alghollthu Master (Aboleth).yaml b/data/monsters/Alghollthu Master (Aboleth).yaml
new file mode 100644
index 0000000..e446c63
--- /dev/null
+++ b/data/monsters/Alghollthu Master (Aboleth).yaml
@@ -0,0 +1,116 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 6
+ dex_mod: 1
+ int_mod: 3
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Aluum Enforcer.yaml b/data/monsters/Aluum Enforcer.yaml
new file mode 100644
index 0000000..274e1e4
--- /dev/null
+++ b/data/monsters/Aluum Enforcer.yaml
@@ -0,0 +1,100 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 5
+ dex_mod: 2
+ int_mod: -5
+ 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 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.
+divine_spells: null
+hp: 145
+immunities:
+- bleed
+- disease
+- death effects
+- doomed
+- drained
+- fatigued
+- magic (see below)
+- mental
+- nonlethal attacks
+- paralyzed
+- poison
+- sickened
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Large
+- Construct
+- Mindless
+type: Creature
diff --git a/data/monsters/Anadi Elder.yaml b/data/monsters/Anadi Elder.yaml
new file mode 100644
index 0000000..f83088e
--- /dev/null
+++ b/data/monsters/Anadi Elder.yaml
@@ -0,0 +1,130 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 4
+ int_mod: 1
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Anadi Hunter.yaml b/data/monsters/Anadi Hunter.yaml
new file mode 100644
index 0000000..2c6fc9c
--- /dev/null
+++ b/data/monsters/Anadi Hunter.yaml
@@ -0,0 +1,111 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 27
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Anadi Sage.yaml b/data/monsters/Anadi Sage.yaml
new file mode 100644
index 0000000..7a4dd5c
--- /dev/null
+++ b/data/monsters/Anadi Sage.yaml
@@ -0,0 +1,110 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 2
+ int_mod: 1
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Black Dragon.yaml b/data/monsters/Ancient Black Dragon.yaml
new file mode 100644
index 0000000..3454a32
--- /dev/null
+++ b/data/monsters/Ancient Black Dragon.yaml
@@ -0,0 +1,141 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 6
+ dex_mod: 5
+ int_mod: 4
+ 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 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.
+divine_spells: null
+hp: 325
+immunities:
+- acid
+- paralyzed
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Blue Dragon.yaml b/data/monsters/Ancient Blue Dragon.yaml
new file mode 100644
index 0000000..7bb3c02
--- /dev/null
+++ b/data/monsters/Ancient Blue Dragon.yaml
@@ -0,0 +1,182 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 6
+ dex_mod: 4
+ int_mod: 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Brass Dragon.yaml b/data/monsters/Ancient Brass Dragon.yaml
new file mode 100644
index 0000000..f821c2c
--- /dev/null
+++ b/data/monsters/Ancient Brass Dragon.yaml
@@ -0,0 +1,139 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 6
+ dex_mod: 5
+ int_mod: 4
+ 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,
+ 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.
+divine_spells: null
+hp: 325
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells:
+- frequency: constant
+ level: 2
+ name: speak with animals
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Bronze Dragon.yaml b/data/monsters/Ancient Bronze Dragon.yaml
new file mode 100644
index 0000000..cb88134
--- /dev/null
+++ b/data/monsters/Ancient Bronze Dragon.yaml
@@ -0,0 +1,139 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 6
+ dex_mod: 4
+ int_mod: 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Copper Dragon.yaml b/data/monsters/Ancient Copper Dragon.yaml
new file mode 100644
index 0000000..5b3e36a
--- /dev/null
+++ b/data/monsters/Ancient Copper Dragon.yaml
@@ -0,0 +1,147 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 5
+ dex_mod: 5
+ int_mod: 6
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Gold Dragon.yaml b/data/monsters/Ancient Gold Dragon.yaml
new file mode 100644
index 0000000..adc3bb7
--- /dev/null
+++ b/data/monsters/Ancient Gold Dragon.yaml
@@ -0,0 +1,148 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 8
+ dex_mod: 5
+ int_mod: 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 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.
+divine_spells: null
+hp: 450
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells:
+- level: 10
+ name: sunburst
+- frequency: gems only
+ level: 3
+ name: locate
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Green Dragon.yaml b/data/monsters/Ancient Green Dragon.yaml
new file mode 100644
index 0000000..5146bfa
--- /dev/null
+++ b/data/monsters/Ancient Green Dragon.yaml
@@ -0,0 +1,157 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 5
+ dex_mod: 4
+ int_mod: 6
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Magma Dragon.yaml b/data/monsters/Ancient Magma Dragon.yaml
new file mode 100644
index 0000000..8fbaced
--- /dev/null
+++ b/data/monsters/Ancient Magma Dragon.yaml
@@ -0,0 +1,153 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 6
+ dex_mod: 4
+ int_mod: 4
+ 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.*'
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Red Dragon.yaml b/data/monsters/Ancient Red Dragon.yaml
new file mode 100644
index 0000000..b7c8848
--- /dev/null
+++ b/data/monsters/Ancient Red Dragon.yaml
@@ -0,0 +1,150 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 8
+ dex_mod: 5
+ int_mod: 5
+ 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.
+ 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.
+divine_spells: null
+hp: 425
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells:
+- frequency: at will
+ level: 8
+ name: wall of fire
+- frequency: at will
+ level: 4
+ name: suggestion
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient Silver Dragon.yaml b/data/monsters/Ancient Silver Dragon.yaml
new file mode 100644
index 0000000..91c6daf
--- /dev/null
+++ b/data/monsters/Ancient Silver Dragon.yaml
@@ -0,0 +1,130 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 5
+ dex_mod: 4
+ int_mod: 5
+ 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
+ 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.
+divine_spells: null
+hp: 410
+immunities:
+- cold
+- paralyzed
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ancient White Dragon.yaml b/data/monsters/Ancient White Dragon.yaml
new file mode 100644
index 0000000..fe269fd
--- /dev/null
+++ b/data/monsters/Ancient White Dragon.yaml
@@ -0,0 +1,149 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 7
+ dex_mod: 3
+ int_mod: 2
+ 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.
+ 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.
+divine_spells: null
+hp: 330
+immunities:
+- cold
+- paralyzed
+- sleep
+innate_spells:
+- level: 6
+ name: wall of ice
+- level: 2
+ name: obscuring mist
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Animated Armor.yaml b/data/monsters/Animated Armor.yaml
new file mode 100644
index 0000000..a45e360
--- /dev/null
+++ b/data/monsters/Animated Armor.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 4
+ dex_mod: -3
+ int_mod: -5
+ 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
+ found in wizard laboratories and ancient dungeons.
+divine_spells: null
+hp: 20
+immunities:
+- bleed
+- death effects
+- disease
+- doomed
+- drained
+- fatigued
+- healing
+- mental
+- necromancy
+- nonlethal attacks
+- paralyzed
+- poison
+- sickened
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Construct
+- Mindless
+type: Creature
diff --git a/data/monsters/Animated Broom.yaml b/data/monsters/Animated Broom.yaml
new file mode 100644
index 0000000..a3f23b7
--- /dev/null
+++ b/data/monsters/Animated Broom.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 0
+ dex_mod: 1
+ int_mod: -5
+ 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
+ can be found with greater frequency than more complicated and costly objects.
+divine_spells: null
+hp: 6
+immunities:
+- bleed
+- death effects
+- disease
+- doomed
+- drained
+- fatigued
+- healing
+- mental
+- necromancy
+- nonlethal attacks
+- paralyzed
+- poison
+- sickened
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Construct
+- Mindless
+type: Creature
diff --git a/data/monsters/Animated Statue.yaml b/data/monsters/Animated Statue.yaml
new file mode 100644
index 0000000..68f796e
--- /dev/null
+++ b/data/monsters/Animated Statue.yaml
@@ -0,0 +1,75 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 5
+ dex_mod: -2
+ int_mod: -5
+ 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 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.
+divine_spells: null
+hp: 35
+immunities:
+- bleed
+- death effects
+- disease
+- doomed
+- drained
+- fatigued
+- healing
+- mental
+- necromancy
+- nonlethal attacks
+- paralyzed
+- poison
+- sickened
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Construct
+- Earth
+- Mindless
+type: Creature
diff --git a/data/monsters/Ankhrav.yaml b/data/monsters/Ankhrav.yaml
new file mode 100644
index 0000000..f2ef407
--- /dev/null
+++ b/data/monsters/Ankhrav.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 1
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 40
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 20
+ type: Burrow
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Ankylosaurus.yaml b/data/monsters/Ankylosaurus.yaml
new file mode 100644
index 0000000..efd2c18
--- /dev/null
+++ b/data/monsters/Ankylosaurus.yaml
@@ -0,0 +1,76 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 4
+ dex_mod: 0
+ int_mod: -4
+ 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 that
+ trespass within territory simply out of ill temper.
+divine_spells: null
+hp: 90
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Animal
+- Dinosaur
+type: Creature
diff --git a/data/monsters/Annis Hag.yaml b/data/monsters/Annis Hag.yaml
new file mode 100644
index 0000000..7305c5c
--- /dev/null
+++ b/data/monsters/Annis Hag.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 4
+ dex_mod: 4
+ int_mod: 1
+ 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.
+ 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.
+divine_spells: null
+hp: 85
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Hag
+- Humanoid
+type: Creature
diff --git a/data/monsters/Arbiter.yaml b/data/monsters/Arbiter.yaml
new file mode 100644
index 0000000..48613d7
--- /dev/null
+++ b/data/monsters/Arbiter.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ 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.
+ 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.
+divine_spells: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Arboreal Regent.yaml b/data/monsters/Arboreal Regent.yaml
new file mode 100644
index 0000000..618e265
--- /dev/null
+++ b/data/monsters/Arboreal Regent.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 6
+ dex_mod: -1
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+hp: 150
+immunities: null
+innate_spells:
+- frequency: constant
+ level: 4
+ name: speak with plants
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NG
+- Huge
+- Plant
+type: Creature
diff --git a/data/monsters/Arboreal Warden.yaml b/data/monsters/Arboreal Warden.yaml
new file mode 100644
index 0000000..f3c7355
--- /dev/null
+++ b/data/monsters/Arboreal Warden.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 3
+ dex_mod: 1
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+hp: 75
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NG
+- Large
+- Plant
+type: Creature
diff --git a/data/monsters/Asanbosam.yaml b/data/monsters/Asanbosam.yaml
new file mode 100644
index 0000000..41b140a
--- /dev/null
+++ b/data/monsters/Asanbosam.yaml
@@ -0,0 +1,89 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -3
+ 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 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.
+divine_spells: null
+hp: 95
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Humanoid
+type: Creature
diff --git a/data/monsters/Astradaemon (Void Daemon).yaml b/data/monsters/Astradaemon (Void Daemon).yaml
new file mode 100644
index 0000000..b789c12
--- /dev/null
+++ b/data/monsters/Astradaemon (Void Daemon).yaml
@@ -0,0 +1,142 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 7
+ dex_mod: 6
+ int_mod: 2
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 60
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Daemon
+- Fiend
+type: Creature
diff --git a/data/monsters/Astral Deva (Emissary Angel).yaml b/data/monsters/Astral Deva (Emissary Angel).yaml
new file mode 100644
index 0000000..9928865
--- /dev/null
+++ b/data/monsters/Astral Deva (Emissary Angel).yaml
@@ -0,0 +1,112 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 5
+ dex_mod: 4
+ int_mod: 4
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 75
+ type: Fly
+spell_attack_to_hit: 28
+spell_dc: null
+traits:
+- NG
+- Medium
+- Angel
+- Celestial
+type: Creature
diff --git a/data/monsters/Augur.yaml b/data/monsters/Augur.yaml
new file mode 100644
index 0000000..1f26443
--- /dev/null
+++ b/data/monsters/Augur.yaml
@@ -0,0 +1,108 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 1
+ dex_mod: 3
+ int_mod: 2
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Awakened Tree.yaml b/data/monsters/Awakened Tree.yaml
new file mode 100644
index 0000000..ae720da
--- /dev/null
+++ b/data/monsters/Awakened Tree.yaml
@@ -0,0 +1,75 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 6
+ dex_mod: -1
+ int_mod: -5
+ 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 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."
+divine_spells: null
+hp: 100
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Plant
+type: Creature
diff --git a/data/monsters/Axiomite.yaml b/data/monsters/Axiomite.yaml
new file mode 100644
index 0000000..b3269a6
--- /dev/null
+++ b/data/monsters/Axiomite.yaml
@@ -0,0 +1,125 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 3
+ dex_mod: 4
+ int_mod: 5
+ 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,
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: 17
+spell_dc: null
+traits:
+- LN
+- Medium
+- Aeon
+- Monitor
+type: Creature
diff --git a/data/monsters/Azure Worm.yaml b/data/monsters/Azure Worm.yaml
new file mode 100644
index 0000000..655f700
--- /dev/null
+++ b/data/monsters/Azure Worm.yaml
@@ -0,0 +1,117 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 8
+ dex_mod: -1
+ int_mod: -5
+ 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 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.
+divine_spells: null
+hp: 320
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Balisse (Confessor Angel).yaml b/data/monsters/Balisse (Confessor Angel).yaml
new file mode 100644
index 0000000..5f555ba
--- /dev/null
+++ b/data/monsters/Balisse (Confessor Angel).yaml
@@ -0,0 +1,124 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NG
+- Medium
+- Angel
+- Celestial
+type: Creature
diff --git a/data/monsters/Ball Python.yaml b/data/monsters/Ball Python.yaml
new file mode 100644
index 0000000..68df7db
--- /dev/null
+++ b/data/monsters/Ball Python.yaml
@@ -0,0 +1,75 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 3
+ int_mod: -4
+ 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
+ around prey and crushing victims with its powerful muscles. Nonetheless, brave herpetologists
+ sometimes keep ball pythons as pets.
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Balor (Fire Demon).yaml b/data/monsters/Balor (Fire Demon).yaml
new file mode 100644
index 0000000..2e0ef90
--- /dev/null
+++ b/data/monsters/Balor (Fire Demon).yaml
@@ -0,0 +1,149 @@
+ability_mods:
+ cha_mod: 8
+ con_mod: 9
+ dex_mod: 7
+ int_mod: 6
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 70
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Demon
+- Fiend
+type: Creature
diff --git a/data/monsters/Banshee.yaml b/data/monsters/Banshee.yaml
new file mode 100644
index 0000000..1870e88
--- /dev/null
+++ b/data/monsters/Banshee.yaml
@@ -0,0 +1,120 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 2
+ dex_mod: 6
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 250
+immunities:
+- disease
+- paralyzed
+- poison
+- precision
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- CE
+- Medium
+- Incorporeal
+- Spirit
+- Undead
+type: Creature
diff --git a/data/monsters/Baomel.yaml b/data/monsters/Baomel.yaml
new file mode 100644
index 0000000..2647e2e
--- /dev/null
+++ b/data/monsters/Baomel.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 8
+ dex_mod: 2
+ int_mod: -3
+ 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
+ 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.
+divine_spells: null
+hp: 315
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 50
+ type: Land
+- amount: 80
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Gargantuan
+- Aberration
+- Aquatic
+type: Creature
diff --git a/data/monsters/Barbazu (Bearded Devil).yaml b/data/monsters/Barbazu (Bearded Devil).yaml
new file mode 100644
index 0000000..e5c1f15
--- /dev/null
+++ b/data/monsters/Barbazu (Bearded Devil).yaml
@@ -0,0 +1,127 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -2
+ 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 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.
+divine_spells: null
+hp: 60
+immunities:
+- fire
+innate_spells:
+- level: 5
+ name: dimension door
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Devil
+- Fiend
+type: Creature
diff --git a/data/monsters/Barghest.yaml b/data/monsters/Barghest.yaml
new file mode 100644
index 0000000..3a3a6c0
--- /dev/null
+++ b/data/monsters/Barghest.yaml
@@ -0,0 +1,112 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 3
+ dex_mod: 2
+ int_mod: 2
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Fiend
+type: Creature
diff --git a/data/monsters/Basilisk.yaml b/data/monsters/Basilisk.yaml
new file mode 100644
index 0000000..eee324a
--- /dev/null
+++ b/data/monsters/Basilisk.yaml
@@ -0,0 +1,75 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 5
+ dex_mod: -1
+ int_mod: -3
+ 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
+ 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.
+divine_spells: null
+hp: 75
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Beast
+type: Creature
diff --git a/data/monsters/Bida.yaml b/data/monsters/Bida.yaml
new file mode 100644
index 0000000..e6bd124
--- /dev/null
+++ b/data/monsters/Bida.yaml
@@ -0,0 +1,106 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 3
+ dex_mod: 2
+ int_mod: 4
+ 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 powerful
+ undulating coils, like those of a boa constrictor, are potent weapons capable of
+ squeezing the life from several unfortunate victims at a time.
+divine_spells: null
+hp: 135
+immunities:
+- paralyzed
+- sleep
+innate_spells:
+- level: 3
+ name: nondetection
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Biloko Veteran.yaml b/data/monsters/Biloko Veteran.yaml
new file mode 100644
index 0000000..12497b4
--- /dev/null
+++ b/data/monsters/Biloko Veteran.yaml
@@ -0,0 +1,95 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 4
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 58
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Small
+- Fey
+type: Creature
diff --git a/data/monsters/Biloko Warrior.yaml b/data/monsters/Biloko Warrior.yaml
new file mode 100644
index 0000000..5674046
--- /dev/null
+++ b/data/monsters/Biloko Warrior.yaml
@@ -0,0 +1,83 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: -1
+ dex_mod: 2
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 19
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Small
+- Fey
+type: Creature
diff --git a/data/monsters/Black Pudding.yaml b/data/monsters/Black Pudding.yaml
new file mode 100644
index 0000000..e211a4e
--- /dev/null
+++ b/data/monsters/Black Pudding.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 7
+ dex_mod: -5
+ int_mod: -5
+ 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.
+ 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.
+divine_spells: null
+hp: 165
+immunities:
+- acid
+- critical hits
+- mental
+- piercing
+- precision
+- slashing
+- unconscious
+- visual
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Blood Boar.yaml b/data/monsters/Blood Boar.yaml
new file mode 100644
index 0000000..c6e6757
--- /dev/null
+++ b/data/monsters/Blood Boar.yaml
@@ -0,0 +1,93 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 98
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Blood Ooze.yaml b/data/monsters/Blood Ooze.yaml
new file mode 100644
index 0000000..2e5ed9a
--- /dev/null
+++ b/data/monsters/Blood Ooze.yaml
@@ -0,0 +1,77 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 5
+ dex_mod: -4
+ int_mod: -5
+ 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.'
+ 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.
+divine_spells: null
+hp: 90
+immunities:
+- critical hits
+- mental
+- precision
+- unconscious
+- visual
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 10
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Mindless
+- Ooze
+type: Creature
diff --git a/data/monsters/Bloodlash Bush.yaml b/data/monsters/Bloodlash Bush.yaml
new file mode 100644
index 0000000..79b2043
--- /dev/null
+++ b/data/monsters/Bloodlash Bush.yaml
@@ -0,0 +1,78 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -4
+ 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.
+divine_spells: null
+hp: 35
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Plant
+type: Creature
diff --git a/data/monsters/Bloodseeker.yaml b/data/monsters/Bloodseeker.yaml
new file mode 100644
index 0000000..6a9acb3
--- /dev/null
+++ b/data/monsters/Bloodseeker.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 0
+ dex_mod: 3
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+hp: 6
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Tiny
+- Animal
+type: Creature
diff --git a/data/monsters/Boar.yaml b/data/monsters/Boar.yaml
new file mode 100644
index 0000000..d22b984
--- /dev/null
+++ b/data/monsters/Boar.yaml
@@ -0,0 +1,68 @@
+ability_mods:
+ cha_mod: -3
+ con_mod: 4
+ dex_mod: 1
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Boggard Scout.yaml b/data/monsters/Boggard Scout.yaml
new file mode 100644
index 0000000..1e27185
--- /dev/null
+++ b/data/monsters/Boggard Scout.yaml
@@ -0,0 +1,99 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -1
+ 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 threats
+ and insults toward trespassers.
+divine_spells: null
+hp: 24
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Boggard Swampseer.yaml b/data/monsters/Boggard Swampseer.yaml
new file mode 100644
index 0000000..dc67a6d
--- /dev/null
+++ b/data/monsters/Boggard Swampseer.yaml
@@ -0,0 +1,113 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 2
+ dex_mod: 0
+ int_mod: 0
+ 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
+ the rest of the village in line and planning raids on nearby communities.
+divine_spells: null
+hp: 40
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Boggard Warrior.yaml b/data/monsters/Boggard Warrior.yaml
new file mode 100644
index 0000000..75df271
--- /dev/null
+++ b/data/monsters/Boggard Warrior.yaml
@@ -0,0 +1,104 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 0
+ int_mod: -1
+ 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 flee
+ combat with a single-mindedness that seems almost supernatural.
+divine_spells: null
+hp: 38
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Brain Collector.yaml b/data/monsters/Brain Collector.yaml
new file mode 100644
index 0000000..208edaa
--- /dev/null
+++ b/data/monsters/Brain Collector.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 5
+ dex_mod: 3
+ int_mod: 4
+ 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
+ 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.
+divine_spells: null
+hp: 140
+immunities:
+- confused
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- CE
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Brine Shark.yaml b/data/monsters/Brine Shark.yaml
new file mode 100644
index 0000000..3b09a19
--- /dev/null
+++ b/data/monsters/Brine Shark.yaml
@@ -0,0 +1,73 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 2
+ int_mod: -4
+ 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.
+divine_spells: null
+hp: 45
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Brontosaurus.yaml b/data/monsters/Brontosaurus.yaml
new file mode 100644
index 0000000..827b165
--- /dev/null
+++ b/data/monsters/Brontosaurus.yaml
@@ -0,0 +1,83 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 5
+ dex_mod: 0
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 220
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Gargantuan
+- Animal
+- Dinosaur
+type: Creature
diff --git a/data/monsters/Bugbear Thug.yaml b/data/monsters/Bugbear Thug.yaml
new file mode 100644
index 0000000..b149f71
--- /dev/null
+++ b/data/monsters/Bugbear Thug.yaml
@@ -0,0 +1,87 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -1
+ 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.
+divine_spells: null
+hp: 34
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Goblin
+- Humanoid
+type: Creature
diff --git a/data/monsters/Bugbear Tormentor.yaml b/data/monsters/Bugbear Tormentor.yaml
new file mode 100644
index 0000000..900ed7a
--- /dev/null
+++ b/data/monsters/Bugbear Tormentor.yaml
@@ -0,0 +1,94 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -1
+ 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 their
+ victim alive and terrified, the better they feel.
+divine_spells: null
+hp: 44
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Goblin
+- Humanoid
+type: Creature
diff --git a/data/monsters/Bulette.yaml b/data/monsters/Bulette.yaml
new file mode 100644
index 0000000..bb8d757
--- /dev/null
+++ b/data/monsters/Bulette.yaml
@@ -0,0 +1,88 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 6
+ dex_mod: 2
+ int_mod: -4
+ 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 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."
+divine_spells: null
+hp: 120
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 30
+ type: Burrow
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Animal
+type: Creature
diff --git a/data/monsters/Bunyip.yaml b/data/monsters/Bunyip.yaml
new file mode 100644
index 0000000..90b66f2
--- /dev/null
+++ b/data/monsters/Bunyip.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 4
+ dex_mod: 3
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 40
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+- Aquatic
+type: Creature
diff --git a/data/monsters/Cacodaemon (Harvester Daemon).yaml b/data/monsters/Cacodaemon (Harvester Daemon).yaml
new file mode 100644
index 0000000..21b2617
--- /dev/null
+++ b/data/monsters/Cacodaemon (Harvester Daemon).yaml
@@ -0,0 +1,118 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -1
+ 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 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.
+divine_spells: null
+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
+items: null
+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: - **Lizard **Speed 20 feet; **Melee **jaws +8 (agile, finesse),
+ **Damage **1d8+1 piercing
- **Octopus **size Small; Speed 20 feet, swim
+ 30 feet; **Melee **tentacle +8 (finesse), **Damage **1d8+1 bludgeoning plus Grab;
+ **Melee **beak +8 (agile, finesse), **Damage **1d6 piercing plus 2 poison
- **Scorpion
+ **size Small; Speed 30 feet; **Melee **pincer +8 (agile, finesse), **Damage **1d6+1
+ bludgeoning plus Grab; **Melee **stinger +8 (agile, finesse), **Damage **1d6+1
+ piercing plus 1d4 poison
+ 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
+skills_special: null
+speed:
+- amount: 5
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Tiny
+- Daemon
+- Fiend
+type: Creature
diff --git a/data/monsters/Caligni Creeper.yaml b/data/monsters/Caligni Creeper.yaml
new file mode 100644
index 0000000..9debf64
--- /dev/null
+++ b/data/monsters/Caligni Creeper.yaml
@@ -0,0 +1,79 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 3
+ dex_mod: 4
+ int_mod: -1
+ 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells:
+- frequency: at will
+ level: 2
+ name: darkness
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 15
+traits:
+- CN
+- Small
+- Caligni
+- Humanoid
+type: Creature
diff --git a/data/monsters/Caligni Dancer.yaml b/data/monsters/Caligni Dancer.yaml
new file mode 100644
index 0000000..3a247d9
--- /dev/null
+++ b/data/monsters/Caligni Dancer.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -1
+ str_mod: 0
+ wis_mod: 1
+ac: 17
+ac_special: null
+automatic_abilities: null
+description: Caligni dancers serve as intermediaries between caligni clans.
+divine_spells: null
+hp: 18
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 16
+traits:
+- CN
+- Small
+- Caligni
+- Humanoid
+type: Creature
diff --git a/data/monsters/Caligni Stalker.yaml b/data/monsters/Caligni Stalker.yaml
new file mode 100644
index 0000000..c9ac405
--- /dev/null
+++ b/data/monsters/Caligni Stalker.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 5
+ int_mod: -1
+ str_mod: 2
+ wis_mod: 2
+ac: 21
+ac_special: null
+automatic_abilities: null
+description: Caligni stalkers are often leaders of caligni enclaves.
+divine_spells: null
+hp: 60
+immunities: null
+innate_spells:
+- frequency: at will
+ level: 2
+ name: darkness
+- frequency: at will
+ level: 2
+ name: obscuring mist
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 19
+traits:
+- CN
+- Medium
+- Caligni
+- Humanoid
+type: Creature
diff --git a/data/monsters/Calikang.yaml b/data/monsters/Calikang.yaml
new file mode 100644
index 0000000..179089c
--- /dev/null
+++ b/data/monsters/Calikang.yaml
@@ -0,0 +1,116 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 5
+ dex_mod: 4
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LN
+- Large
+- Humanoid
+type: Creature
diff --git a/data/monsters/Carnivorous Crystal.yaml b/data/monsters/Carnivorous Crystal.yaml
new file mode 100644
index 0000000..803f9c6
--- /dev/null
+++ b/data/monsters/Carnivorous Crystal.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 5
+ dex_mod: -5
+ int_mod: -5
+ 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.
+ 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.
+divine_spells: null
+hp: 300
+immunities:
+- acid
+- critical hits (except bludgeoning or sonic)
+- mental
+- precision
+- unconscious
+- visual
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Cassisian (Archive Angel).yaml b/data/monsters/Cassisian (Archive Angel).yaml
new file mode 100644
index 0000000..1e1b565
--- /dev/null
+++ b/data/monsters/Cassisian (Archive Angel).yaml
@@ -0,0 +1,112 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 1
+ int_mod: -1
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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. - **Dog**
+ size Small; scent (imprecise) 30 feet, Speed 40 feet; **Melee** jaws +7, Damage
+ 1d6+2 piercing plus Knockdown
- **Fish** swim Speed 30 feet
+ 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
+skills_special: null
+speed:
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NG
+- Tiny
+- Angel
+- Celestial
+type: Creature
diff --git a/data/monsters/Catfolk Pouncer.yaml b/data/monsters/Catfolk Pouncer.yaml
new file mode 100644
index 0000000..b8f58f8
--- /dev/null
+++ b/data/monsters/Catfolk Pouncer.yaml
@@ -0,0 +1,88 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 4
+ int_mod: -1
+ 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.
+divine_spells: null
+hp: 19
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CG
+- Medium
+- Catfolk
+- Humanoid
+type: Creature
diff --git a/data/monsters/Cauthooj.yaml b/data/monsters/Cauthooj.yaml
new file mode 100644
index 0000000..7769249
--- /dev/null
+++ b/data/monsters/Cauthooj.yaml
@@ -0,0 +1,96 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 7
+ dex_mod: 4
+ int_mod: -3
+ 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
+ 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.
+divine_spells: null
+hp: 215
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Beast
+type: Creature
diff --git a/data/monsters/Cave Bear.yaml b/data/monsters/Cave Bear.yaml
new file mode 100644
index 0000000..f010dbb
--- /dev/null
+++ b/data/monsters/Cave Bear.yaml
@@ -0,0 +1,82 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 6
+ dex_mod: 1
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 95
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Centaur.yaml b/data/monsters/Centaur.yaml
new file mode 100644
index 0000000..a6c254d
--- /dev/null
+++ b/data/monsters/Centaur.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 2
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 40
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Beast
+type: Creature
diff --git a/data/monsters/Centipede Swarm.yaml b/data/monsters/Centipede Swarm.yaml
new file mode 100644
index 0000000..ab06b3a
--- /dev/null
+++ b/data/monsters/Centipede Swarm.yaml
@@ -0,0 +1,78 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 3
+ dex_mod: 4
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+hp: 30
+immunities:
+- precision
+- swarm mind
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+- Swarm
+type: Creature
diff --git a/data/monsters/Ceustodaemon (Guardian Daemon).yaml b/data/monsters/Ceustodaemon (Guardian Daemon).yaml
new file mode 100644
index 0000000..526b0d3
--- /dev/null
+++ b/data/monsters/Ceustodaemon (Guardian Daemon).yaml
@@ -0,0 +1,119 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Daemon
+- Fiend
+type: Creature
diff --git a/data/monsters/Changeling Exile.yaml b/data/monsters/Changeling Exile.yaml
new file mode 100644
index 0000000..ac9026b
--- /dev/null
+++ b/data/monsters/Changeling Exile.yaml
@@ -0,0 +1,71 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 1
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Medium
+- Changeling
+- Human
+- Humanoid
+type: Creature
diff --git a/data/monsters/Charau-ka Acolyte of Angazhan.yaml b/data/monsters/Charau-ka Acolyte of Angazhan.yaml
new file mode 100644
index 0000000..02540b7
--- /dev/null
+++ b/data/monsters/Charau-ka Acolyte of Angazhan.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 1
+ dex_mod: 2
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Charau-ka Butcher.yaml b/data/monsters/Charau-ka Butcher.yaml
new file mode 100644
index 0000000..7a39459
--- /dev/null
+++ b/data/monsters/Charau-ka Butcher.yaml
@@ -0,0 +1,120 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 3
+ dex_mod: 3
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 95
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Charau-ka Warrior.yaml b/data/monsters/Charau-ka Warrior.yaml
new file mode 100644
index 0000000..e49c712
--- /dev/null
+++ b/data/monsters/Charau-ka Warrior.yaml
@@ -0,0 +1,128 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -1
+ 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 when
+ rocks plucked from the ground are just as deadly in their hands.
+divine_spells: null
+hp: 18
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Chimera.yaml b/data/monsters/Chimera.yaml
new file mode 100644
index 0000000..071c85e
--- /dev/null
+++ b/data/monsters/Chimera.yaml
@@ -0,0 +1,111 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -3
+ 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 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.'
+divine_spells: null
+hp: 135
+immunities: null
+innate_spells: null
+items: 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. - **Black** 60-foot line of acid (Reflex)
- **Blue** 60-foot
+ line of electricity (Reflex)
- **Green** 30-foot cone of poison (Fortitude)
- **Red**
+ 30-foot cone of fire (Reflex)
- **White** 30-foot cone of cold (Reflex)
+ 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- CE
+- Large
+- Beast
+type: Creature
diff --git a/data/monsters/Choral (Choir Angel).yaml b/data/monsters/Choral (Choir Angel).yaml
new file mode 100644
index 0000000..8613db8
--- /dev/null
+++ b/data/monsters/Choral (Choir Angel).yaml
@@ -0,0 +1,119 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 3
+ 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\
+ \ 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."
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: 13
+spell_dc: null
+traits:
+- NG
+- Small
+- Angel
+- Celestial
+type: Creature
diff --git a/data/monsters/Chuul.yaml b/data/monsters/Chuul.yaml
new file mode 100644
index 0000000..f419ee7
--- /dev/null
+++ b/data/monsters/Chuul.yaml
@@ -0,0 +1,88 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 0
+ 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 with
+ their massive claws before paralyzing them with their tentacles. At that point,
+ they begin to feed, eating their quarry alive.
+divine_spells: null
+hp: 100
+immunities:
+- poison
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Aberration
+- Amphibious
+type: Creature
diff --git a/data/monsters/Cinder Rat.yaml b/data/monsters/Cinder Rat.yaml
new file mode 100644
index 0000000..478c236
--- /dev/null
+++ b/data/monsters/Cinder Rat.yaml
@@ -0,0 +1,68 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -4
+ 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
+ traits: null
+description: These oversized rodents are made of smoldering charcoal and elemental
+ fire, and noxious fumes continually bellow from their flaming flesh.
+divine_spells: null
+hp: 45
+immunities:
+- bleed
+- fire
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Elemental
+- Fire
+type: Creature
diff --git a/data/monsters/Clay Golem.yaml b/data/monsters/Clay Golem.yaml
new file mode 100644
index 0000000..516c05f
--- /dev/null
+++ b/data/monsters/Clay Golem.yaml
@@ -0,0 +1,96 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 6
+ dex_mod: -1
+ int_mod: -5
+ 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 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.
+divine_spells: null
+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
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Large
+- Construct
+- Golem
+- Mindless
+type: Creature
diff --git a/data/monsters/Cloaker.yaml b/data/monsters/Cloaker.yaml
new file mode 100644
index 0000000..ed19382
--- /dev/null
+++ b/data/monsters/Cloaker.yaml
@@ -0,0 +1,106 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 2
+ 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.
+ 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.
+divine_spells: null
+hp: 80
+immunities: null
+innate_spells: null
+items: 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. - **Fear** (fear, incapacitation) Each
+ creature within a 30-foot emanation becomes frightened 1 (or, on a critical failure,
+ frightened 2 and fleeing until the end of its next turn).
- **Nausea** Each
+ creature within a 30-foot emanation falls prone and become sickened 2.
- **Stupor**
+ The cloaker targets a single creature within 30 feet. The creature becomes clumsy
+ 1 and stupefied 1 for 1 minute.
+ 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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Cloud Giant.yaml b/data/monsters/Cloud Giant.yaml
new file mode 100644
index 0000000..d64dd19
--- /dev/null
+++ b/data/monsters/Cloud Giant.yaml
@@ -0,0 +1,118 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 5
+ dex_mod: 0
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+hp: 220
+immunities: null
+innate_spells:
+- level: 4
+ name: solid fog
+- frequency: at will
+ level: 3
+ name: levitate
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Air
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Cockatrice.yaml b/data/monsters/Cockatrice.yaml
new file mode 100644
index 0000000..afcbf66
--- /dev/null
+++ b/data/monsters/Cockatrice.yaml
@@ -0,0 +1,82 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 1
+ dex_mod: 4
+ int_mod: -3
+ 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 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.
+divine_spells: null
+hp: 45
+immunities:
+- calcification
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Beast
+type: Creature
diff --git a/data/monsters/Cornugon (Horned Devil).yaml b/data/monsters/Cornugon (Horned Devil).yaml
new file mode 100644
index 0000000..3b60e18
--- /dev/null
+++ b/data/monsters/Cornugon (Horned Devil).yaml
@@ -0,0 +1,128 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 7
+ dex_mod: 6
+ int_mod: 2
+ 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
+ of Hell's infernal armies.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Large
+- Devil
+- Fiend
+type: Creature
diff --git a/data/monsters/Crag Linnorm.yaml b/data/monsters/Crag Linnorm.yaml
new file mode 100644
index 0000000..622ae6a
--- /dev/null
+++ b/data/monsters/Crag Linnorm.yaml
@@ -0,0 +1,130 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 6
+ dex_mod: 4
+ int_mod: -3
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Crimson Worm.yaml b/data/monsters/Crimson Worm.yaml
new file mode 100644
index 0000000..3853a34
--- /dev/null
+++ b/data/monsters/Crimson Worm.yaml
@@ -0,0 +1,129 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 9
+ dex_mod: -1
+ int_mod: -3
+ 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 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.
+divine_spells: null
+hp: 410
+immunities:
+- fire
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Crocodile.yaml b/data/monsters/Crocodile.yaml
new file mode 100644
index 0000000..cebe210
--- /dev/null
+++ b/data/monsters/Crocodile.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 3
+ dex_mod: 1
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 25
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Crucidaemon (Torture Daemon).yaml b/data/monsters/Crucidaemon (Torture Daemon).yaml
new file mode 100644
index 0000000..0ba8744
--- /dev/null
+++ b/data/monsters/Crucidaemon (Torture Daemon).yaml
@@ -0,0 +1,119 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 7
+ dex_mod: 7
+ int_mod: 3
+ 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 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.'
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Cyclops.yaml b/data/monsters/Cyclops.yaml
new file mode 100644
index 0000000..eaa35ec
--- /dev/null
+++ b/data/monsters/Cyclops.yaml
@@ -0,0 +1,87 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: -1
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 80
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LE
+- Large
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Daeodon.yaml b/data/monsters/Daeodon.yaml
new file mode 100644
index 0000000..f32592f
--- /dev/null
+++ b/data/monsters/Daeodon.yaml
@@ -0,0 +1,68 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 3
+ dex_mod: 0
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 60
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Dalos.yaml b/data/monsters/Dalos.yaml
new file mode 100644
index 0000000..288f855
--- /dev/null
+++ b/data/monsters/Dalos.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 6
+ dex_mod: 4
+ int_mod: 2
+ 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 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.
+divine_spells: null
+hp: 240
+immunities:
+- fire
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Dandasuka.yaml b/data/monsters/Dandasuka.yaml
new file mode 100644
index 0000000..9d81522
--- /dev/null
+++ b/data/monsters/Dandasuka.yaml
@@ -0,0 +1,101 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 3
+ dex_mod: 4
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+hp: 60
+immunities: null
+innate_spells:
+- level: 4
+ name: clairvoyance
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: 19
+traits:
+- LE
+- Small
+- Fiend
+- Rakshasa
+type: Creature
diff --git a/data/monsters/Dark Naga.yaml b/data/monsters/Dark Naga.yaml
new file mode 100644
index 0000000..28cdc1d
--- /dev/null
+++ b/data/monsters/Dark Naga.yaml
@@ -0,0 +1,79 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 4
+ dex_mod: 6
+ int_mod: 3
+ 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
+ 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.'
+divine_spells: null
+hp: 115
+immunities: null
+innate_spells:
+- frequency: constant
+ level: 3
+ name: mind reading
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 25
+traits:
+- Uncommon
+- LE
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Deadly Mantis.yaml b/data/monsters/Deadly Mantis.yaml
new file mode 100644
index 0000000..23c21f2
--- /dev/null
+++ b/data/monsters/Deadly Mantis.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 5
+ dex_mod: 3
+ int_mod: -5
+ 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.
+divine_spells: null
+hp: 220
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 50
+ type: Land
+- amount: 50
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Gargantuan
+- Animal
+type: Creature
diff --git a/data/monsters/Deculi.yaml b/data/monsters/Deculi.yaml
new file mode 100644
index 0000000..a4ce0f9
--- /dev/null
+++ b/data/monsters/Deculi.yaml
@@ -0,0 +1,121 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 7
+ int_mod: -3
+ 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'
+ 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.
+divine_spells: null
+hp: 215
+immunities:
+- visual
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Deep Gnome Rockwarden.yaml b/data/monsters/Deep Gnome Rockwarden.yaml
new file mode 100644
index 0000000..ebc17c9
--- /dev/null
+++ b/data/monsters/Deep Gnome Rockwarden.yaml
@@ -0,0 +1,74 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 3
+ dex_mod: 2
+ int_mod: 0
+ 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 everything
+ that lives below ground is sinister and evil, but they also understand that all
+ primal spirits and entities must be respected.
+divine_spells: null
+hp: 63
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Gnome
+- Humanoid
+type: Creature
diff --git a/data/monsters/Deep Gnome Scout.yaml b/data/monsters/Deep Gnome Scout.yaml
new file mode 100644
index 0000000..e0acbc4
--- /dev/null
+++ b/data/monsters/Deep Gnome Scout.yaml
@@ -0,0 +1,77 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ 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 the
+ sake of safety.
+divine_spells: null
+hp: 18
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Gnome
+- Humanoid
+type: Creature
diff --git a/data/monsters/Deep Gnome Warrior.yaml b/data/monsters/Deep Gnome Warrior.yaml
new file mode 100644
index 0000000..325db9e
--- /dev/null
+++ b/data/monsters/Deep Gnome Warrior.yaml
@@ -0,0 +1,69 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 3
+ dex_mod: 2
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 34
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Gnome
+- Humanoid
+type: Creature
diff --git a/data/monsters/Deinonychus.yaml b/data/monsters/Deinonychus.yaml
new file mode 100644
index 0000000..7263b80
--- /dev/null
+++ b/data/monsters/Deinonychus.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 4
+ dex_mod: 3
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+- Dinosaur
+type: Creature
diff --git a/data/monsters/Deinosuchus.yaml b/data/monsters/Deinosuchus.yaml
new file mode 100644
index 0000000..bd09822
--- /dev/null
+++ b/data/monsters/Deinosuchus.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 5
+ dex_mod: 3
+ int_mod: -5
+ 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 to its domain!
+divine_spells: null
+hp: 175
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 40
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Animal
+type: Creature
diff --git a/data/monsters/Demilich.yaml b/data/monsters/Demilich.yaml
new file mode 100644
index 0000000..d556570
--- /dev/null
+++ b/data/monsters/Demilich.yaml
@@ -0,0 +1,153 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 0
+ dex_mod: 4
+ int_mod: 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).
+ 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Fly
+spell_attack_to_hit: 30
+spell_dc: null
+traits:
+- Rare
+- NE
+- Tiny
+- Undead
+type: Creature
diff --git a/data/monsters/Dero Magister.yaml b/data/monsters/Dero Magister.yaml
new file mode 100644
index 0000000..98c1a1b
--- /dev/null
+++ b/data/monsters/Dero Magister.yaml
@@ -0,0 +1,92 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 3
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 24
+traits:
+- Uncommon
+- CE
+- Small
+- Dero
+- Humanoid
+type: Creature
diff --git a/data/monsters/Dero Stalker.yaml b/data/monsters/Dero Stalker.yaml
new file mode 100644
index 0000000..1aad983
--- /dev/null
+++ b/data/monsters/Dero Stalker.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 3
+ dex_mod: 4
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 17
+traits:
+- CE
+- Small
+- Dero
+- Humanoid
+type: Creature
diff --git a/data/monsters/Dero Strangler.yaml b/data/monsters/Dero Strangler.yaml
new file mode 100644
index 0000000..3c6c0b4
--- /dev/null
+++ b/data/monsters/Dero Strangler.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 3
+ dex_mod: 3
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 45
+immunities:
+- confusion
+innate_spells:
+- frequency: at will
+ level: 2
+ name: darkness
+- frequency: at will
+ level: 2
+ name: sound burst
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 19
+traits:
+- CE
+- Small
+- Dero
+- Humanoid
+type: Creature
diff --git a/data/monsters/Desert Drake.yaml b/data/monsters/Desert Drake.yaml
new file mode 100644
index 0000000..958af93
--- /dev/null
+++ b/data/monsters/Desert Drake.yaml
@@ -0,0 +1,107 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 5
+ dex_mod: 3
+ int_mod: -1
+ 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 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.
+divine_spells: null
+hp: 135
+immunities:
+- paralyzed
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Devourer.yaml b/data/monsters/Devourer.yaml
new file mode 100644
index 0000000..df1d76c
--- /dev/null
+++ b/data/monsters/Devourer.yaml
@@ -0,0 +1,120 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 5
+ dex_mod: 3
+ int_mod: 5
+ 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
+ that consume the souls of the living to fuel their arcane machinations.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Dezullon.yaml b/data/monsters/Dezullon.yaml
new file mode 100644
index 0000000..e3ec585
--- /dev/null
+++ b/data/monsters/Dezullon.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 3
+ dex_mod: 7
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 130
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
diff --git a/data/monsters/Dhampir Wizard.yaml b/data/monsters/Dhampir Wizard.yaml
new file mode 100644
index 0000000..3009e2e
--- /dev/null
+++ b/data/monsters/Dhampir Wizard.yaml
@@ -0,0 +1,94 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 4
+ 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.
+divine_spells: null
+hp: 22
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Dhampir
+- Human
+- Humanoid
+type: Creature
diff --git a/data/monsters/Dire Wolf.yaml b/data/monsters/Dire Wolf.yaml
new file mode 100644
index 0000000..67614fa
--- /dev/null
+++ b/data/monsters/Dire Wolf.yaml
@@ -0,0 +1,73 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: 3
+ int_mod: -4
+ 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 large
+ hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding
+ their vicious tempers perfect for hunting and warfare.
+divine_spells: null
+hp: 50
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Djinni.yaml b/data/monsters/Djinni.yaml
new file mode 100644
index 0000000..f47d0ed
--- /dev/null
+++ b/data/monsters/Djinni.yaml
@@ -0,0 +1,139 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 2
+ dex_mod: 5
+ int_mod: 2
+ 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 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).
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Doorwarden.yaml b/data/monsters/Doorwarden.yaml
new file mode 100644
index 0000000..e91abe3
--- /dev/null
+++ b/data/monsters/Doorwarden.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 3
+ dex_mod: 0
+ int_mod: -1
+ 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, 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.
+divine_spells: null
+hp: 60
+immunities:
+- bleed
+- death effects
+- disease
+- doomed
+- drained
+- fatigued
+- healing
+- necromancy
+- nonlethal attacks
+- paralyzed
+- poison
+- sickened
+- unconscious
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LN
+- Large
+- Construct
+type: Creature
diff --git a/data/monsters/Doppelganger.yaml b/data/monsters/Doppelganger.yaml
new file mode 100644
index 0000000..0affb15
--- /dev/null
+++ b/data/monsters/Doppelganger.yaml
@@ -0,0 +1,75 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 1
+ 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. 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.
+divine_spells: null
+hp: 50
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Medium
+- Humanoid
+type: Creature
diff --git a/data/monsters/Dragon Turtle.yaml b/data/monsters/Dragon Turtle.yaml
new file mode 100644
index 0000000..16cd5d2
--- /dev/null
+++ b/data/monsters/Dragon Turtle.yaml
@@ -0,0 +1,111 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 0
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+hp: 140
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 30
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Amphibious
+- Dragon
+type: Creature
diff --git a/data/monsters/Dragonscarred Dead.yaml b/data/monsters/Dragonscarred Dead.yaml
new file mode 100644
index 0000000..07bab4f
--- /dev/null
+++ b/data/monsters/Dragonscarred Dead.yaml
@@ -0,0 +1,103 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 4
+ dex_mod: 5
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- NE
+- Medium
+- Fire
+- Undead
+type: Creature
diff --git a/data/monsters/Drakauthix.yaml b/data/monsters/Drakauthix.yaml
new file mode 100644
index 0000000..02619f6
--- /dev/null
+++ b/data/monsters/Drakauthix.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 6
+ dex_mod: 2
+ int_mod: -4
+ 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.
+ 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.
+divine_spells: null
+hp: 190
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Fungus
+type: Creature
diff --git a/data/monsters/Drider.yaml b/data/monsters/Drider.yaml
new file mode 100644
index 0000000..c0f6d4e
--- /dev/null
+++ b/data/monsters/Drider.yaml
@@ -0,0 +1,123 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 3
+ dex_mod: 3
+ int_mod: 2
+ 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 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.'
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Drow Fighter.yaml b/data/monsters/Drow Fighter.yaml
new file mode 100644
index 0000000..9f9b5ff
--- /dev/null
+++ b/data/monsters/Drow Fighter.yaml
@@ -0,0 +1,108 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ str_mod: 2
+ wis_mod: 1
+ac: 18
+ac_special: null
+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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Drow
+- Elf
+- Humanoid
+type: Creature
diff --git a/data/monsters/Drow Priestess.yaml b/data/monsters/Drow Priestess.yaml
new file mode 100644
index 0000000..07a2e64
--- /dev/null
+++ b/data/monsters/Drow Priestess.yaml
@@ -0,0 +1,102 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 2
+ int_mod: 0
+ str_mod: 1
+ wis_mod: 4
+ac: 20
+ac_special: null
+automatic_abilities:
+- description: ''
+ name: Light Blindness
+ traits: null
+description: Many drow priestesses venerate demon lords and other foul divinities.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Drow
+- Elf
+- Humanoid
+type: Creature
diff --git a/data/monsters/Drow Rogue.yaml b/data/monsters/Drow Rogue.yaml
new file mode 100644
index 0000000..dd1a8e6
--- /dev/null
+++ b/data/monsters/Drow Rogue.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ str_mod: 2
+ wis_mod: 0
+ac: 19
+ac_special: null
+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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Drow
+- Elf
+- Humanoid
+type: Creature
diff --git a/data/monsters/Dryad Queen (Hamadryad).yaml b/data/monsters/Dryad Queen (Hamadryad).yaml
new file mode 100644
index 0000000..10781c0
--- /dev/null
+++ b/data/monsters/Dryad Queen (Hamadryad).yaml
@@ -0,0 +1,161 @@
+ability_mods:
+ cha_mod: 8
+ con_mod: 6
+ dex_mod: 6
+ int_mod: 4
+ 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**"
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: 25
+spell_dc: null
+traits:
+- Uncommon
+- CG
+- Medium
+- Fey
+- Nymph
+- Plant
+type: Creature
diff --git a/data/monsters/Dryad.yaml b/data/monsters/Dryad.yaml
new file mode 100644
index 0000000..76cd959
--- /dev/null
+++ b/data/monsters/Dryad.yaml
@@ -0,0 +1,111 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 2
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: 11
+spell_dc: null
+traits:
+- CG
+- Medium
+- Fey
+- Nymph
+- Plant
+type: Creature
diff --git a/data/monsters/Duergar Bombardier.yaml b/data/monsters/Duergar Bombardier.yaml
new file mode 100644
index 0000000..4de0b11
--- /dev/null
+++ b/data/monsters/Duergar Bombardier.yaml
@@ -0,0 +1,104 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 3
+ int_mod: 3
+ 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.
+ 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 17
+traits:
+- LE
+- Medium
+- Duergar
+- Dwarf
+- Humanoid
+type: Creature
diff --git a/data/monsters/Duergar Sharpshooter.yaml b/data/monsters/Duergar Sharpshooter.yaml
new file mode 100644
index 0000000..11a51b7
--- /dev/null
+++ b/data/monsters/Duergar Sharpshooter.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 3
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 16
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 12
+traits:
+- LE
+- Medium
+- Duergar
+- Dwarf
+- Humanoid
+type: Creature
diff --git a/data/monsters/Duergar Taskmaster.yaml b/data/monsters/Duergar Taskmaster.yaml
new file mode 100644
index 0000000..b68eb47
--- /dev/null
+++ b/data/monsters/Duergar Taskmaster.yaml
@@ -0,0 +1,76 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 2
+ dex_mod: 0
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 18
+traits:
+- LE
+- Medium
+- Duergar
+- Dwarf
+- Humanoid
+type: Creature
diff --git a/data/monsters/Dullahan.yaml b/data/monsters/Dullahan.yaml
new file mode 100644
index 0000000..f9938c8
--- /dev/null
+++ b/data/monsters/Dullahan.yaml
@@ -0,0 +1,115 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 2
+ dex_mod: 2
+ int_mod: 2
+ 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.
+ 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.
+divine_spells: null
+hp: 95
+immunities:
+- fear
+- death effects
+- disease
+- poison
+- paralyzed
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LE
+- Medium
+- Undead
+type: Creature
diff --git a/data/monsters/Duneshaker Solifugid.yaml b/data/monsters/Duneshaker Solifugid.yaml
new file mode 100644
index 0000000..cae068d
--- /dev/null
+++ b/data/monsters/Duneshaker Solifugid.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 7
+ dex_mod: 7
+ int_mod: -5
+ 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.
+divine_spells: null
+hp: 340
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Duskwalker.yaml b/data/monsters/Duskwalker.yaml
new file mode 100644
index 0000000..a204d8b
--- /dev/null
+++ b/data/monsters/Duskwalker.yaml
@@ -0,0 +1,107 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 0
+ 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
+ of life and death.
+divine_spells: null
+hp: 56
+immunities:
+- effects that would transform their body or soul to an undead
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Duskwalker
+- Human
+- Humanoid
+type: Creature
diff --git a/data/monsters/Eagle.yaml b/data/monsters/Eagle.yaml
new file mode 100644
index 0000000..3ad4528
--- /dev/null
+++ b/data/monsters/Eagle.yaml
@@ -0,0 +1,75 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 3
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 6
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Animal
+type: Creature
diff --git a/data/monsters/Earth Mephit.yaml b/data/monsters/Earth Mephit.yaml
new file mode 100644
index 0000000..7653109
--- /dev/null
+++ b/data/monsters/Earth Mephit.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: -1
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+hp: 20
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells:
+- level: 3
+ name: meld into stone
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Efreeti.yaml b/data/monsters/Efreeti.yaml
new file mode 100644
index 0000000..92a6496
--- /dev/null
+++ b/data/monsters/Efreeti.yaml
@@ -0,0 +1,127 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 1
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Elananx.yaml b/data/monsters/Elananx.yaml
new file mode 100644
index 0000000..7c21155
--- /dev/null
+++ b/data/monsters/Elananx.yaml
@@ -0,0 +1,83 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -3
+ 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 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.
+divine_spells: null
+hp: 95
+immunities:
+- fire
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Fey
+- Fire
+type: Creature
diff --git a/data/monsters/Electric Eel.yaml b/data/monsters/Electric Eel.yaml
new file mode 100644
index 0000000..950b0ad
--- /dev/null
+++ b/data/monsters/Electric Eel.yaml
@@ -0,0 +1,77 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 2
+ int_mod: -5
+ 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 be
+ dangerous to larger creatures searching for their next meals.
+divine_spells: null
+hp: 18
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 5
+ type: Land
+- amount: 30
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Animal
+- Aquatic
+type: Creature
diff --git a/data/monsters/Elemental Avalanche.yaml b/data/monsters/Elemental Avalanche.yaml
new file mode 100644
index 0000000..6f8b8f1
--- /dev/null
+++ b/data/monsters/Elemental Avalanche.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 8
+ dex_mod: -1
+ int_mod: 0
+ 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.
+ name: Earthbound
+ traits: null
+description: Stubborn and ponderous, elemental avalanches are massive beings of living
+ rock and dirt.
+divine_spells: null
+hp: 215
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Elemental Hurricane.yaml b/data/monsters/Elemental Hurricane.yaml
new file mode 100644
index 0000000..8a4b1bd
--- /dev/null
+++ b/data/monsters/Elemental Hurricane.yaml
@@ -0,0 +1,87 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 7
+ int_mod: 0
+ str_mod: 6
+ wis_mod: 3
+ac: 32
+ac_special: null
+automatic_abilities: null
+description: Elemental hurricanes embody the ferocity of violent windstorms.
+divine_spells: null
+hp: 140
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 100
+ type: Fly
+- amount: null
+ type: Swiftness
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Air
+- Elemental
+type: Creature
diff --git a/data/monsters/Elemental Inferno.yaml b/data/monsters/Elemental Inferno.yaml
new file mode 100644
index 0000000..3164c44
--- /dev/null
+++ b/data/monsters/Elemental Inferno.yaml
@@ -0,0 +1,90 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 5
+ dex_mod: 6
+ int_mod: 0
+ 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
+ traits: null
+description: Walking conflagrations of unimaginably hot fire, elemental infernos are
+ harbingers of destruction and heedless chaos.
+divine_spells: null
+hp: 210
+immunities:
+- bleed
+- fire
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 70
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Elemental
+- Fire
+type: Creature
diff --git a/data/monsters/Elemental Tsunami.yaml b/data/monsters/Elemental Tsunami.yaml
new file mode 100644
index 0000000..da3e2af
--- /dev/null
+++ b/data/monsters/Elemental Tsunami.yaml
@@ -0,0 +1,87 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 6
+ dex_mod: 6
+ int_mod: 0
+ 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.
+ name: Water-Bound
+ traits: null
+description: Elemental tsunamis are huge and destructive.
+divine_spells: null
+hp: 195
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Elephant.yaml b/data/monsters/Elephant.yaml
new file mode 100644
index 0000000..576c28e
--- /dev/null
+++ b/data/monsters/Elephant.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: 0
+ int_mod: -4
+ 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. 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.
+divine_spells: null
+hp: 130
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Animal
+type: Creature
diff --git a/data/monsters/Eloko.yaml b/data/monsters/Eloko.yaml
new file mode 100644
index 0000000..cced0c8
--- /dev/null
+++ b/data/monsters/Eloko.yaml
@@ -0,0 +1,114 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 5
+ int_mod: 0
+ 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 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.
+divine_spells: null
+hp: 115
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Small
+- Fey
+type: Creature
diff --git a/data/monsters/Emperor Bird.yaml b/data/monsters/Emperor Bird.yaml
new file mode 100644
index 0000000..7643347
--- /dev/null
+++ b/data/monsters/Emperor Bird.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 0
+ dex_mod: 3
+ int_mod: -4
+ 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, 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.
+divine_spells: null
+hp: 27
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+- amount: 20
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Erinys (Fury Devil).yaml b/data/monsters/Erinys (Fury Devil).yaml
new file mode 100644
index 0000000..632fc5a
--- /dev/null
+++ b/data/monsters/Erinys (Fury Devil).yaml
@@ -0,0 +1,145 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 5
+ dex_mod: 5
+ int_mod: 2
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Devil
+- Fiend
+type: Creature
diff --git a/data/monsters/Ether Spider.yaml b/data/monsters/Ether Spider.yaml
new file mode 100644
index 0000000..c20d5cf
--- /dev/null
+++ b/data/monsters/Ether Spider.yaml
@@ -0,0 +1,99 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 3
+ dex_mod: 4
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+hp: 75
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Beast
+- Ethereal
+type: Creature
diff --git a/data/monsters/Ettin.yaml b/data/monsters/Ettin.yaml
new file mode 100644
index 0000000..4b310ce
--- /dev/null
+++ b/data/monsters/Ettin.yaml
@@ -0,0 +1,83 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: -1
+ int_mod: -2
+ 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 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Evangelist.yaml b/data/monsters/Evangelist.yaml
new file mode 100644
index 0000000..d44dc64
--- /dev/null
+++ b/data/monsters/Evangelist.yaml
@@ -0,0 +1,107 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 3
+ int_mod: 0
+ 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 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.
+divine_spells: null
+hp: 90
+immunities:
+- cold
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LE
+- Medium
+- Fiend
+- Velstrac
+type: Creature
diff --git a/data/monsters/Faceless Stalker (Ugothol).yaml b/data/monsters/Faceless Stalker (Ugothol).yaml
new file mode 100644
index 0000000..d72c208
--- /dev/null
+++ b/data/monsters/Faceless Stalker (Ugothol).yaml
@@ -0,0 +1,115 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 3
+ dex_mod: 3
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 60
+immunities: null
+innate_spells:
+- frequency: constant
+ level: 5
+ name: tongues
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 19
+traits:
+- CE
+- Medium
+- Aberration
+type: Creature
diff --git a/data/monsters/Faerie Dragon.yaml b/data/monsters/Faerie Dragon.yaml
new file mode 100644
index 0000000..bcc1efc
--- /dev/null
+++ b/data/monsters/Faerie Dragon.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 4
+ int_mod: 2
+ 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,
+ 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.
+divine_spells: null
+hp: 30
+immunities:
+- paralyzed
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Fire Giant.yaml b/data/monsters/Fire Giant.yaml
new file mode 100644
index 0000000..b154438
--- /dev/null
+++ b/data/monsters/Fire Giant.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 5
+ dex_mod: 0
+ int_mod: 2
+ 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, 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.
+divine_spells: null
+hp: 175
+immunities:
+- fire
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Large
+- Fire
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Fire Mephit.yaml b/data/monsters/Fire Mephit.yaml
new file mode 100644
index 0000000..c3ec3fe
--- /dev/null
+++ b/data/monsters/Fire Mephit.yaml
@@ -0,0 +1,82 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 4
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+hp: 16
+immunities:
+- bleed
+- fire
+- paralyzed
+- poison
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 25
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Elemental
+- Fire
+type: Creature
diff --git a/data/monsters/Firewyrm.yaml b/data/monsters/Firewyrm.yaml
new file mode 100644
index 0000000..89da451
--- /dev/null
+++ b/data/monsters/Firewyrm.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 5
+ int_mod: -1
+ 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
+ traits: null
+description: Firewyrms live in tubes of molten lava found throughout the Plane of
+ Fire.
+divine_spells: null
+hp: 165
+immunities:
+- bleed
+- fire
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 60
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Elemental
+- Fire
+type: Creature
diff --git a/data/monsters/Flame Drake.yaml b/data/monsters/Flame Drake.yaml
new file mode 100644
index 0000000..f3f39e8
--- /dev/null
+++ b/data/monsters/Flame Drake.yaml
@@ -0,0 +1,104 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 1
+ int_mod: -1
+ 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.
+ 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.
+divine_spells: null
+hp: 75
+immunities:
+- fire
+- paralyzed
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Dragon
+- Fire
+type: Creature
diff --git a/data/monsters/Flash Beetle.yaml b/data/monsters/Flash Beetle.yaml
new file mode 100644
index 0000000..301fddb
--- /dev/null
+++ b/data/monsters/Flash Beetle.yaml
@@ -0,0 +1,74 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -5
+ 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, 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.
+divine_spells: null
+hp: 6
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 15
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Animal
+type: Creature
diff --git a/data/monsters/Flesh Golem.yaml b/data/monsters/Flesh Golem.yaml
new file mode 100644
index 0000000..8595ff9
--- /dev/null
+++ b/data/monsters/Flesh Golem.yaml
@@ -0,0 +1,89 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 3
+ dex_mod: -1
+ int_mod: -5
+ 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 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.
+divine_spells: null
+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
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Large
+- Construct
+- Golem
+- Mindless
+type: Creature
diff --git a/data/monsters/Forge-Spurned.yaml b/data/monsters/Forge-Spurned.yaml
new file mode 100644
index 0000000..c9106c9
--- /dev/null
+++ b/data/monsters/Forge-Spurned.yaml
@@ -0,0 +1,106 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 1
+ 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
+ as undead abominations known as forge-spurned.
+divine_spells: null
+hp: 75
+immunities:
+- death effects
+- disease
+- fire
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- NE
+- Medium
+- Fire
+- Undead
+type: Creature
diff --git a/data/monsters/Frost Drake.yaml b/data/monsters/Frost Drake.yaml
new file mode 100644
index 0000000..f4d2e7b
--- /dev/null
+++ b/data/monsters/Frost Drake.yaml
@@ -0,0 +1,116 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -1
+ 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 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.
+divine_spells: null
+hp: 115
+immunities:
+- old
+- paralyzed
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Frost Giant.yaml b/data/monsters/Frost Giant.yaml
new file mode 100644
index 0000000..550079d
--- /dev/null
+++ b/data/monsters/Frost Giant.yaml
@@ -0,0 +1,117 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 5
+ dex_mod: 0
+ int_mod: 0
+ 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 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.
+divine_spells: null
+hp: 150
+immunities:
+- cold
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Fungus Leshy.yaml b/data/monsters/Fungus Leshy.yaml
new file mode 100644
index 0000000..ca6c3db
--- /dev/null
+++ b/data/monsters/Fungus Leshy.yaml
@@ -0,0 +1,94 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -1
+ 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
+ their works.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Fungus
+- Leshy
+type: Creature
diff --git a/data/monsters/Gancanagh (Passion Azata).yaml b/data/monsters/Gancanagh (Passion Azata).yaml
new file mode 100644
index 0000000..15d79d8
--- /dev/null
+++ b/data/monsters/Gancanagh (Passion Azata).yaml
@@ -0,0 +1,118 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 3
+ dex_mod: 5
+ int_mod: 2
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CG
+- Medium
+- Azata
+- Celestial
+type: Creature
diff --git a/data/monsters/Gargoyle.yaml b/data/monsters/Gargoyle.yaml
new file mode 100644
index 0000000..c7aeef2
--- /dev/null
+++ b/data/monsters/Gargoyle.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -2
+ 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 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.
+divine_spells: null
+hp: 40
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Beast
+- Earth
+type: Creature
diff --git a/data/monsters/Gashadokuro.yaml b/data/monsters/Gashadokuro.yaml
new file mode 100644
index 0000000..2b9b767
--- /dev/null
+++ b/data/monsters/Gashadokuro.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 5
+ dex_mod: 4
+ int_mod: -3
+ 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 and seeks
+ to inflict its unending hunger on the living.
+divine_spells: null
+hp: 230
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- NE
+- Huge
+- Undead
+type: Creature
diff --git a/data/monsters/Gelatinous Cube.yaml b/data/monsters/Gelatinous Cube.yaml
new file mode 100644
index 0000000..7440e1a
--- /dev/null
+++ b/data/monsters/Gelatinous Cube.yaml
@@ -0,0 +1,95 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 5
+ dex_mod: -5
+ int_mod: -5
+ 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 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.
+divine_spells: null
+hp: 90
+immunities:
+- acid
+- critical hits
+- mental
+- precision
+- unconscious
+- visual
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Mindless
+- Ooze
+type: Creature
diff --git a/data/monsters/Gelugon (Ice Devil).yaml b/data/monsters/Gelugon (Ice Devil).yaml
new file mode 100644
index 0000000..c29d77b
--- /dev/null
+++ b/data/monsters/Gelugon (Ice Devil).yaml
@@ -0,0 +1,146 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 5
+ dex_mod: 5
+ int_mod: 8
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Ghaele (Crusader Azata).yaml b/data/monsters/Ghaele (Crusader Azata).yaml
new file mode 100644
index 0000000..e3722ea
--- /dev/null
+++ b/data/monsters/Ghaele (Crusader Azata).yaml
@@ -0,0 +1,166 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 5
+ dex_mod: 4
+ int_mod: 3
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 100
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CG
+- Medium
+- Azata
+- Celestial
+type: Creature
diff --git a/data/monsters/Ghast.yaml b/data/monsters/Ghast.yaml
new file mode 100644
index 0000000..77b3b34
--- /dev/null
+++ b/data/monsters/Ghast.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 1
+ 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.
+divine_spells: null
+hp: 30
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 5
+ type: Burrow
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Ghoul
+- Undead
+type: Creature
diff --git a/data/monsters/Ghost Commoner.yaml b/data/monsters/Ghost Commoner.yaml
new file mode 100644
index 0000000..3b5117d
--- /dev/null
+++ b/data/monsters/Ghost Commoner.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 0
+ str_mod: -5
+ wis_mod: 2
+ac: 20
+ac_special: null
+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.
+divine_spells: null
+hp: 30
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- precision
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Ghost
+- Incorporeal
+- Spirit
+- Undead
+type: Creature
diff --git a/data/monsters/Ghost Mage.yaml b/data/monsters/Ghost Mage.yaml
new file mode 100644
index 0000000..f7f19d3
--- /dev/null
+++ b/data/monsters/Ghost Mage.yaml
@@ -0,0 +1,113 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 6
+ str_mod: -5
+ wis_mod: 3
+ac: 27
+ac_special: null
+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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Fly
+spell_attack_to_hit: 23
+spell_dc: null
+traits:
+- CE
+- Medium
+- Ghost
+- Incorporeal
+- Spirit
+- Undead
+type: Creature
diff --git a/data/monsters/Ghoul.yaml b/data/monsters/Ghoul.yaml
new file mode 100644
index 0000000..cbd757a
--- /dev/null
+++ b/data/monsters/Ghoul.yaml
@@ -0,0 +1,107 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 1
+ 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.
+divine_spells: null
+hp: 20
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 5
+ type: Burrow
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Ghoul
+- Undead
+type: Creature
diff --git a/data/monsters/Giant Anaconda.yaml b/data/monsters/Giant Anaconda.yaml
new file mode 100644
index 0000000..f542498
--- /dev/null
+++ b/data/monsters/Giant Anaconda.yaml
@@ -0,0 +1,99 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 6
+ dex_mod: 3
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 175
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Giant Animated Statue.yaml b/data/monsters/Giant Animated Statue.yaml
new file mode 100644
index 0000000..c9853c2
--- /dev/null
+++ b/data/monsters/Giant Animated Statue.yaml
@@ -0,0 +1,101 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 6
+ dex_mod: -1
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+hp: 100
+immunities:
+- bleed
+- death effects
+- disease
+- doomed
+- drained
+- fatigued
+- healing
+- mental
+- necromancy
+- nonlethal attacks
+- paralyzed
+- poison
+- sickened
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Construct
+- Earth
+- Mindless
+type: Creature
diff --git a/data/monsters/Giant Bat.yaml b/data/monsters/Giant Bat.yaml
new file mode 100644
index 0000000..01f4b4c
--- /dev/null
+++ b/data/monsters/Giant Bat.yaml
@@ -0,0 +1,78 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Centipede.yaml b/data/monsters/Giant Centipede.yaml
new file mode 100644
index 0000000..2721b18
--- /dev/null
+++ b/data/monsters/Giant Centipede.yaml
@@ -0,0 +1,71 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 1
+ dex_mod: 3
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+hp: 8
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Eagle.yaml b/data/monsters/Giant Eagle.yaml
new file mode 100644
index 0000000..1cb1f20
--- /dev/null
+++ b/data/monsters/Giant Eagle.yaml
@@ -0,0 +1,81 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NG
+- Large
+- Beast
+type: Creature
diff --git a/data/monsters/Giant Flytrap.yaml b/data/monsters/Giant Flytrap.yaml
new file mode 100644
index 0000000..3ec8cd8
--- /dev/null
+++ b/data/monsters/Giant Flytrap.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 5
+ dex_mod: 5
+ int_mod: -5
+ 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
+ and forest travelers.
+divine_spells: null
+hp: 185
+immunities:
+- mental
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Mindless
+- Plant
+type: Creature
diff --git a/data/monsters/Giant Frilled Lizard.yaml b/data/monsters/Giant Frilled Lizard.yaml
new file mode 100644
index 0000000..29e3a3a
--- /dev/null
+++ b/data/monsters/Giant Frilled Lizard.yaml
@@ -0,0 +1,88 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 1
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 75
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Gecko.yaml b/data/monsters/Giant Gecko.yaml
new file mode 100644
index 0000000..ea4f042
--- /dev/null
+++ b/data/monsters/Giant Gecko.yaml
@@ -0,0 +1,72 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 1
+ dex_mod: 3
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Mantis.yaml b/data/monsters/Giant Mantis.yaml
new file mode 100644
index 0000000..15b41a6
--- /dev/null
+++ b/data/monsters/Giant Mantis.yaml
@@ -0,0 +1,82 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 3
+ int_mod: -5
+ 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 trees.
+divine_spells: null
+hp: 40
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Giant Monitor Lizard.yaml b/data/monsters/Giant Monitor Lizard.yaml
new file mode 100644
index 0000000..01e85bd
--- /dev/null
+++ b/data/monsters/Giant Monitor Lizard.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Moray Eel.yaml b/data/monsters/Giant Moray Eel.yaml
new file mode 100644
index 0000000..add6ad7
--- /dev/null
+++ b/data/monsters/Giant Moray Eel.yaml
@@ -0,0 +1,81 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 65
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 40
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+- Aquatic
+type: Creature
diff --git a/data/monsters/Giant Octopus.yaml b/data/monsters/Giant Octopus.yaml
new file mode 100644
index 0000000..ae0428a
--- /dev/null
+++ b/data/monsters/Giant Octopus.yaml
@@ -0,0 +1,108 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: 3
+ int_mod: -3
+ 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.
+divine_spells: null
+hp: 135
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Giant Rat.yaml b/data/monsters/Giant Rat.yaml
new file mode 100644
index 0000000..bebd991
--- /dev/null
+++ b/data/monsters/Giant Rat.yaml
@@ -0,0 +1,75 @@
+ability_mods:
+ cha_mod: -3
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 8
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 10
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Scorpion.yaml b/data/monsters/Giant Scorpion.yaml
new file mode 100644
index 0000000..527712d
--- /dev/null
+++ b/data/monsters/Giant Scorpion.yaml
@@ -0,0 +1,81 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -5
+ 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 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Solifugid.yaml b/data/monsters/Giant Solifugid.yaml
new file mode 100644
index 0000000..d41f814
--- /dev/null
+++ b/data/monsters/Giant Solifugid.yaml
@@ -0,0 +1,76 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 3
+ dex_mod: 3
+ int_mod: -5
+ 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.
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 25
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Stag Beetle.yaml b/data/monsters/Giant Stag Beetle.yaml
new file mode 100644
index 0000000..b168ddd
--- /dev/null
+++ b/data/monsters/Giant Stag Beetle.yaml
@@ -0,0 +1,72 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 5
+ dex_mod: 1
+ int_mod: -5
+ 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. 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.
+divine_spells: null
+hp: 55
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 20
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Tarantula.yaml b/data/monsters/Giant Tarantula.yaml
new file mode 100644
index 0000000..2b2a0bf
--- /dev/null
+++ b/data/monsters/Giant Tarantula.yaml
@@ -0,0 +1,78 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 5
+ dex_mod: 1
+ int_mod: -5
+ 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.
+divine_spells: null
+hp: 135
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Giant Viper.yaml b/data/monsters/Giant Viper.yaml
new file mode 100644
index 0000000..c4f11c4
--- /dev/null
+++ b/data/monsters/Giant Viper.yaml
@@ -0,0 +1,76 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 4
+ int_mod: -4
+ 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
+ severe blood clotting and leave a victim utterly drained of vitality.
+divine_spells: null
+hp: 26
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Giant Wasp.yaml b/data/monsters/Giant Wasp.yaml
new file mode 100644
index 0000000..6011079
--- /dev/null
+++ b/data/monsters/Giant Wasp.yaml
@@ -0,0 +1,77 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 4
+ int_mod: -5
+ 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Gibbering Mouther.yaml b/data/monsters/Gibbering Mouther.yaml
new file mode 100644
index 0000000..e26be26
--- /dev/null
+++ b/data/monsters/Gibbering Mouther.yaml
@@ -0,0 +1,90 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 3
+ int_mod: -3
+ 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. 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.
+divine_spells: null
+hp: 120
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 20
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Aberration
+type: Creature
diff --git a/data/monsters/Gimmerling.yaml b/data/monsters/Gimmerling.yaml
new file mode 100644
index 0000000..8bcd0a8
--- /dev/null
+++ b/data/monsters/Gimmerling.yaml
@@ -0,0 +1,119 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 4
+ dex_mod: 7
+ int_mod: 5
+ 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.
+ 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.
+divine_spells: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Glabrezu (Treachery Demon).yaml b/data/monsters/Glabrezu (Treachery Demon).yaml
new file mode 100644
index 0000000..de0641f
--- /dev/null
+++ b/data/monsters/Glabrezu (Treachery Demon).yaml
@@ -0,0 +1,151 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 7
+ dex_mod: 2
+ int_mod: 3
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Huge
+- Demon
+- Fiend
+type: Creature
diff --git a/data/monsters/Gnoll Cultist.yaml b/data/monsters/Gnoll Cultist.yaml
new file mode 100644
index 0000000..4e857d2
--- /dev/null
+++ b/data/monsters/Gnoll Cultist.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 2
+ int_mod: 0
+ 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 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Gnoll
+- Humanoid
+type: Creature
diff --git a/data/monsters/Gnoll Hunter.yaml b/data/monsters/Gnoll Hunter.yaml
new file mode 100644
index 0000000..db8e712
--- /dev/null
+++ b/data/monsters/Gnoll Hunter.yaml
@@ -0,0 +1,87 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -1
+ 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.
+divine_spells: null
+hp: 29
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Gnoll
+- Humanoid
+type: Creature
diff --git a/data/monsters/Gnoll Sergeant.yaml b/data/monsters/Gnoll Sergeant.yaml
new file mode 100644
index 0000000..61285a3
--- /dev/null
+++ b/data/monsters/Gnoll Sergeant.yaml
@@ -0,0 +1,101 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 2
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 60
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Gnoll
+- Humanoid
+type: Creature
diff --git a/data/monsters/Goblin Commando.yaml b/data/monsters/Goblin Commando.yaml
new file mode 100644
index 0000000..e2e4469
--- /dev/null
+++ b/data/monsters/Goblin Commando.yaml
@@ -0,0 +1,77 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -1
+ 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
+ has begun. Most shirk their responsibilities in favor of wading into the fray and
+ claiming more glory from their tribe-mates.
+divine_spells: null
+hp: 18
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Small
+- Goblin
+- Humanoid
+type: Creature
diff --git a/data/monsters/Goblin Dog.yaml b/data/monsters/Goblin Dog.yaml
new file mode 100644
index 0000000..2e5ee6f
--- /dev/null
+++ b/data/monsters/Goblin Dog.yaml
@@ -0,0 +1,73 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 2
+ int_mod: -4
+ 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,
+ 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.
+divine_spells: null
+hp: 17
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Goblin Pyro.yaml b/data/monsters/Goblin Pyro.yaml
new file mode 100644
index 0000000..5b1850c
--- /dev/null
+++ b/data/monsters/Goblin Pyro.yaml
@@ -0,0 +1,64 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ 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 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.
+divine_spells: null
+hp: 15
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Small
+- Goblin
+- Humanoid
+type: Creature
diff --git a/data/monsters/Goblin War Chanter.yaml b/data/monsters/Goblin War Chanter.yaml
new file mode 100644
index 0000000..cf3e062
--- /dev/null
+++ b/data/monsters/Goblin War Chanter.yaml
@@ -0,0 +1,87 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 2
+ dex_mod: 3
+ int_mod: 1
+ 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
+ catchy, though whether they are actually enjoyable is entirely subjective.
+divine_spells: null
+hp: 16
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Small
+- Goblin
+- Humanoid
+type: Creature
diff --git a/data/monsters/Goblin Warrior.yaml b/data/monsters/Goblin Warrior.yaml
new file mode 100644
index 0000000..0183cb7
--- /dev/null
+++ b/data/monsters/Goblin Warrior.yaml
@@ -0,0 +1,73 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 3
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 6
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Small
+- Goblin
+- Humanoid
+type: Creature
diff --git a/data/monsters/Gogiteth.yaml b/data/monsters/Gogiteth.yaml
new file mode 100644
index 0000000..edd4b26
--- /dev/null
+++ b/data/monsters/Gogiteth.yaml
@@ -0,0 +1,94 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 3
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+hp: 250
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Huge
+- Aberration
+type: Creature
diff --git a/data/monsters/Goliath Spider.yaml b/data/monsters/Goliath Spider.yaml
new file mode 100644
index 0000000..5b02961
--- /dev/null
+++ b/data/monsters/Goliath Spider.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 7
+ dex_mod: 5
+ int_mod: -5
+ 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.
+ 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.
+divine_spells: null
+hp: 220
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 45
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Gargantuan
+- Animal
+type: Creature
diff --git a/data/monsters/Gorilla.yaml b/data/monsters/Gorilla.yaml
new file mode 100644
index 0000000..27b5bde
--- /dev/null
+++ b/data/monsters/Gorilla.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -4
+ 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 powerful
+ arms to bite and pummel trespassers with wild abandon.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Gourd Leshy.yaml b/data/monsters/Gourd Leshy.yaml
new file mode 100644
index 0000000..ba0b6e9
--- /dev/null
+++ b/data/monsters/Gourd Leshy.yaml
@@ -0,0 +1,92 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -1
+ 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*.
+ 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.
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Leshy
+- Plant
+type: Creature
diff --git a/data/monsters/Grauladon.yaml b/data/monsters/Grauladon.yaml
new file mode 100644
index 0000000..41aab8e
--- /dev/null
+++ b/data/monsters/Grauladon.yaml
@@ -0,0 +1,93 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: 0
+ int_mod: -3
+ 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
+ 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.
+divine_spells: null
+hp: 35
+immunities:
+- paralyzed
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 30
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Large
+- Dragon
+type: Creature
diff --git a/data/monsters/Graveknight.yaml b/data/monsters/Graveknight.yaml
new file mode 100644
index 0000000..18b92fc
--- /dev/null
+++ b/data/monsters/Graveknight.yaml
@@ -0,0 +1,174 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 4
+ int_mod: 2
+ 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, 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. - Increase
+ its attack rolls, AC, saving throws, Perception, and skills by 1, its HP by 5, and
+ its Strike damage by 1.
Graveknight Abilities
A
+ graveknight gains the undead and graveknight traits, and its 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.'
+divine_spells: null
+hp: 175
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- precision
+- unconscious
+- plus one energy type (the same chosen for ruinous weapons below).
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Large
+- Undead
+type: Creature
diff --git a/data/monsters/Graveshell.yaml b/data/monsters/Graveshell.yaml
new file mode 100644
index 0000000..f9e3c58
--- /dev/null
+++ b/data/monsters/Graveshell.yaml
@@ -0,0 +1,101 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: -1
+ int_mod: -3
+ 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
+ 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.'
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 20
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Large
+- Beast
+type: Creature
diff --git a/data/monsters/Great Cyclops.yaml b/data/monsters/Great Cyclops.yaml
new file mode 100644
index 0000000..dfacd2c
--- /dev/null
+++ b/data/monsters/Great Cyclops.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 6
+ dex_mod: 1
+ int_mod: -2
+ 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 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.
+divine_spells: null
+hp: 235
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- CE
+- Huge
+- Giant
+- Humanoid
+- Mutant
+type: Creature
diff --git a/data/monsters/Great White Shark.yaml b/data/monsters/Great White Shark.yaml
new file mode 100644
index 0000000..19dd1f1
--- /dev/null
+++ b/data/monsters/Great White Shark.yaml
@@ -0,0 +1,77 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 60
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Animal
+- Aquatic
+type: Creature
diff --git a/data/monsters/Greater Barghest.yaml b/data/monsters/Greater Barghest.yaml
new file mode 100644
index 0000000..8734bea
--- /dev/null
+++ b/data/monsters/Greater Barghest.yaml
@@ -0,0 +1,134 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 3
+ 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, 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- CE
+- Large
+- Fiend
+- Mutant
+type: Creature
diff --git a/data/monsters/Greater Nightmare.yaml b/data/monsters/Greater Nightmare.yaml
new file mode 100644
index 0000000..3246d17
--- /dev/null
+++ b/data/monsters/Greater Nightmare.yaml
@@ -0,0 +1,101 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 5
+ dex_mod: 4
+ int_mod: 2
+ 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.
+ 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.
+divine_spells: null
+hp: 200
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 60
+ type: Land
+- amount: 120
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Huge
+- Beast
+- Fiend
+type: Creature
diff --git a/data/monsters/Greater Shadow.yaml b/data/monsters/Greater Shadow.yaml
new file mode 100644
index 0000000..ce0f547
--- /dev/null
+++ b/data/monsters/Greater Shadow.yaml
@@ -0,0 +1,92 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 0
+ dex_mod: 5
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 75
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- precision
+- unconscious
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Incorporeal
+- Undead
+type: Creature
diff --git a/data/monsters/Green Hag.yaml b/data/monsters/Green Hag.yaml
new file mode 100644
index 0000000..b8130e8
--- /dev/null
+++ b/data/monsters/Green Hag.yaml
@@ -0,0 +1,132 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 3
+ dex_mod: 3
+ int_mod: 2
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 25
+ type: Swim
+spell_attack_to_hit: 14
+spell_dc: 20
+traits:
+- CE
+- Medium
+- Hag
+- Humanoid
+type: Creature
diff --git a/data/monsters/Griffon.yaml b/data/monsters/Griffon.yaml
new file mode 100644
index 0000000..ff66c94
--- /dev/null
+++ b/data/monsters/Griffon.yaml
@@ -0,0 +1,99 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 3
+ dex_mod: 3
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 60
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Grig.yaml b/data/monsters/Grig.yaml
new file mode 100644
index 0000000..c1667e8
--- /dev/null
+++ b/data/monsters/Grig.yaml
@@ -0,0 +1,102 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Tiny
+- Fey
+- Sprite
+type: Creature
diff --git a/data/monsters/Grikkitog.yaml b/data/monsters/Grikkitog.yaml
new file mode 100644
index 0000000..de71f4f
--- /dev/null
+++ b/data/monsters/Grikkitog.yaml
@@ -0,0 +1,100 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 5
+ dex_mod: 4
+ int_mod: 2
+ 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 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.
+divine_spells: null
+hp: 200
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 20
+ type: Burrow
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Huge
+- Aberration
+- Earth
+type: Creature
diff --git a/data/monsters/Grim Reaper.yaml b/data/monsters/Grim Reaper.yaml
new file mode 100644
index 0000000..4f32a20
--- /dev/null
+++ b/data/monsters/Grim Reaper.yaml
@@ -0,0 +1,143 @@
+ability_mods:
+ cha_mod: 8
+ con_mod: 8
+ dex_mod: 10
+ int_mod: 5
+ str_mod: 8
+ wis_mod: 7
+ac: 47
+ac_special: null
+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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 50
+ type: Land
+- amount: 75
+ type: Fly
+spell_attack_to_hit: 37
+spell_dc: null
+traits:
+- Unique
+- NE
+- Medium
+- Undead
+type: Creature
diff --git a/data/monsters/Grippli Archer.yaml b/data/monsters/Grippli Archer.yaml
new file mode 100644
index 0000000..5952d6d
--- /dev/null
+++ b/data/monsters/Grippli Archer.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 44
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Grippli
+- Humanoid
+type: Creature
diff --git a/data/monsters/Grippli Greenspeaker.yaml b/data/monsters/Grippli Greenspeaker.yaml
new file mode 100644
index 0000000..d6f3b03
--- /dev/null
+++ b/data/monsters/Grippli Greenspeaker.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 1
+ 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.
+ name: Green Empathy
+ traits: null
+description: The unofficial healers of gripplikind are known as greenspeakers.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Grippli
+- Humanoid
+type: Creature
diff --git a/data/monsters/Grippli Scout.yaml b/data/monsters/Grippli Scout.yaml
new file mode 100644
index 0000000..0727d63
--- /dev/null
+++ b/data/monsters/Grippli Scout.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Grippli
+- Humanoid
+type: Creature
diff --git a/data/monsters/Grizzly Bear.yaml b/data/monsters/Grizzly Bear.yaml
new file mode 100644
index 0000000..b44570d
--- /dev/null
+++ b/data/monsters/Grizzly Bear.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 5
+ dex_mod: 1
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Grothlut.yaml b/data/monsters/Grothlut.yaml
new file mode 100644
index 0000000..949f4d5
--- /dev/null
+++ b/data/monsters/Grothlut.yaml
@@ -0,0 +1,72 @@
+ability_mods:
+ cha_mod: -3
+ con_mod: 4
+ dex_mod: -2
+ int_mod: -5
+ 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 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.
+divine_spells: null
+hp: 50
+immunities:
+- acid
+- mental
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Aberration
+- Mindless
+type: Creature
diff --git a/data/monsters/Guard Dog.yaml b/data/monsters/Guard Dog.yaml
new file mode 100644
index 0000000..853c483
--- /dev/null
+++ b/data/monsters/Guard Dog.yaml
@@ -0,0 +1,68 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 2
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 8
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Animal
+type: Creature
diff --git a/data/monsters/Guardian Naga.yaml b/data/monsters/Guardian Naga.yaml
new file mode 100644
index 0000000..5b4f499
--- /dev/null
+++ b/data/monsters/Guardian Naga.yaml
@@ -0,0 +1,81 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 5
+ dex_mod: 6
+ int_mod: 3
+ 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
+ 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.'
+divine_spells: null
+hp: 175
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LG
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Gug.yaml b/data/monsters/Gug.yaml
new file mode 100644
index 0000000..bee11d3
--- /dev/null
+++ b/data/monsters/Gug.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 6
+ dex_mod: 3
+ int_mod: 0
+ 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. 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.
+divine_spells: null
+hp: 175
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Guthallath.yaml b/data/monsters/Guthallath.yaml
new file mode 100644
index 0000000..1564ea3
--- /dev/null
+++ b/data/monsters/Guthallath.yaml
@@ -0,0 +1,115 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 8
+ dex_mod: 2
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 325
+immunities:
+- bleed
+- death effects
+- disease
+- doomed
+- drained
+- fatigued
+- healing
+- magic (see below)
+- necromancy
+- nonlethal attacks
+- paralyzed
+- poison
+- sickened
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 50
+ type: Burrow
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Rare
+- N
+- Gargantuan
+- Construct
+type: Creature
diff --git a/data/monsters/Harpy.yaml b/data/monsters/Harpy.yaml
new file mode 100644
index 0000000..fac5ef2
--- /dev/null
+++ b/data/monsters/Harpy.yaml
@@ -0,0 +1,110 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 0
+ dex_mod: 4
+ int_mod: -1
+ 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
+ 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.
+divine_spells: null
+hp: 68
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Humanoid
+type: Creature
diff --git a/data/monsters/Hell Hound.yaml b/data/monsters/Hell Hound.yaml
new file mode 100644
index 0000000..e949269
--- /dev/null
+++ b/data/monsters/Hell Hound.yaml
@@ -0,0 +1,75 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -2
+ 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
+ of ever-burning hell re are all trademark features.
+divine_spells: null
+hp: 40
+immunities:
+- fire
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Beast
+- Fiend
+- Fire
+type: Creature
diff --git a/data/monsters/Hellcrown.yaml b/data/monsters/Hellcrown.yaml
new file mode 100644
index 0000000..d565281
--- /dev/null
+++ b/data/monsters/Hellcrown.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 3
+ dex_mod: 4
+ int_mod: -1
+ 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
+ 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.
+divine_spells: null
+hp: 20
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LE
+- Tiny
+- Undead
+type: Creature
diff --git a/data/monsters/Hill Giant.yaml b/data/monsters/Hill Giant.yaml
new file mode 100644
index 0000000..c316ff2
--- /dev/null
+++ b/data/monsters/Hill Giant.yaml
@@ -0,0 +1,94 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 0
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+hp: 140
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Earth
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Hive Mother.yaml b/data/monsters/Hive Mother.yaml
new file mode 100644
index 0000000..d064569
--- /dev/null
+++ b/data/monsters/Hive Mother.yaml
@@ -0,0 +1,92 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: 1
+ int_mod: -4
+ 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 large
+ pair of razor-sharp, mantis-like arms.
+divine_spells: null
+hp: 120
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 20
+ type: Burrow
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Huge
+- Animal
+type: Creature
diff --git a/data/monsters/Hobgoblin Archer.yaml b/data/monsters/Hobgoblin Archer.yaml
new file mode 100644
index 0000000..56887f9
--- /dev/null
+++ b/data/monsters/Hobgoblin Archer.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ 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
+ captain.
+divine_spells: null
+hp: 50
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Goblin
+- Humanoid
+type: Creature
diff --git a/data/monsters/Hobgoblin General.yaml b/data/monsters/Hobgoblin General.yaml
new file mode 100644
index 0000000..42bc0c0
--- /dev/null
+++ b/data/monsters/Hobgoblin General.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 2
+ dex_mod: 3
+ int_mod: 0
+ str_mod: 4
+ wis_mod: 1
+ac: 25
+ac_special: null
+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.
+divine_spells: null
+hp: 90
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Goblin
+- Humanoid
+type: Creature
diff --git a/data/monsters/Hobgoblin Soldier.yaml b/data/monsters/Hobgoblin Soldier.yaml
new file mode 100644
index 0000000..e97be4f
--- /dev/null
+++ b/data/monsters/Hobgoblin Soldier.yaml
@@ -0,0 +1,70 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 3
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Goblin
+- Humanoid
+type: Creature
diff --git a/data/monsters/Homunculus.yaml b/data/monsters/Homunculus.yaml
new file mode 100644
index 0000000..16109c1
--- /dev/null
+++ b/data/monsters/Homunculus.yaml
@@ -0,0 +1,100 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 0
+ 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
+ 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.'
+divine_spells: null
+hp: 17
+immunities:
+- bleed
+- death effects
+- disease
+- doomed
+- drained
+- fatigued
+- healing
+- necromancy
+- nonlethal attacks
+- paralyzed
+- poison
+- sickened
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Tiny
+- Construct
+type: Creature
diff --git a/data/monsters/Horned Archon.yaml b/data/monsters/Horned Archon.yaml
new file mode 100644
index 0000000..a21bed9
--- /dev/null
+++ b/data/monsters/Horned Archon.yaml
@@ -0,0 +1,114 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 3
+ dex_mod: 4
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LG
+- Medium
+- Archon
+- Celestial
+type: Creature
diff --git a/data/monsters/Hunting Spider.yaml b/data/monsters/Hunting Spider.yaml
new file mode 100644
index 0000000..29aa439
--- /dev/null
+++ b/data/monsters/Hunting Spider.yaml
@@ -0,0 +1,89 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 1
+ dex_mod: 4
+ int_mod: -5
+ 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.
+ name: Web Sense
+ traits: null
+description: Hunting spiders are the most common type of giant spider, though not
+ the largest.
+divine_spells: null
+hp: 16
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 25
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Hyaenodon.yaml b/data/monsters/Hyaenodon.yaml
new file mode 100644
index 0000000..abab300
--- /dev/null
+++ b/data/monsters/Hyaenodon.yaml
@@ -0,0 +1,72 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 3
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Hydra.yaml b/data/monsters/Hydra.yaml
new file mode 100644
index 0000000..a5e6146
--- /dev/null
+++ b/data/monsters/Hydra.yaml
@@ -0,0 +1,79 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 5
+ dex_mod: 4
+ int_mod: -3
+ 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.
+divine_spells: null
+hp: 90
+immunities:
+- area damage
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 25
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Beast
+type: Creature
diff --git a/data/monsters/Hyena.yaml b/data/monsters/Hyena.yaml
new file mode 100644
index 0000000..70d25fc
--- /dev/null
+++ b/data/monsters/Hyena.yaml
@@ -0,0 +1,72 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -4
+ 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. 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.'
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Ice Linnorm.yaml b/data/monsters/Ice Linnorm.yaml
new file mode 100644
index 0000000..3c75a43
--- /dev/null
+++ b/data/monsters/Ice Linnorm.yaml
@@ -0,0 +1,132 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 7
+ dex_mod: 5
+ int_mod: -3
+ 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 icebergs.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Immortal Ichor.yaml b/data/monsters/Immortal Ichor.yaml
new file mode 100644
index 0000000..6c3168e
--- /dev/null
+++ b/data/monsters/Immortal Ichor.yaml
@@ -0,0 +1,134 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 9
+ dex_mod: 3
+ int_mod: 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 20
+ type: Fly
+spell_attack_to_hit: 31
+spell_dc: null
+traits:
+- Rare
+- NE
+- Medium
+- Ooze
+type: Creature
diff --git a/data/monsters/Imp.yaml b/data/monsters/Imp.yaml
new file mode 100644
index 0000000..87ae820
--- /dev/null
+++ b/data/monsters/Imp.yaml
@@ -0,0 +1,136 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 4
+ int_mod: 1
+ 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 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.
+divine_spells: null
+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
+items: null
+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: - **Boar **size Medium; scent (imprecise) 30 feet; **Speed **40
+ feet; **Melee **tusk +9 (finesse), **Damage **1d10–1 piercing
- **Giant
+ Spider** size Medium; **Speed **25 feet, climb 25 feet; **Melee **fangs +9 (finesse,
+ poison), **Damage **1d6–1 piercing plus 1d4 poison
- **Rat **scent; **Speed
+ **20 feet; **Melee **jaws +9 (agile, finesse), **Damage **1 piercing
- **Raven
+ **scent; **Speed **10 feet, fly 40 feet; **Melee **beak +9 (finesse), **Damage
+ **1 piercing
+ 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Tiny
+- Devil
+- Fiend
+type: Creature
diff --git a/data/monsters/Interlocutor.yaml b/data/monsters/Interlocutor.yaml
new file mode 100644
index 0000000..5895a00
--- /dev/null
+++ b/data/monsters/Interlocutor.yaml
@@ -0,0 +1,112 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 5
+ dex_mod: 3
+ int_mod: 2
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LE
+- Large
+- Fiend
+- Velstrac
+type: Creature
diff --git a/data/monsters/Invisible Stalker.yaml b/data/monsters/Invisible Stalker.yaml
new file mode 100644
index 0000000..16a1818
--- /dev/null
+++ b/data/monsters/Invisible Stalker.yaml
@@ -0,0 +1,74 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 6
+ int_mod: -2
+ 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 to
+ perform.
+divine_spells: null
+hp: 70
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 25
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Air
+- Elemental
+type: Creature
diff --git a/data/monsters/Iron Golem.yaml b/data/monsters/Iron Golem.yaml
new file mode 100644
index 0000000..0674df9
--- /dev/null
+++ b/data/monsters/Iron Golem.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 4
+ dex_mod: -1
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Large
+- Construct
+- Golem
+- Mindless
+type: Creature
diff --git a/data/monsters/Janni.yaml b/data/monsters/Janni.yaml
new file mode 100644
index 0000000..8717ac3
--- /dev/null
+++ b/data/monsters/Janni.yaml
@@ -0,0 +1,114 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 2
+ int_mod: 2
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 15
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Elemental
+- Genie
+type: Creature
diff --git a/data/monsters/Jinkin.yaml b/data/monsters/Jinkin.yaml
new file mode 100644
index 0000000..2df85cd
--- /dev/null
+++ b/data/monsters/Jinkin.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 4
+ int_mod: 2
+ 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 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.
+divine_spells: null
+hp: 19
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Tiny
+- Fey
+- Gremlin
+type: Creature
diff --git a/data/monsters/Jungle Drake.yaml b/data/monsters/Jungle Drake.yaml
new file mode 100644
index 0000000..2dc10de
--- /dev/null
+++ b/data/monsters/Jungle Drake.yaml
@@ -0,0 +1,113 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 3
+ int_mod: -1
+ 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 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.
+divine_spells: null
+hp: 90
+immunities:
+- disease
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Dragon
+- Earth
+type: Creature
diff --git a/data/monsters/Kalavakus (Slaver Demon).yaml b/data/monsters/Kalavakus (Slaver Demon).yaml
new file mode 100644
index 0000000..f838378
--- /dev/null
+++ b/data/monsters/Kalavakus (Slaver Demon).yaml
@@ -0,0 +1,111 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 5
+ dex_mod: 1
+ int_mod: 2
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Demon
+- Fiend
+type: Creature
diff --git a/data/monsters/Keketar.yaml b/data/monsters/Keketar.yaml
new file mode 100644
index 0000000..c07f249
--- /dev/null
+++ b/data/monsters/Keketar.yaml
@@ -0,0 +1,199 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 7
+ dex_mod: 5
+ int_mod: 5
+ 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 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.'
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Kishi.yaml b/data/monsters/Kishi.yaml
new file mode 100644
index 0000000..5f200ae
--- /dev/null
+++ b/data/monsters/Kishi.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+hp: 138
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Fey
+type: Creature
diff --git a/data/monsters/Kobold Dragon Mage.yaml b/data/monsters/Kobold Dragon Mage.yaml
new file mode 100644
index 0000000..bbdbeab
--- /dev/null
+++ b/data/monsters/Kobold Dragon Mage.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 2
+ 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 to
+ the kobolds' claim to draconic heritage.
+divine_spells: null
+hp: 25
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Small
+- Humanoid
+- Kobold
+type: Creature
diff --git a/data/monsters/Kobold Scout.yaml b/data/monsters/Kobold Scout.yaml
new file mode 100644
index 0000000..43c98c1
--- /dev/null
+++ b/data/monsters/Kobold Scout.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 16
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Small
+- Humanoid
+- Kobold
+type: Creature
diff --git a/data/monsters/Kobold Warrior.yaml b/data/monsters/Kobold Warrior.yaml
new file mode 100644
index 0000000..00da87b
--- /dev/null
+++ b/data/monsters/Kobold Warrior.yaml
@@ -0,0 +1,90 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 8
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Small
+- Humanoid
+- Kobold
+type: Creature
diff --git a/data/monsters/Kolyarut.yaml b/data/monsters/Kolyarut.yaml
new file mode 100644
index 0000000..f7ba787
--- /dev/null
+++ b/data/monsters/Kolyarut.yaml
@@ -0,0 +1,107 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 5
+ dex_mod: 4
+ int_mod: 1
+ 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.
+ 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LN
+- Medium
+- Aeon
+- Inevitable
+- Monitor
+type: Creature
diff --git a/data/monsters/Kraken.yaml b/data/monsters/Kraken.yaml
new file mode 100644
index 0000000..ae281db
--- /dev/null
+++ b/data/monsters/Kraken.yaml
@@ -0,0 +1,130 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 9
+ dex_mod: 4
+ int_mod: 5
+ 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 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.
+divine_spells: null
+hp: 360
+immunities:
+- controlled
+- emotion
+innate_spells:
+- frequency: animals only
+ level: 10
+ name: dominate
+- level: 8
+ name: punishing winds
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Krooth.yaml b/data/monsters/Krooth.yaml
new file mode 100644
index 0000000..8c4eed4
--- /dev/null
+++ b/data/monsters/Krooth.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 6
+ dex_mod: 3
+ int_mod: -4
+ 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,
+ and virtually any creature with flesh, their favorite prey are lizardfolk, boggards,
+ and dinosaurs.
+divine_spells: null
+hp: 150
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 30
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Amphibious
+- Animal
+type: Creature
diff --git a/data/monsters/Lamia Matriarch.yaml b/data/monsters/Lamia Matriarch.yaml
new file mode 100644
index 0000000..5ea7fdd
--- /dev/null
+++ b/data/monsters/Lamia Matriarch.yaml
@@ -0,0 +1,129 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 3
+ dex_mod: 4
+ int_mod: 3
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Lamia.yaml b/data/monsters/Lamia.yaml
new file mode 100644
index 0000000..2f9496a
--- /dev/null
+++ b/data/monsters/Lamia.yaml
@@ -0,0 +1,120 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 2
+ dex_mod: 3
+ int_mod: 1
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 25
+traits:
+- CE
+- Large
+- Beast
+type: Creature
diff --git a/data/monsters/Lantern Archon.yaml b/data/monsters/Lantern Archon.yaml
new file mode 100644
index 0000000..bd4d783
--- /dev/null
+++ b/data/monsters/Lantern Archon.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 3
+ int_mod: -1
+ 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\
+ \ 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."
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LG
+- Small
+- Archon
+- Celestial
+type: Creature
diff --git a/data/monsters/Leaf Leshy.yaml b/data/monsters/Leaf Leshy.yaml
new file mode 100644
index 0000000..481e066
--- /dev/null
+++ b/data/monsters/Leaf Leshy.yaml
@@ -0,0 +1,94 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 2
+ int_mod: -2
+ 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
+ in real ones.
+divine_spells: null
+hp: 15
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: null
+ type: Glide
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Leshy
+- Plant
+type: Creature
diff --git a/data/monsters/Legion Archon.yaml b/data/monsters/Legion Archon.yaml
new file mode 100644
index 0000000..80e2d60
--- /dev/null
+++ b/data/monsters/Legion Archon.yaml
@@ -0,0 +1,110 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LG
+- Medium
+- Archon
+- Celestial
+type: Creature
diff --git a/data/monsters/Lemure.yaml b/data/monsters/Lemure.yaml
new file mode 100644
index 0000000..2980429
--- /dev/null
+++ b/data/monsters/Lemure.yaml
@@ -0,0 +1,71 @@
+ability_mods:
+ cha_mod: -3
+ con_mod: 3
+ dex_mod: 0
+ int_mod: -5
+ 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 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).
+divine_spells: null
+hp: 20
+immunities:
+- fire
+- mental
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Devil
+- Fiend
+- Mindless
+type: Creature
diff --git a/data/monsters/Leopard.yaml b/data/monsters/Leopard.yaml
new file mode 100644
index 0000000..d5c2227
--- /dev/null
+++ b/data/monsters/Leopard.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -4
+ 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 panthers,
+ white-spotted snow leopards, or tawny-coated cougars.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Lesser Death.yaml b/data/monsters/Lesser Death.yaml
new file mode 100644
index 0000000..41bc245
--- /dev/null
+++ b/data/monsters/Lesser Death.yaml
@@ -0,0 +1,119 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 6
+ dex_mod: 9
+ int_mod: 4
+ str_mod: 6
+ wis_mod: 6
+ac: 39
+ac_special: null
+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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 50
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Rare
+- NE
+- Medium
+- Undead
+type: Creature
diff --git a/data/monsters/Leukodaemon (Pestilence Daemon).yaml b/data/monsters/Leukodaemon (Pestilence Daemon).yaml
new file mode 100644
index 0000000..6623c6c
--- /dev/null
+++ b/data/monsters/Leukodaemon (Pestilence Daemon).yaml
@@ -0,0 +1,142 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 1
+ dex_mod: 5
+ int_mod: 3
+ 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.
+ 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Daemon
+- Fiend
+type: Creature
diff --git a/data/monsters/Lich.yaml b/data/monsters/Lich.yaml
new file mode 100644
index 0000000..a27b784
--- /dev/null
+++ b/data/monsters/Lich.yaml
@@ -0,0 +1,95 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 0
+ dex_mod: 4
+ int_mod: 6
+ 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.
+divine_spells: null
+hp: 190
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Rare
+- NE
+- Medium
+- Undead
+type: Creature
diff --git a/data/monsters/Lillend (Muse Azata).yaml b/data/monsters/Lillend (Muse Azata).yaml
new file mode 100644
index 0000000..c87be89
--- /dev/null
+++ b/data/monsters/Lillend (Muse Azata).yaml
@@ -0,0 +1,134 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 5
+ dex_mod: 3
+ int_mod: 2
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 45
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CG
+- Large
+- Azata
+- Celestial
+type: Creature
diff --git a/data/monsters/Lion.yaml b/data/monsters/Lion.yaml
new file mode 100644
index 0000000..3089db0
--- /dev/null
+++ b/data/monsters/Lion.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -4
+ 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
+ larger, with long manes, and when they hunt, they tend to do so on their own.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Living Landslide.yaml b/data/monsters/Living Landslide.yaml
new file mode 100644
index 0000000..08a21fb
--- /dev/null
+++ b/data/monsters/Living Landslide.yaml
@@ -0,0 +1,76 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 4
+ dex_mod: -1
+ int_mod: -2
+ 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.
+ name: Earthbound
+ traits: null
+description: Living landslides resemble humanoids made of earth and gravel.
+divine_spells: null
+hp: 90
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Living Sap.yaml b/data/monsters/Living Sap.yaml
new file mode 100644
index 0000000..193550f
--- /dev/null
+++ b/data/monsters/Living Sap.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 4
+ dex_mod: -3
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+hp: 175
+immunities:
+- critical hits
+- mental
+- piercing
+- precision
+- slashing
+- unconscious
+- visual
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Living Waterfall.yaml b/data/monsters/Living Waterfall.yaml
new file mode 100644
index 0000000..e081f37
--- /dev/null
+++ b/data/monsters/Living Waterfall.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 3
+ int_mod: -2
+ 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.
+ name: Water-Bound
+ traits: null
+description: Living waterfalls are humanoid-shaped columns of churning water.
+divine_spells: null
+hp: 90
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Living Whirlwind.yaml b/data/monsters/Living Whirlwind.yaml
new file mode 100644
index 0000000..55dcf36
--- /dev/null
+++ b/data/monsters/Living Whirlwind.yaml
@@ -0,0 +1,68 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 5
+ int_mod: -2
+ 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.
+divine_spells: null
+hp: 50
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 50
+ type: Fly
+- amount: null
+ type: Swiftness
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Air
+- Elemental
+type: Creature
diff --git a/data/monsters/Living Wildfire.yaml b/data/monsters/Living Wildfire.yaml
new file mode 100644
index 0000000..221b2e9
--- /dev/null
+++ b/data/monsters/Living Wildfire.yaml
@@ -0,0 +1,76 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -2
+ 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
+ traits: null
+description: Living wildfires appear as humanoids made of living fire.
+divine_spells: null
+hp: 80
+immunities:
+- bleed
+- fire
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 50
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Elemental
+- Fire
+type: Creature
diff --git a/data/monsters/Lizardfolk Defender.yaml b/data/monsters/Lizardfolk Defender.yaml
new file mode 100644
index 0000000..8e98362
--- /dev/null
+++ b/data/monsters/Lizardfolk Defender.yaml
@@ -0,0 +1,99 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -1
+ 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 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.
+divine_spells: null
+hp: 21
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 15
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Humanoid
+- Lizardfolk
+type: Creature
diff --git a/data/monsters/Lizardfolk Scout.yaml b/data/monsters/Lizardfolk Scout.yaml
new file mode 100644
index 0000000..1353cbf
--- /dev/null
+++ b/data/monsters/Lizardfolk Scout.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 3
+ int_mod: -1
+ 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
+ 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.
+divine_spells: null
+hp: 17
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 20
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Humanoid
+- Lizardfolk
+type: Creature
diff --git a/data/monsters/Lizardfolk Stargazer.yaml b/data/monsters/Lizardfolk Stargazer.yaml
new file mode 100644
index 0000000..d4732ca
--- /dev/null
+++ b/data/monsters/Lizardfolk Stargazer.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 1
+ dex_mod: 2
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 20
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Humanoid
+- Lizardfolk
+type: Creature
diff --git a/data/monsters/Lyrakien (Wanderer Azata).yaml b/data/monsters/Lyrakien (Wanderer Azata).yaml
new file mode 100644
index 0000000..25885a9
--- /dev/null
+++ b/data/monsters/Lyrakien (Wanderer Azata).yaml
@@ -0,0 +1,115 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CG
+- Tiny
+- Azata
+- Celestial
+type: Creature
diff --git a/data/monsters/Mammoth.yaml b/data/monsters/Mammoth.yaml
new file mode 100644
index 0000000..38485e4
--- /dev/null
+++ b/data/monsters/Mammoth.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 5
+ dex_mod: 1
+ int_mod: -4
+ 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 using
+ their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound lands
+ rely on the mammoth's strength to help them survive.
+divine_spells: null
+hp: 190
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 45
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Animal
+type: Creature
diff --git a/data/monsters/Manticore.yaml b/data/monsters/Manticore.yaml
new file mode 100644
index 0000000..d046301
--- /dev/null
+++ b/data/monsters/Manticore.yaml
@@ -0,0 +1,87 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -2
+ 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 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.
+divine_spells: null
+hp: 90
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Large
+- Beast
+type: Creature
diff --git a/data/monsters/Marid.yaml b/data/monsters/Marid.yaml
new file mode 100644
index 0000000..1d61c85
--- /dev/null
+++ b/data/monsters/Marid.yaml
@@ -0,0 +1,160 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 4
+ dex_mod: 5
+ int_mod: 1
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Marilith (Pride Demon).yaml b/data/monsters/Marilith (Pride Demon).yaml
new file mode 100644
index 0000000..4d44c72
--- /dev/null
+++ b/data/monsters/Marilith (Pride Demon).yaml
@@ -0,0 +1,134 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 6
+ dex_mod: 6
+ int_mod: 4
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Medusa.yaml b/data/monsters/Medusa.yaml
new file mode 100644
index 0000000..1bca43a
--- /dev/null
+++ b/data/monsters/Medusa.yaml
@@ -0,0 +1,112 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 4
+ dex_mod: 5
+ int_mod: 2
+ 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
+ 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.
+divine_spells: null
+hp: 105
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Humanoid
+type: Creature
diff --git a/data/monsters/Megalodon.yaml b/data/monsters/Megalodon.yaml
new file mode 100644
index 0000000..4d63aa6
--- /dev/null
+++ b/data/monsters/Megalodon.yaml
@@ -0,0 +1,93 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 5
+ dex_mod: 2
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 180
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 80
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Gargantuan
+- Animal
+- Aquatic
+type: Creature
diff --git a/data/monsters/Megaprimatus.yaml b/data/monsters/Megaprimatus.yaml
new file mode 100644
index 0000000..3ca977f
--- /dev/null
+++ b/data/monsters/Megaprimatus.yaml
@@ -0,0 +1,88 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 5
+ dex_mod: 2
+ int_mod: -4
+ 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 over even
+ most giants, and is used to being the top-tier predator in the region.
+divine_spells: null
+hp: 150
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Gargantuan
+- Animal
+type: Creature
diff --git a/data/monsters/Merfolk Warrior.yaml b/data/monsters/Merfolk Warrior.yaml
new file mode 100644
index 0000000..bee33f0
--- /dev/null
+++ b/data/monsters/Merfolk Warrior.yaml
@@ -0,0 +1,76 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 19
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Merfolk Wavecaller.yaml b/data/monsters/Merfolk Wavecaller.yaml
new file mode 100644
index 0000000..1f6e22f
--- /dev/null
+++ b/data/monsters/Merfolk Wavecaller.yaml
@@ -0,0 +1,88 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 1
+ dex_mod: 2
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 30
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Mimic.yaml b/data/monsters/Mimic.yaml
new file mode 100644
index 0000000..684314e
--- /dev/null
+++ b/data/monsters/Mimic.yaml
@@ -0,0 +1,70 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 1
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 75
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Aberration
+type: Creature
diff --git a/data/monsters/Minotaur.yaml b/data/monsters/Minotaur.yaml
new file mode 100644
index 0000000..6e9bd69
--- /dev/null
+++ b/data/monsters/Minotaur.yaml
@@ -0,0 +1,100 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 3
+ dex_mod: 0
+ int_mod: -2
+ 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.
+ 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Humanoid
+type: Creature
diff --git a/data/monsters/Mitflit.yaml b/data/monsters/Mitflit.yaml
new file mode 100644
index 0000000..7553f12
--- /dev/null
+++ b/data/monsters/Mitflit.yaml
@@ -0,0 +1,111 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 0
+ dex_mod: 3
+ int_mod: -1
+ 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, 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Small
+- Fey
+- Gremlin
+type: Creature
diff --git a/data/monsters/Mokele-Mbembe.yaml b/data/monsters/Mokele-Mbembe.yaml
new file mode 100644
index 0000000..0e93c4c
--- /dev/null
+++ b/data/monsters/Mokele-Mbembe.yaml
@@ -0,0 +1,93 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 6
+ dex_mod: 4
+ int_mod: -4
+ 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,
+ and they consider the sighting of this rare being a sign of favor from the gods
+ and an omen of powerful natural forces.
+divine_spells: null
+hp: 172
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Huge
+- Animal
+type: Creature
diff --git a/data/monsters/Morrigna.yaml b/data/monsters/Morrigna.yaml
new file mode 100644
index 0000000..5d2ca17
--- /dev/null
+++ b/data/monsters/Morrigna.yaml
@@ -0,0 +1,142 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 4
+ dex_mod: 4
+ int_mod: 3
+ 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.
+ 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.
+divine_spells: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Mu Spore.yaml b/data/monsters/Mu Spore.yaml
new file mode 100644
index 0000000..749c594
--- /dev/null
+++ b/data/monsters/Mu Spore.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: 9
+ con_mod: 9
+ dex_mod: 3
+ int_mod: 4
+ 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
+ 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.
+divine_spells: null
+hp: 350
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Gargantuan
+- Fungus
+type: Creature
diff --git a/data/monsters/Mukradi.yaml b/data/monsters/Mukradi.yaml
new file mode 100644
index 0000000..dcba6e9
--- /dev/null
+++ b/data/monsters/Mukradi.yaml
@@ -0,0 +1,132 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 7
+ dex_mod: 0
+ int_mod: -3
+ 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 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.
+divine_spells: null
+hp: 300
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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. - **Acid Maw** (acid) 10-foot-wide,
+ 60-foot line of acid dealing 16d6 acid damage.
- **Flame Maw** (fire) 60-foot
+ cone of fire dealing 16d6 fire damage.
- **Shock Maw** (electricity) 120-foot
+ line of electricity dealing 16d6 electricity damage.
+ 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
+skills_special: null
+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
diff --git a/data/monsters/Mummy Guardian.yaml b/data/monsters/Mummy Guardian.yaml
new file mode 100644
index 0000000..103dcd5
--- /dev/null
+++ b/data/monsters/Mummy Guardian.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 2
+ dex_mod: 0
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+hp: 110
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Mummy
+- Undead
+type: Creature
diff --git a/data/monsters/Mummy Pharaoh.yaml b/data/monsters/Mummy Pharaoh.yaml
new file mode 100644
index 0000000..9779fb9
--- /dev/null
+++ b/data/monsters/Mummy Pharaoh.yaml
@@ -0,0 +1,117 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 0
+ 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 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).
+divine_spells: null
+hp: 165
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Rare
+- LE
+- Medium
+- Mummy
+- Undead
+type: Creature
diff --git a/data/monsters/Naiad Queen.yaml b/data/monsters/Naiad Queen.yaml
new file mode 100644
index 0000000..1eda299
--- /dev/null
+++ b/data/monsters/Naiad Queen.yaml
@@ -0,0 +1,128 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 4
+ dex_mod: 5
+ int_mod: 3
+ 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.'
+ 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.
+divine_spells: null
+hp: 100
+immunities: null
+innate_spells:
+- frequency: at will
+ level: 4
+ name: tidal surge
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Naiad.yaml b/data/monsters/Naiad.yaml
new file mode 100644
index 0000000..2952d99
--- /dev/null
+++ b/data/monsters/Naiad.yaml
@@ -0,0 +1,103 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 1
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Nalfeshnee (Boar Demon).yaml b/data/monsters/Nalfeshnee (Boar Demon).yaml
new file mode 100644
index 0000000..1a32bb5
--- /dev/null
+++ b/data/monsters/Nalfeshnee (Boar Demon).yaml
@@ -0,0 +1,128 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 8
+ dex_mod: 2
+ int_mod: 5
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Huge
+- Demon
+- Fiend
+type: Creature
diff --git a/data/monsters/Naunet.yaml b/data/monsters/Naunet.yaml
new file mode 100644
index 0000000..f8b89f4
--- /dev/null
+++ b/data/monsters/Naunet.yaml
@@ -0,0 +1,161 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 5
+ dex_mod: 3
+ int_mod: 0
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Nessian Warhound.yaml b/data/monsters/Nessian Warhound.yaml
new file mode 100644
index 0000000..20d3118
--- /dev/null
+++ b/data/monsters/Nessian Warhound.yaml
@@ -0,0 +1,76 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 5
+ dex_mod: 5
+ int_mod: -2
+ 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 hunting
+ hounds of powerful fiends and, rarely, those mortals who worship them and have earned
+ their favor.
+divine_spells: null
+hp: 150
+immunities:
+- fire
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Large
+- Beast
+- Fiend
+- Fire
+type: Creature
diff --git a/data/monsters/Night Hag.yaml b/data/monsters/Night Hag.yaml
new file mode 100644
index 0000000..c5ee837
--- /dev/null
+++ b/data/monsters/Night Hag.yaml
@@ -0,0 +1,167 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 6
+ dex_mod: 4
+ int_mod: 4
+ 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,
+ 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 28
+traits:
+- NE
+- Medium
+- Fiend
+- Hag
+- Humanoid
+type: Creature
diff --git a/data/monsters/Nightmare.yaml b/data/monsters/Nightmare.yaml
new file mode 100644
index 0000000..e335021
--- /dev/null
+++ b/data/monsters/Nightmare.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 3
+ dex_mod: 3
+ int_mod: 1
+ 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.
+ 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.
+divine_spells: null
+hp: 100
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 90
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Beast
+- Fiend
+type: Creature
diff --git a/data/monsters/Nilith.yaml b/data/monsters/Nilith.yaml
new file mode 100644
index 0000000..87d5360
--- /dev/null
+++ b/data/monsters/Nilith.yaml
@@ -0,0 +1,127 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 5
+ int_mod: 3
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: 29
+traits:
+- NE
+- Medium
+- Aberration
+type: Creature
diff --git a/data/monsters/Nosoi.yaml b/data/monsters/Nosoi.yaml
new file mode 100644
index 0000000..c27e2f7
--- /dev/null
+++ b/data/monsters/Nosoi.yaml
@@ -0,0 +1,122 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 1
+ dex_mod: 3
+ int_mod: 1
+ 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.
+ 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.
+divine_spells: null
+hp: 18
+immunities:
+- death effects
+- disease
+innate_spells:
+- level: 4
+ name: read omens
+- level: 4
+ name: talking corpse
+items: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Tiny
+- Monitor
+- Psychopomp
+type: Creature
diff --git a/data/monsters/Ochre Jelly.yaml b/data/monsters/Ochre Jelly.yaml
new file mode 100644
index 0000000..d1b7a6e
--- /dev/null
+++ b/data/monsters/Ochre Jelly.yaml
@@ -0,0 +1,82 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 6
+ dex_mod: -5
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+hp: 150
+immunities:
+- acid
+- critical hits
+- electricity
+- mental
+- piercing
+- precision
+- slashing
+- unconscious
+- visual
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+- amount: 10
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Mindless
+- Ooze
+type: Creature
diff --git a/data/monsters/Ofalth.yaml b/data/monsters/Ofalth.yaml
new file mode 100644
index 0000000..9907d18
--- /dev/null
+++ b/data/monsters/Ofalth.yaml
@@ -0,0 +1,89 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 6
+ dex_mod: 3
+ int_mod: -2
+ 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 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.'
+divine_spells: null
+hp: 170
+immunities:
+- disease
+- poison
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Ogre Boss.yaml b/data/monsters/Ogre Boss.yaml
new file mode 100644
index 0000000..4d6f879
--- /dev/null
+++ b/data/monsters/Ogre Boss.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 0
+ int_mod: 0
+ 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)
+ 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.
+divine_spells: null
+hp: 130
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Ogre Glutton.yaml b/data/monsters/Ogre Glutton.yaml
new file mode 100644
index 0000000..3bc79d8
--- /dev/null
+++ b/data/monsters/Ogre Glutton.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: -1
+ int_mod: -2
+ 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.
+ 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.
+divine_spells: null
+hp: 70
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Ogre Warrior.yaml b/data/monsters/Ogre Warrior.yaml
new file mode 100644
index 0000000..df43233
--- /dev/null
+++ b/data/monsters/Ogre Warrior.yaml
@@ -0,0 +1,72 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: -1
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+hp: 50
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Orc Brute.yaml b/data/monsters/Orc Brute.yaml
new file mode 100644
index 0000000..04bebda
--- /dev/null
+++ b/data/monsters/Orc Brute.yaml
@@ -0,0 +1,78 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -1
+ 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
+ bulk of an orc warband.
+divine_spells: null
+hp: 15
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Humanoid
+- Orc
+type: Creature
diff --git a/data/monsters/Orc Warchief.yaml b/data/monsters/Orc Warchief.yaml
new file mode 100644
index 0000000..60460cb
--- /dev/null
+++ b/data/monsters/Orc Warchief.yaml
@@ -0,0 +1,89 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 1
+ dex_mod: 2
+ int_mod: -1
+ 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.
+divine_spells: null
+hp: 32
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Humanoid
+- Orc
+type: Creature
diff --git a/data/monsters/Orc Warrior.yaml b/data/monsters/Orc Warrior.yaml
new file mode 100644
index 0000000..9911e53
--- /dev/null
+++ b/data/monsters/Orc Warrior.yaml
@@ -0,0 +1,88 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -1
+ 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
+ glory.
+divine_spells: null
+hp: 23
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Humanoid
+- Orc
+type: Creature
diff --git a/data/monsters/Osyluth (Bone Devil).yaml b/data/monsters/Osyluth (Bone Devil).yaml
new file mode 100644
index 0000000..697d197
--- /dev/null
+++ b/data/monsters/Osyluth (Bone Devil).yaml
@@ -0,0 +1,130 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 4
+ dex_mod: 5
+ int_mod: 3
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Large
+- Devil
+- Fiend
+type: Creature
diff --git a/data/monsters/Otyugh.yaml b/data/monsters/Otyugh.yaml
new file mode 100644
index 0000000..d096c31
--- /dev/null
+++ b/data/monsters/Otyugh.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -2
+ 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. 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.
+divine_spells: null
+hp: 70
+immunities:
+- disease
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Owlbear.yaml b/data/monsters/Owlbear.yaml
new file mode 100644
index 0000000..9320bbd
--- /dev/null
+++ b/data/monsters/Owlbear.yaml
@@ -0,0 +1,96 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 5
+ dex_mod: 1
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 70
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Pegasus.yaml b/data/monsters/Pegasus.yaml
new file mode 100644
index 0000000..81e39f0
--- /dev/null
+++ b/data/monsters/Pegasus.yaml
@@ -0,0 +1,83 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 55
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 80
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NG
+- Large
+- Beast
+type: Creature
diff --git a/data/monsters/Phistophilus (Contract Devil).yaml b/data/monsters/Phistophilus (Contract Devil).yaml
new file mode 100644
index 0000000..c94c347
--- /dev/null
+++ b/data/monsters/Phistophilus (Contract Devil).yaml
@@ -0,0 +1,168 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 4
+ int_mod: 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Devil
+- Fiend
+type: Creature
diff --git a/data/monsters/Phoenix.yaml b/data/monsters/Phoenix.yaml
new file mode 100644
index 0000000..50b403b
--- /dev/null
+++ b/data/monsters/Phoenix.yaml
@@ -0,0 +1,141 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 5
+ dex_mod: 7
+ int_mod: 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Pit Fiend (Tyrant Devil).yaml b/data/monsters/Pit Fiend (Tyrant Devil).yaml
new file mode 100644
index 0000000..2df1422
--- /dev/null
+++ b/data/monsters/Pit Fiend (Tyrant Devil).yaml
@@ -0,0 +1,197 @@
+ability_mods:
+ cha_mod: 8
+ con_mod: 9
+ dex_mod: 8
+ int_mod: 8
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Large
+- Devil
+- Fiend
+type: Creature
diff --git a/data/monsters/Pixie.yaml b/data/monsters/Pixie.yaml
new file mode 100644
index 0000000..da1f8f6
--- /dev/null
+++ b/data/monsters/Pixie.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 1
+ dex_mod: 5
+ int_mod: 3
+ 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
+ situations, as well as to defend themselves. Other creatures often have trouble
+ understanding a pixie's rapid, rambling way of speaking.
+divine_spells: null
+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
+items: null
+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. - **Charm** (emotion, enchantment, incapacitation,
+ mental) The target suffers the effects of a *charm* spell, except it doesn't gain
+ a bonus to its save if the only hostile act was the pixie firing its bow, and
+ the pixie can choose to direct the target's adoration toward another creature
+ rather than itself.
- **Memory Loss** (divination, mental) On a failed Will
+ save, the target loses the last 5 minutes of its memory.
- **Sleep** (enchantment,
+ incapacitation, mental, sleep) The target suffers the effects of a 3rd-level *sleep*
+ spell.
- **Subdual** (enchantment, mental, nonlethal) The target takes 4d6
+ mental damage, depending on its basic Will save.
+ 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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+- amount: 45
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Small
+- Fey
+- Sprite
+type: Creature
diff --git a/data/monsters/Plague Zombie.yaml b/data/monsters/Plague Zombie.yaml
new file mode 100644
index 0000000..c555022
--- /dev/null
+++ b/data/monsters/Plague Zombie.yaml
@@ -0,0 +1,82 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: -2
+ int_mod: -5
+ 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
+ traits: null
+description: Plague zombies are infested with hideous contagions.
+divine_spells: null
+hp: 50
+immunities:
+- death effects
+- disease
+- mental
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Mindless
+- Undead
+- Zombie
+type: Creature
diff --git a/data/monsters/Pleroma.yaml b/data/monsters/Pleroma.yaml
new file mode 100644
index 0000000..b4becc0
--- /dev/null
+++ b/data/monsters/Pleroma.yaml
@@ -0,0 +1,182 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 6
+ dex_mod: 7
+ int_mod: 8
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Fly
+spell_attack_to_hit: 37
+spell_dc: null
+traits:
+- LN
+- Large
+- Aeon
+- Monitor
+type: Creature
diff --git a/data/monsters/Poltergeist.yaml b/data/monsters/Poltergeist.yaml
new file mode 100644
index 0000000..7c67995
--- /dev/null
+++ b/data/monsters/Poltergeist.yaml
@@ -0,0 +1,114 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 0
+ dex_mod: 5
+ int_mod: -1
+ 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
+ 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.'
+divine_spells: null
+hp: 55
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- precision
+- unconscious
+innate_spells:
+- frequency: at will
+ level: 3
+ name: telekinetic maneuver
+items: null
+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. - When this effect is spread out among
+ multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty
+ against each creature within 30 feet. These count as one attack for the poltergeist's
+ multiple attack penalty, and the penalty doesn't increase until after all the
+ attacks.
- When this effect has only one target, the poltergeist makes a
+ telekinetic object Strike against the target, and the damage increases to 3d12.
+ It deals 1d12 damage on a failure, and no damage on a critical failure.
+ 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
+skills_special: null
+speed:
+- amount: 20
+ type: Fly
+spell_attack_to_hit: 13
+spell_dc: 23
+traits:
+- LE
+- Medium
+- Incorporeal
+- Spirit
+- Undead
+type: Creature
diff --git a/data/monsters/Poracha.yaml b/data/monsters/Poracha.yaml
new file mode 100644
index 0000000..332fa68
--- /dev/null
+++ b/data/monsters/Poracha.yaml
@@ -0,0 +1,106 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 3
+ dex_mod: 5
+ int_mod: 0
+ 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 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.
+divine_spells: null
+hp: 50
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Medium
+- Beast
+type: Creature
diff --git a/data/monsters/Precentor.yaml b/data/monsters/Precentor.yaml
new file mode 100644
index 0000000..3c3b731
--- /dev/null
+++ b/data/monsters/Precentor.yaml
@@ -0,0 +1,151 @@
+ability_mods:
+ cha_mod: 8
+ con_mod: 3
+ dex_mod: 7
+ int_mod: 6
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Pteranodon.yaml b/data/monsters/Pteranodon.yaml
new file mode 100644
index 0000000..ffc4da8
--- /dev/null
+++ b/data/monsters/Pteranodon.yaml
@@ -0,0 +1,65 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 1
+ dex_mod: 4
+ int_mod: -4
+ 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
+ and equally long crests that protrude from the backs of their heads.
+divine_spells: null
+hp: 35
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Pugwampi.yaml b/data/monsters/Pugwampi.yaml
new file mode 100644
index 0000000..5b25783
--- /dev/null
+++ b/data/monsters/Pugwampi.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 17
+immunities: null
+innate_spells:
+- frequency: at will
+ level: 2
+ name: speak with animals
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Tiny
+- Fey
+- Gremlin
+type: Creature
diff --git a/data/monsters/Purple Worm.yaml b/data/monsters/Purple Worm.yaml
new file mode 100644
index 0000000..6d02e45
--- /dev/null
+++ b/data/monsters/Purple Worm.yaml
@@ -0,0 +1,121 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 7
+ dex_mod: -1
+ int_mod: -5
+ 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 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.
+divine_spells: null
+hp: 270
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Quasit.yaml b/data/monsters/Quasit.yaml
new file mode 100644
index 0000000..cbffc0b
--- /dev/null
+++ b/data/monsters/Quasit.yaml
@@ -0,0 +1,110 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 4
+ int_mod: 1
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+- amount: 35
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Tiny
+- Demon
+- Fiend
+type: Creature
diff --git a/data/monsters/Quatoid.yaml b/data/monsters/Quatoid.yaml
new file mode 100644
index 0000000..ddef26d
--- /dev/null
+++ b/data/monsters/Quatoid.yaml
@@ -0,0 +1,78 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 0
+ dex_mod: 2
+ int_mod: 4
+ 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 mantles.
+divine_spells: null
+hp: 120
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Quelaunt.yaml b/data/monsters/Quelaunt.yaml
new file mode 100644
index 0000000..bb4bfcc
--- /dev/null
+++ b/data/monsters/Quelaunt.yaml
@@ -0,0 +1,119 @@
+ability_mods:
+ cha_mod: 8
+ con_mod: 4
+ dex_mod: 5
+ int_mod: 5
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 39
+traits:
+- CE
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Quetzalcoatlus.yaml b/data/monsters/Quetzalcoatlus.yaml
new file mode 100644
index 0000000..79d961b
--- /dev/null
+++ b/data/monsters/Quetzalcoatlus.yaml
@@ -0,0 +1,81 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 3
+ dex_mod: 4
+ int_mod: -4
+ 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.
+ 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.
+divine_spells: null
+hp: 110
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Animal
+type: Creature
diff --git a/data/monsters/Raja Rakshasa.yaml b/data/monsters/Raja Rakshasa.yaml
new file mode 100644
index 0000000..2337b63
--- /dev/null
+++ b/data/monsters/Raja Rakshasa.yaml
@@ -0,0 +1,116 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 4
+ dex_mod: 6
+ int_mod: 2
+ 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
+ of these fiends bend outward, away from the palms.
+divine_spells: null
+hp: 155
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: 31
+traits:
+- LE
+- Medium
+- Fiend
+- Rakshasa
+type: Creature
diff --git a/data/monsters/Rat Swarm.yaml b/data/monsters/Rat Swarm.yaml
new file mode 100644
index 0000000..a94d278
--- /dev/null
+++ b/data/monsters/Rat Swarm.yaml
@@ -0,0 +1,74 @@
+ability_mods:
+ cha_mod: -3
+ con_mod: 1
+ dex_mod: 3
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 14
+immunities:
+- precision
+- swarm mind
+innate_spells: null
+items: null
+languages: null
+level: 1
+melee: null
+name: Rat Swarm
+perception: 5
+proactive_abilities:
+- description: The sickened and unconscious conditions from filth fever don't improve
+ 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 10
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+- Swarm
+type: Creature
diff --git a/data/monsters/Ratfolk Grenadier.yaml b/data/monsters/Ratfolk Grenadier.yaml
new file mode 100644
index 0000000..b1c2159
--- /dev/null
+++ b/data/monsters/Ratfolk Grenadier.yaml
@@ -0,0 +1,106 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 4
+ 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 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LN
+- Small
+- Humanoid
+- Ratfolk
+type: Creature
diff --git a/data/monsters/Redcap.yaml b/data/monsters/Redcap.yaml
new file mode 100644
index 0000000..3580ea3
--- /dev/null
+++ b/data/monsters/Redcap.yaml
@@ -0,0 +1,110 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 1
+ 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 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 50
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Small
+- Fey
+type: Creature
diff --git a/data/monsters/Reefclaw.yaml b/data/monsters/Reefclaw.yaml
new file mode 100644
index 0000000..10b1a36
--- /dev/null
+++ b/data/monsters/Reefclaw.yaml
@@ -0,0 +1,73 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -3
+ 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
+ with their vicelike grip and the ability to inject potent venom into unfortunate
+ prey.
+divine_spells: null
+hp: 17
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 5
+ type: Land
+- amount: 30
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Small
+- Aberration
+- Aquatic
+type: Creature
diff --git a/data/monsters/Remnant of Barzillai.yaml b/data/monsters/Remnant of Barzillai.yaml
new file mode 100644
index 0000000..7873b08
--- /dev/null
+++ b/data/monsters/Remnant of Barzillai.yaml
@@ -0,0 +1,99 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 0
+ dex_mod: 3
+ int_mod: 3
+ 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 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.
+divine_spells: null
+hp: 135
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- precision
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Rare
+- LE
+- Medium
+- Incorporeal
+- Undead
+type: Creature
diff --git a/data/monsters/Remorhaz.yaml b/data/monsters/Remorhaz.yaml
new file mode 100644
index 0000000..19184e4
--- /dev/null
+++ b/data/monsters/Remorhaz.yaml
@@ -0,0 +1,101 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 5
+ dex_mod: 2
+ int_mod: -3
+ 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 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.
+divine_spells: null
+hp: 120
+immunities:
+- cold
+- fire
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 30
+ type: Burrow
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Huge
+- Beast
+type: Creature
diff --git a/data/monsters/Riding Dog.yaml b/data/monsters/Riding Dog.yaml
new file mode 100644
index 0000000..2492454
--- /dev/null
+++ b/data/monsters/Riding Dog.yaml
@@ -0,0 +1,65 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 2
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Riding Horse.yaml b/data/monsters/Riding Horse.yaml
new file mode 100644
index 0000000..7c943ac
--- /dev/null
+++ b/data/monsters/Riding Horse.yaml
@@ -0,0 +1,61 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 4
+ dex_mod: 3
+ int_mod: -4
+ 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.*'
+divine_spells: null
+hp: 22
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Riding Pony.yaml b/data/monsters/Riding Pony.yaml
new file mode 100644
index 0000000..a4baf9e
--- /dev/null
+++ b/data/monsters/Riding Pony.yaml
@@ -0,0 +1,61 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -4
+ 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.*'
+divine_spells: null
+hp: 16
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/River Drake.yaml b/data/monsters/River Drake.yaml
new file mode 100644
index 0000000..4630c76
--- /dev/null
+++ b/data/monsters/River Drake.yaml
@@ -0,0 +1,106 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -1
+ 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
+ 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.
+divine_spells: null
+hp: 45
+immunities:
+- paralyzed
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Roc.yaml b/data/monsters/Roc.yaml
new file mode 100644
index 0000000..74d319b
--- /dev/null
+++ b/data/monsters/Roc.yaml
@@ -0,0 +1,98 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 5
+ dex_mod: 2
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 180
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Gargantuan
+- Animal
+type: Creature
diff --git a/data/monsters/Roper.yaml b/data/monsters/Roper.yaml
new file mode 100644
index 0000000..b599a9e
--- /dev/null
+++ b/data/monsters/Roper.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 6
+ dex_mod: 1
+ int_mod: 1
+ 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
+ and patient ambush predators, ropers use this to their advantage.
+divine_spells: null
+hp: 215
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 10
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- CE
+- Large
+- Aberration
+type: Creature
diff --git a/data/monsters/Rune Giant.yaml b/data/monsters/Rune Giant.yaml
new file mode 100644
index 0000000..abb7307
--- /dev/null
+++ b/data/monsters/Rune Giant.yaml
@@ -0,0 +1,178 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 7
+ dex_mod: 2
+ int_mod: 2
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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. - **Rune of Destruction** The weapon gains the deadly trait
+ with three weapon damage dice of the same die size as for the base weapon, and
+ a creature hit with the weapon is drained 1 unless it succeeds at a DC 35 Fortitude
+ save.
- **Rune of Flames** The weapon deals an additional 3d6 fire damage
+ on all attacks.
- **Rune of Smiting** When the weapon hits, the giant can
+ Push the target back 10 feet, or 20 feet on a critical hit.
+ 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
+skills_special: null
+speed:
+- amount: 45
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LE
+- Gargantuan
+- Evil
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Rusalka.yaml b/data/monsters/Rusalka.yaml
new file mode 100644
index 0000000..99831da
--- /dev/null
+++ b/data/monsters/Rusalka.yaml
@@ -0,0 +1,138 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 3
+ dex_mod: 5
+ int_mod: 1
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 50
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Aquatic
+- Fey
+type: Creature
diff --git a/data/monsters/Rust Monster.yaml b/data/monsters/Rust Monster.yaml
new file mode 100644
index 0000000..f455baa
--- /dev/null
+++ b/data/monsters/Rust Monster.yaml
@@ -0,0 +1,96 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 1
+ dex_mod: 3
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 40
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 10
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Aberration
+type: Creature
diff --git a/data/monsters/Sabosan.yaml b/data/monsters/Sabosan.yaml
new file mode 100644
index 0000000..0539b9f
--- /dev/null
+++ b/data/monsters/Sabosan.yaml
@@ -0,0 +1,110 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 5
+ int_mod: -1
+ 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 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.
+divine_spells: null
+hp: 78
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 25
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Humanoid
+type: Creature
diff --git a/data/monsters/Salamander.yaml b/data/monsters/Salamander.yaml
new file mode 100644
index 0000000..86fcfee
--- /dev/null
+++ b/data/monsters/Salamander.yaml
@@ -0,0 +1,92 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 2
+ 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 in close
+ alliance with the demons of the Abyss.
+divine_spells: null
+hp: 125
+immunities:
+- bleed
+- fire
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Elemental
+- Fire
+type: Creature
diff --git a/data/monsters/Satyr.yaml b/data/monsters/Satyr.yaml
new file mode 100644
index 0000000..f615b54
--- /dev/null
+++ b/data/monsters/Satyr.yaml
@@ -0,0 +1,131 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 1
+ 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 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Medium
+- Fey
+type: Creature
diff --git a/data/monsters/Scorpion Swarm.yaml b/data/monsters/Scorpion Swarm.yaml
new file mode 100644
index 0000000..72ce0ed
--- /dev/null
+++ b/data/monsters/Scorpion Swarm.yaml
@@ -0,0 +1,71 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 2
+ dex_mod: 5
+ int_mod: -5
+ 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 their
+ prey before devouring everything short of the victim's bones.
+divine_spells: null
+hp: 55
+immunities:
+- precision
+- swarm mind
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+- Swarm
+type: Creature
diff --git a/data/monsters/Sea Devil Baron.yaml b/data/monsters/Sea Devil Baron.yaml
new file mode 100644
index 0000000..c35fee4
--- /dev/null
+++ b/data/monsters/Sea Devil Baron.yaml
@@ -0,0 +1,119 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 0
+ 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."
+ 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.
+divine_spells: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Sea Devil Brute.yaml b/data/monsters/Sea Devil Brute.yaml
new file mode 100644
index 0000000..fc3815a
--- /dev/null
+++ b/data/monsters/Sea Devil Brute.yaml
@@ -0,0 +1,112 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 1
+ int_mod: 0
+ 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."
+ 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.
+divine_spells: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Sea Devil Scout.yaml b/data/monsters/Sea Devil Scout.yaml
new file mode 100644
index 0000000..790e200
--- /dev/null
+++ b/data/monsters/Sea Devil Scout.yaml
@@ -0,0 +1,112 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 0
+ 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."
+ 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.
+divine_spells: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Sea Hag.yaml b/data/monsters/Sea Hag.yaml
new file mode 100644
index 0000000..6ee8b6f
--- /dev/null
+++ b/data/monsters/Sea Hag.yaml
@@ -0,0 +1,104 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Sea Serpent.yaml b/data/monsters/Sea Serpent.yaml
new file mode 100644
index 0000000..f521473
--- /dev/null
+++ b/data/monsters/Sea Serpent.yaml
@@ -0,0 +1,124 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 6
+ dex_mod: 4
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 210
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 60
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Gargantuan
+- Animal
+type: Creature
diff --git a/data/monsters/Sewer Ooze.yaml b/data/monsters/Sewer Ooze.yaml
new file mode 100644
index 0000000..b97b842
--- /dev/null
+++ b/data/monsters/Sewer Ooze.yaml
@@ -0,0 +1,73 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 4
+ dex_mod: -5
+ int_mod: -5
+ 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
+ traits: null
+description: These amorphous masses of sewage and other detritus make their way through
+ filthy culverts beneath cities large and small.
+divine_spells: null
+hp: 40
+immunities:
+- acid
+- critical hits
+- mental
+- precision
+- unconscious
+- visual
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Mindless
+- Ooze
+type: Creature
diff --git a/data/monsters/Shadow Giant.yaml b/data/monsters/Shadow Giant.yaml
new file mode 100644
index 0000000..f3e3cbd
--- /dev/null
+++ b/data/monsters/Shadow Giant.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 5
+ dex_mod: 2
+ int_mod: 0
+ 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 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.
+divine_spells: null
+hp: 275
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Large
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Shadow.yaml b/data/monsters/Shadow.yaml
new file mode 100644
index 0000000..041c024
--- /dev/null
+++ b/data/monsters/Shadow.yaml
@@ -0,0 +1,88 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 0
+ dex_mod: 4
+ int_mod: -2
+ 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
+ by keeping them at bay with a glowing weapon, may learn great secrets, for they
+ are ideal spies.
+divine_spells: null
+hp: 40
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- precision
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Incorporeal
+- Undead
+type: Creature
diff --git a/data/monsters/Shaitan.yaml b/data/monsters/Shaitan.yaml
new file mode 100644
index 0000000..2c31a0d
--- /dev/null
+++ b/data/monsters/Shaitan.yaml
@@ -0,0 +1,122 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 4
+ dex_mod: 1
+ int_mod: 3
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Shambler.yaml b/data/monsters/Shambler.yaml
new file mode 100644
index 0000000..bc6357f
--- /dev/null
+++ b/data/monsters/Shambler.yaml
@@ -0,0 +1,83 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 5
+ dex_mod: 1
+ int_mod: -2
+ 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, 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.
+divine_spells: null
+hp: 120
+immunities:
+- electricity
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 20
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Plant
+type: Creature
diff --git a/data/monsters/Shemhazian (Mutilation Demon).yaml b/data/monsters/Shemhazian (Mutilation Demon).yaml
new file mode 100644
index 0000000..00f772a
--- /dev/null
+++ b/data/monsters/Shemhazian (Mutilation Demon).yaml
@@ -0,0 +1,154 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 7
+ dex_mod: 5
+ int_mod: 0
+ 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
+ is well equipped with a wide range of talons, claws, and fangs to continue inflicting
+ such torments on those it encounters.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Shield Archon.yaml b/data/monsters/Shield Archon.yaml
new file mode 100644
index 0000000..e9c4f5d
--- /dev/null
+++ b/data/monsters/Shield Archon.yaml
@@ -0,0 +1,101 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 7
+ dex_mod: 1
+ int_mod: 2
+ 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. 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LG
+- Large
+- Archon
+- Celestial
+type: Creature
diff --git a/data/monsters/Shining Child.yaml b/data/monsters/Shining Child.yaml
new file mode 100644
index 0000000..2514e61
--- /dev/null
+++ b/data/monsters/Shining Child.yaml
@@ -0,0 +1,110 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 6
+ dex_mod: 5
+ int_mod: 2
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: 33
+traits:
+- CE
+- Medium
+- Astral
+type: Creature
diff --git a/data/monsters/Shoggoth.yaml b/data/monsters/Shoggoth.yaml
new file mode 100644
index 0000000..8ecc6a0
--- /dev/null
+++ b/data/monsters/Shoggoth.yaml
@@ -0,0 +1,94 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 9
+ dex_mod: 6
+ int_mod: -3
+ 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
+ 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.
+divine_spells: null
+hp: 275
+immunities:
+- blinded
+- controlled
+- critical hits
+- deafened
+- precision
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Shuln.yaml b/data/monsters/Shuln.yaml
new file mode 100644
index 0000000..193e3a9
--- /dev/null
+++ b/data/monsters/Shuln.yaml
@@ -0,0 +1,99 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 6
+ dex_mod: 4
+ int_mod: -3
+ 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
+ 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.
+divine_spells: null
+hp: 195
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Simurgh.yaml b/data/monsters/Simurgh.yaml
new file mode 100644
index 0000000..4d608de
--- /dev/null
+++ b/data/monsters/Simurgh.yaml
@@ -0,0 +1,130 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 6
+ dex_mod: 3
+ int_mod: 3
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 90
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Rare
+- NG
+- Gargantuan
+- Beast
+type: Creature
diff --git a/data/monsters/Sinspawn.yaml b/data/monsters/Sinspawn.yaml
new file mode 100644
index 0000000..c8ae2be
--- /dev/null
+++ b/data/monsters/Sinspawn.yaml
@@ -0,0 +1,145 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 0
+ 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.
+ 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.'
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Aberration
+type: Creature
diff --git a/data/monsters/Skeletal Champion.yaml b/data/monsters/Skeletal Champion.yaml
new file mode 100644
index 0000000..bb61f1d
--- /dev/null
+++ b/data/monsters/Skeletal Champion.yaml
@@ -0,0 +1,93 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 4
+ int_mod: -1
+ str_mod: 4
+ wis_mod: 2
+ac: 19
+ac_special: null
+automatic_abilities: null
+description: These skeletons retain the cunning they possessed in life.
+divine_spells: null
+hp: 25
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Skeleton
+- Undead
+type: Creature
diff --git a/data/monsters/Skeletal Giant.yaml b/data/monsters/Skeletal Giant.yaml
new file mode 100644
index 0000000..afbe68e
--- /dev/null
+++ b/data/monsters/Skeletal Giant.yaml
@@ -0,0 +1,95 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 3
+ dex_mod: 1
+ int_mod: -5
+ str_mod: 5
+ wis_mod: 0
+ac: 17
+ac_special: null
+automatic_abilities: null
+description: The reanimated bones of giants make excellent necromantic thralls.
+divine_spells: null
+hp: 50
+immunities:
+- death effects
+- disease
+- mental
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Mindless
+- Skeleton
+- Undead
+type: Creature
diff --git a/data/monsters/Skeletal Horse.yaml b/data/monsters/Skeletal Horse.yaml
new file mode 100644
index 0000000..a32e779
--- /dev/null
+++ b/data/monsters/Skeletal Horse.yaml
@@ -0,0 +1,81 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -5
+ 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.
+divine_spells: null
+hp: 33
+immunities:
+- death effects
+- disease
+- mental
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Mindless
+- Skeleton
+- Undead
+type: Creature
diff --git a/data/monsters/Skeletal Hulk.yaml b/data/monsters/Skeletal Hulk.yaml
new file mode 100644
index 0000000..4f32aa5
--- /dev/null
+++ b/data/monsters/Skeletal Hulk.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -5
+ str_mod: 7
+ wis_mod: 2
+ac: 25
+ac_special: null
+automatic_abilities: null
+description: Huge giants and other enormous creatures make powerful skeletons.
+divine_spells: null
+hp: 105
+immunities:
+- death effects
+- disease
+- mental
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Huge
+- Mindless
+- Skeleton
+- Undead
+type: Creature
diff --git a/data/monsters/Skeleton Guard.yaml b/data/monsters/Skeleton Guard.yaml
new file mode 100644
index 0000000..3aabac2
--- /dev/null
+++ b/data/monsters/Skeleton Guard.yaml
@@ -0,0 +1,94 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 0
+ dex_mod: 4
+ int_mod: -5
+ str_mod: 2
+ wis_mod: 0
+ac: 16
+ac_special: null
+automatic_abilities: null
+description: The most common skeletal minions are mere guardians.
+divine_spells: null
+hp: 4
+immunities:
+- death effects
+- disease
+- mental
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Mindless
+- Skeleton
+- Undead
+type: Creature
diff --git a/data/monsters/Skulltaker.yaml b/data/monsters/Skulltaker.yaml
new file mode 100644
index 0000000..3407ecc
--- /dev/null
+++ b/data/monsters/Skulltaker.yaml
@@ -0,0 +1,147 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 6
+ dex_mod: 6
+ int_mod: 2
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- NE
+- Huge
+- Undead
+type: Creature
diff --git a/data/monsters/Skum (Ulat-Kini).yaml b/data/monsters/Skum (Ulat-Kini).yaml
new file mode 100644
index 0000000..76b205f
--- /dev/null
+++ b/data/monsters/Skum (Ulat-Kini).yaml
@@ -0,0 +1,95 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 1
+ int_mod: 0
+ 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 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."'
+divine_spells: null
+hp: 40
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 40
+ type: Swim
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Amphibious
+- Humanoid
+type: Creature
diff --git a/data/monsters/Slurk.yaml b/data/monsters/Slurk.yaml
new file mode 100644
index 0000000..ffb6416
--- /dev/null
+++ b/data/monsters/Slurk.yaml
@@ -0,0 +1,83 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 35
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+- amount: 30
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Smilodon.yaml b/data/monsters/Smilodon.yaml
new file mode 100644
index 0000000..d754136
--- /dev/null
+++ b/data/monsters/Smilodon.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -4
+ 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 prey
+ with a quick stab to the throat or other vulnerable spot. The smilodon's oversized
+ fangs are particularly sought after as trophies.
+divine_spells: null
+hp: 110
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Snapping Flytrap.yaml b/data/monsters/Snapping Flytrap.yaml
new file mode 100644
index 0000000..21da95b
--- /dev/null
+++ b/data/monsters/Snapping Flytrap.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 5
+ dex_mod: 3
+ int_mod: -5
+ 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 of
+ tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks.
+divine_spells: null
+hp: 50
+immunities:
+- mental
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 15
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Mindless
+- Plant
+type: Creature
diff --git a/data/monsters/Sod Hound.yaml b/data/monsters/Sod Hound.yaml
new file mode 100644
index 0000000..a4230af
--- /dev/null
+++ b/data/monsters/Sod Hound.yaml
@@ -0,0 +1,75 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 3
+ dex_mod: -1
+ int_mod: -4
+ 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
+ name: Crystal Sense
+ range: 60 feet
+ traits: null
+description: Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles.
+divine_spells: null
+hp: 44
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Soulbound Doll.yaml b/data/monsters/Soulbound Doll.yaml
new file mode 100644
index 0000000..e2485c2
--- /dev/null
+++ b/data/monsters/Soulbound Doll.yaml
@@ -0,0 +1,123 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 4
+ int_mod: 0
+ 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
+ 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
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: 8
+spell_dc: 18
+traits:
+- Any
+- Tiny
+- Construct
+- Soulbound
+type: Creature
diff --git a/data/monsters/Soulbound Ruin.yaml b/data/monsters/Soulbound Ruin.yaml
new file mode 100644
index 0000000..fc1cf0f
--- /dev/null
+++ b/data/monsters/Soulbound Ruin.yaml
@@ -0,0 +1,90 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 6
+ dex_mod: 0
+ int_mod: 4
+ 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 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.
+divine_spells: null
+hp: 310
+immunities:
+- bleed
+- death effects
+- disease
+- doomed
+- drained
+- fatigued
+- healing
+- necromancy
+- nonlethal
+- paralyzed
+- poison
+- sickened
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: null
+ type: Can't Move
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Gargantuan
+- Construct
+- Undead
+type: Creature
diff --git a/data/monsters/Sphinx.yaml b/data/monsters/Sphinx.yaml
new file mode 100644
index 0000000..84016b9
--- /dev/null
+++ b/data/monsters/Sphinx.yaml
@@ -0,0 +1,117 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 3
+ dex_mod: 1
+ int_mod: 5
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: 27
+traits:
+- N
+- Large
+- Beast
+type: Creature
diff --git a/data/monsters/Spider Swarm.yaml b/data/monsters/Spider Swarm.yaml
new file mode 100644
index 0000000..161b25c
--- /dev/null
+++ b/data/monsters/Spider Swarm.yaml
@@ -0,0 +1,78 @@
+ability_mods:
+ cha_mod: -4
+ con_mod: 0
+ dex_mod: 3
+ int_mod: -5
+ 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.
+ 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.
+divine_spells: null
+hp: 12
+immunities:
+- precision
+- swarm mind
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+- Swarm
+type: Creature
diff --git a/data/monsters/Spiritbound Aluum.yaml b/data/monsters/Spiritbound Aluum.yaml
new file mode 100644
index 0000000..99c9e6e
--- /dev/null
+++ b/data/monsters/Spiritbound Aluum.yaml
@@ -0,0 +1,122 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 6
+ dex_mod: 3
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Sprite.yaml b/data/monsters/Sprite.yaml
new file mode 100644
index 0000000..93a8b43
--- /dev/null
+++ b/data/monsters/Sprite.yaml
@@ -0,0 +1,93 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 4
+ int_mod: -2
+ 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 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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 10
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Tiny
+- Fey
+- Sprite
+type: Creature
diff --git a/data/monsters/Stegosaurus.yaml b/data/monsters/Stegosaurus.yaml
new file mode 100644
index 0000000..2128afc
--- /dev/null
+++ b/data/monsters/Stegosaurus.yaml
@@ -0,0 +1,74 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 125
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Animal
+- Dinosaur
+type: Creature
diff --git a/data/monsters/Stone Giant.yaml b/data/monsters/Stone Giant.yaml
new file mode 100644
index 0000000..3e0d4e3
--- /dev/null
+++ b/data/monsters/Stone Giant.yaml
@@ -0,0 +1,102 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+hp: 150
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Earth
+- Giant
+- Humanoid
+type: Creature
diff --git a/data/monsters/Stone Golem.yaml b/data/monsters/Stone Golem.yaml
new file mode 100644
index 0000000..bc0079e
--- /dev/null
+++ b/data/monsters/Stone Golem.yaml
@@ -0,0 +1,104 @@
+ability_mods:
+ cha_mod: -5
+ con_mod: 4
+ dex_mod: -1
+ int_mod: -5
+ 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 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.
+divine_spells: null
+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
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Large
+- Construct
+- Golem
+- Mindless
+type: Creature
diff --git a/data/monsters/Stone Mauler.yaml b/data/monsters/Stone Mauler.yaml
new file mode 100644
index 0000000..d9c06e6
--- /dev/null
+++ b/data/monsters/Stone Mauler.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 7
+ dex_mod: -1
+ int_mod: -1
+ 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.
+ name: Earthbound
+ traits: null
+description: These towering heaps of earth can inflict tremendous damage up close
+ and from afar.
+divine_spells: null
+hp: 180
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Storm Giant.yaml b/data/monsters/Storm Giant.yaml
new file mode 100644
index 0000000..fb93fc8
--- /dev/null
+++ b/data/monsters/Storm Giant.yaml
@@ -0,0 +1,125 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 6
+ dex_mod: 1
+ int_mod: 3
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Storm Lord.yaml b/data/monsters/Storm Lord.yaml
new file mode 100644
index 0000000..88d5f58
--- /dev/null
+++ b/data/monsters/Storm Lord.yaml
@@ -0,0 +1,77 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 7
+ int_mod: -1
+ 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.
+divine_spells: null
+hp: 120
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 75
+ type: Fly
+- amount: null
+ type: Swiftness
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Air
+- Elemental
+type: Creature
diff --git a/data/monsters/Succubus (Lust Demon).yaml b/data/monsters/Succubus (Lust Demon).yaml
new file mode 100644
index 0000000..959b3e7
--- /dev/null
+++ b/data/monsters/Succubus (Lust Demon).yaml
@@ -0,0 +1,147 @@
+ability_mods:
+ cha_mod: 7
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 4
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 35
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Demon
+- Fiend
+type: Creature
diff --git a/data/monsters/Tarn Linnorm.yaml b/data/monsters/Tarn Linnorm.yaml
new file mode 100644
index 0000000..00fc4ea
--- /dev/null
+++ b/data/monsters/Tarn Linnorm.yaml
@@ -0,0 +1,141 @@
+ability_mods:
+ cha_mod: 8
+ con_mod: 8
+ dex_mod: 6
+ int_mod: -1
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Tengu.yaml b/data/monsters/Tengu.yaml
new file mode 100644
index 0000000..46a0b2d
--- /dev/null
+++ b/data/monsters/Tengu.yaml
@@ -0,0 +1,104 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 1
+ 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
+ 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.
+divine_spells: null
+hp: 27
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Medium
+- Humanoid
+- Tengu
+type: Creature
diff --git a/data/monsters/Terotricus.yaml b/data/monsters/Terotricus.yaml
new file mode 100644
index 0000000..e3572d3
--- /dev/null
+++ b/data/monsters/Terotricus.yaml
@@ -0,0 +1,117 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 9
+ dex_mod: 5
+ int_mod: -1
+ 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 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.
+divine_spells: null
+hp: 370
+immunities:
+- controlled
+- disease
+- paralyzed
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Tidal Master.yaml b/data/monsters/Tidal Master.yaml
new file mode 100644
index 0000000..0a1f0f3
--- /dev/null
+++ b/data/monsters/Tidal Master.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 5
+ dex_mod: 5
+ int_mod: -1
+ 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.
+ name: Water-Bound
+ traits: null
+description: Tidal masters use their power over waves and water to drown their enemies.
+divine_spells: null
+hp: 155
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Tiefling.yaml b/data/monsters/Tiefling.yaml
new file mode 100644
index 0000000..aed55d9
--- /dev/null
+++ b/data/monsters/Tiefling.yaml
@@ -0,0 +1,95 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 2
+ int_mod: 4
+ 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.
+ 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.
+divine_spells: null
+hp: 29
+immunities: null
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Human
+- Humanoid
+- Tiefling
+type: Creature
diff --git a/data/monsters/Tiger.yaml b/data/monsters/Tiger.yaml
new file mode 100644
index 0000000..65b0237
--- /dev/null
+++ b/data/monsters/Tiger.yaml
@@ -0,0 +1,80 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 3
+ dex_mod: 3
+ int_mod: -4
+ 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 with
+ surprise.
+divine_spells: null
+hp: 60
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/Tixitog.yaml b/data/monsters/Tixitog.yaml
new file mode 100644
index 0000000..d220b52
--- /dev/null
+++ b/data/monsters/Tixitog.yaml
@@ -0,0 +1,95 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 3
+ int_mod: 0
+ 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.
+ 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.
+divine_spells: null
+hp: 40
+immunities:
+- poison
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 25
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- NE
+- Medium
+- Aberration
+type: Creature
diff --git a/data/monsters/Tor Linnorm.yaml b/data/monsters/Tor Linnorm.yaml
new file mode 100644
index 0000000..c4e139c
--- /dev/null
+++ b/data/monsters/Tor Linnorm.yaml
@@ -0,0 +1,141 @@
+ability_mods:
+ cha_mod: 9
+ con_mod: 9
+ dex_mod: 8
+ int_mod: -1
+ 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 as hot and
+ destructive as the magma the creature resembles.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Treerazer.yaml b/data/monsters/Treerazer.yaml
new file mode 100644
index 0000000..dafd6fe
--- /dev/null
+++ b/data/monsters/Treerazer.yaml
@@ -0,0 +1,169 @@
+ability_mods:
+ cha_mod: 8
+ con_mod: 11
+ dex_mod: 9
+ int_mod: 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 itself—a
+ demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Triceratops.yaml b/data/monsters/Triceratops.yaml
new file mode 100644
index 0000000..e294f71
--- /dev/null
+++ b/data/monsters/Triceratops.yaml
@@ -0,0 +1,85 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 4
+ dex_mod: 0
+ int_mod: -4
+ 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 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.
+divine_spells: null
+hp: 140
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Huge
+- Animal
+- Dinosaur
+type: Creature
diff --git a/data/monsters/Troll King.yaml b/data/monsters/Troll King.yaml
new file mode 100644
index 0000000..b138ed1
--- /dev/null
+++ b/data/monsters/Troll King.yaml
@@ -0,0 +1,103 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 7
+ dex_mod: 3
+ int_mod: -1
+ 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.
+ 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.
+divine_spells: null
+hp: 220
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Giant
+- Troll
+type: Creature
diff --git a/data/monsters/Troll.yaml b/data/monsters/Troll.yaml
new file mode 100644
index 0000000..7b1a34d
--- /dev/null
+++ b/data/monsters/Troll.yaml
@@ -0,0 +1,76 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 6
+ dex_mod: 2
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+hp: 115
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Giant
+- Troll
+type: Creature
diff --git a/data/monsters/Tyrannosaurus.yaml b/data/monsters/Tyrannosaurus.yaml
new file mode 100644
index 0000000..3259067
--- /dev/null
+++ b/data/monsters/Tyrannosaurus.yaml
@@ -0,0 +1,95 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 5
+ dex_mod: 1
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 180
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Gargantuan
+- Animal
+- Dinosaur
+type: Creature
diff --git a/data/monsters/Unicorn.yaml b/data/monsters/Unicorn.yaml
new file mode 100644
index 0000000..615c401
--- /dev/null
+++ b/data/monsters/Unicorn.yaml
@@ -0,0 +1,105 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 3
+ dex_mod: 3
+ int_mod: 0
+ 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
+ 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 45
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CG
+- Large
+- Beast
+- Fey
+type: Creature
diff --git a/data/monsters/Unseen Servant.yaml b/data/monsters/Unseen Servant.yaml
new file mode 100644
index 0000000..d62ce5a
--- /dev/null
+++ b/data/monsters/Unseen Servant.yaml
@@ -0,0 +1,67 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 0
+ dex_mod: 2
+ int_mod: -5
+ 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.
+ name: Invisible
+ traits: null
+description: This creature can be summoned with the spell *Unseen Servant*.
+divine_spells: null
+hp: 4
+immunities:
+- disease
+- mental
+- non-magical attacks
+- paralysis
+- poison
+- precision
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- No Alignment
+- Medium
+- Mindless
+type: Creature
diff --git a/data/monsters/Uthul.yaml b/data/monsters/Uthul.yaml
new file mode 100644
index 0000000..9ac6d50
--- /dev/null
+++ b/data/monsters/Uthul.yaml
@@ -0,0 +1,112 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 4
+ dex_mod: 7
+ int_mod: -1
+ 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 clearly
+ elemental in nature, uthuls are nearly always found on the Material Plane, where
+ they hide among natural cloud formations, especially thunderstorms.
+divine_spells: null
+hp: 250
+immunities:
+- electricity
+- paralyze
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 100
+ type: Fly
+- amount: null
+ type: Swiftness
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Huge
+- Air
+- Elemental
+type: Creature
diff --git a/data/monsters/Vampire Bat Swarm.yaml b/data/monsters/Vampire Bat Swarm.yaml
new file mode 100644
index 0000000..cd8f0e6
--- /dev/null
+++ b/data/monsters/Vampire Bat Swarm.yaml
@@ -0,0 +1,74 @@
+ability_mods:
+ cha_mod: -3
+ con_mod: 1
+ dex_mod: 4
+ int_mod: -4
+ 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.
+ 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.
+divine_spells: null
+hp: 11
+immunities:
+- precision
+- swarm mind
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 5
+ type: Land
+- amount: 30
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+- Swarm
+type: Creature
diff --git a/data/monsters/Vampire Count.yaml b/data/monsters/Vampire Count.yaml
new file mode 100644
index 0000000..cd17677
--- /dev/null
+++ b/data/monsters/Vampire Count.yaml
@@ -0,0 +1,132 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 2
+ dex_mod: 3
+ int_mod: 2
+ str_mod: 5
+ wis_mod: 4
+ac: 24
+ac_special: null
+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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 25
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Undead
+- Vampire
+type: Creature
diff --git a/data/monsters/Vampire Mastermind.yaml b/data/monsters/Vampire Mastermind.yaml
new file mode 100644
index 0000000..7393b3e
--- /dev/null
+++ b/data/monsters/Vampire Mastermind.yaml
@@ -0,0 +1,142 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 1
+ dex_mod: 4
+ int_mod: 6
+ str_mod: 3
+ wis_mod: 4
+ac: 27
+ac_special: null
+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.
+divine_spells: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Vampire Spawn Rogue.yaml b/data/monsters/Vampire Spawn Rogue.yaml
new file mode 100644
index 0000000..f09f85c
--- /dev/null
+++ b/data/monsters/Vampire Spawn Rogue.yaml
@@ -0,0 +1,79 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 1
+ dex_mod: 5
+ int_mod: -1
+ str_mod: 3
+ wis_mod: 3
+ac: 22
+ac_special: null
+automatic_abilities: null
+description: Vampires use their spawn for infiltration and reconnaissance.
+divine_spells: null
+hp: 40
+immunities:
+- death effects
+- disease
+- paralyze
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 25
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Undead
+- Vampire
+type: Creature
diff --git a/data/monsters/Veiled Master (Vidileth).yaml b/data/monsters/Veiled Master (Vidileth).yaml
new file mode 100644
index 0000000..7e41bb2
--- /dev/null
+++ b/data/monsters/Veiled Master (Vidileth).yaml
@@ -0,0 +1,219 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 8
+ dex_mod: 6
+ int_mod: 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 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!
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Velociraptor.yaml b/data/monsters/Velociraptor.yaml
new file mode 100644
index 0000000..c2fe8f4
--- /dev/null
+++ b/data/monsters/Velociraptor.yaml
@@ -0,0 +1,87 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -4
+ 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
+ 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.
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Animal
+- Dinosaur
+type: Creature
diff --git a/data/monsters/Vine Lasher.yaml b/data/monsters/Vine Lasher.yaml
new file mode 100644
index 0000000..73773fe
--- /dev/null
+++ b/data/monsters/Vine Lasher.yaml
@@ -0,0 +1,66 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 3
+ int_mod: -4
+ 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.
+divine_spells: null
+hp: 15
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Plant
+type: Creature
diff --git a/data/monsters/Viper.yaml b/data/monsters/Viper.yaml
new file mode 100644
index 0000000..7de0961
--- /dev/null
+++ b/data/monsters/Viper.yaml
@@ -0,0 +1,72 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 0
+ dex_mod: 4
+ int_mod: -4
+ 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
+ of venom, which might result in paralysis, extreme pain and swelling, blood clotting,
+ or even the sudden stopping of the victim's heart.
+divine_spells: null
+hp: 8
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Voidworm.yaml b/data/monsters/Voidworm.yaml
new file mode 100644
index 0000000..e4270fa
--- /dev/null
+++ b/data/monsters/Voidworm.yaml
@@ -0,0 +1,127 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 0
+ dex_mod: 4
+ int_mod: -1
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CN
+- Tiny
+- Monitor
+- Protean
+type: Creature
diff --git a/data/monsters/Vrock (Wrath Demon).yaml b/data/monsters/Vrock (Wrath Demon).yaml
new file mode 100644
index 0000000..41b9a27
--- /dev/null
+++ b/data/monsters/Vrock (Wrath Demon).yaml
@@ -0,0 +1,144 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 5
+ dex_mod: 3
+ int_mod: 2
+ 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 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.
+divine_spells: null
+hp: 185
+immunities: null
+innate_spells:
+- level: 5
+ name: dimension door
+- frequency: at will
+ level: 4
+ name: dimension door
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 35
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Demon
+- Fiend
+type: Creature
diff --git a/data/monsters/War Horse.yaml b/data/monsters/War Horse.yaml
new file mode 100644
index 0000000..59db691
--- /dev/null
+++ b/data/monsters/War Horse.yaml
@@ -0,0 +1,61 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: 3
+ int_mod: -4
+ 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.*'
+divine_spells: null
+hp: 36
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+type: Creature
diff --git a/data/monsters/War Pony.yaml b/data/monsters/War Pony.yaml
new file mode 100644
index 0000000..fe6d19b
--- /dev/null
+++ b/data/monsters/War Pony.yaml
@@ -0,0 +1,61 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 4
+ int_mod: -4
+ 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.*'
+divine_spells: null
+hp: 20
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Warg.yaml b/data/monsters/Warg.yaml
new file mode 100644
index 0000000..ff60442
--- /dev/null
+++ b/data/monsters/Warg.yaml
@@ -0,0 +1,78 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 3
+ dex_mod: 3
+ int_mod: -1
+ 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 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.
+divine_spells: null
+hp: 36
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Beast
+type: Creature
diff --git a/data/monsters/Warsworn.yaml b/data/monsters/Warsworn.yaml
new file mode 100644
index 0000000..7f865f9
--- /dev/null
+++ b/data/monsters/Warsworn.yaml
@@ -0,0 +1,116 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 7
+ dex_mod: 5
+ int_mod: -1
+ 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 war
+ or, rarely, spontaneously manifest from the devastation of an especially horrendous
+ battle.
+divine_spells: null
+hp: 350
+immunities:
+- death effects
+- disease
+- paralyze
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 30
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- NE
+- Gargantuan
+- Undead
+type: Creature
diff --git a/data/monsters/Wasp Swarm.yaml b/data/monsters/Wasp Swarm.yaml
new file mode 100644
index 0000000..8e9784f
--- /dev/null
+++ b/data/monsters/Wasp Swarm.yaml
@@ -0,0 +1,73 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -5
+ 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
+ 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.
+divine_spells: null
+hp: 45
+immunities:
+- precision
+- swarm mind
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Large
+- Animal
+- Swarm
+type: Creature
diff --git a/data/monsters/Water Mephit.yaml b/data/monsters/Water Mephit.yaml
new file mode 100644
index 0000000..a1abfee
--- /dev/null
+++ b/data/monsters/Water Mephit.yaml
@@ -0,0 +1,97 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 1
+ dex_mod: 3
+ int_mod: -2
+ 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 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.
+divine_spells: null
+hp: 20
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Web Lurker.yaml b/data/monsters/Web Lurker.yaml
new file mode 100644
index 0000000..da51846
--- /dev/null
+++ b/data/monsters/Web Lurker.yaml
@@ -0,0 +1,90 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 3
+ dex_mod: 4
+ int_mod: 1
+ 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*.
+ 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.
+divine_spells: null
+hp: 45
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+- amount: 25
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Aberration
+type: Creature
diff --git a/data/monsters/Wemmuth.yaml b/data/monsters/Wemmuth.yaml
new file mode 100644
index 0000000..903ea37
--- /dev/null
+++ b/data/monsters/Wemmuth.yaml
@@ -0,0 +1,109 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 6
+ dex_mod: 6
+ int_mod: -2
+ 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,
+ 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.
+divine_spells: null
+hp: 335
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Wendigo.yaml b/data/monsters/Wendigo.yaml
new file mode 100644
index 0000000..375098e
--- /dev/null
+++ b/data/monsters/Wendigo.yaml
@@ -0,0 +1,143 @@
+ability_mods:
+ cha_mod: 6
+ con_mod: 9
+ dex_mod: 7
+ int_mod: 6
+ 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
+ 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.
+divine_spells: null
+hp: 315
+immunities:
+- cold
+- fear
+innate_spells:
+- frequency: at will
+ level: 8
+ name: wind walk
+items: null
+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
+skills_special: null
+speed:
+- amount: 100
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- CE
+- Large
+- Beast
+- Cold
+type: Creature
diff --git a/data/monsters/Werebear.yaml b/data/monsters/Werebear.yaml
new file mode 100644
index 0000000..d0af96f
--- /dev/null
+++ b/data/monsters/Werebear.yaml
@@ -0,0 +1,169 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 1
+ str_mod: 5
+ wis_mod: 3
+ac: 23
+ac_special: null
+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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- LG
+- Large
+- Beast
+- Human
+- Humanoid
+- Werecreature
+type: Creature
diff --git a/data/monsters/Wererat.yaml b/data/monsters/Wererat.yaml
new file mode 100644
index 0000000..605e494
--- /dev/null
+++ b/data/monsters/Wererat.yaml
@@ -0,0 +1,140 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 4
+ int_mod: 0
+ str_mod: 2
+ wis_mod: 2
+ac: 19
+ac_special: null
+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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Beast
+- Human
+- Humanoid
+- Werecreature
+type: Creature
diff --git a/data/monsters/Werewolf.yaml b/data/monsters/Werewolf.yaml
new file mode 100644
index 0000000..570d112
--- /dev/null
+++ b/data/monsters/Werewolf.yaml
@@ -0,0 +1,133 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 2
+ int_mod: -1
+ str_mod: 4
+ wis_mod: 2
+ac: 19
+ac_special: null
+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.
+divine_spells: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Beast
+- Human
+- Humanoid
+- Werecreature
+type: Creature
diff --git a/data/monsters/Wight.yaml b/data/monsters/Wight.yaml
new file mode 100644
index 0000000..2eee7ce
--- /dev/null
+++ b/data/monsters/Wight.yaml
@@ -0,0 +1,84 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 4
+ dex_mod: 1
+ int_mod: 0
+ 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 rituals,
+ especially violent deaths, or the sheer malevolent will of the deceased.
+divine_spells: null
+hp: 50
+immunities:
+- death effects
+- disease
+- paralyze
+- poison
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Undead
+- Wight
+type: Creature
diff --git a/data/monsters/Will-o'-Wisp.yaml b/data/monsters/Will-o'-Wisp.yaml
new file mode 100644
index 0000000..da5c3f7
--- /dev/null
+++ b/data/monsters/Will-o'-Wisp.yaml
@@ -0,0 +1,87 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 0
+ dex_mod: 6
+ int_mod: 2
+ 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 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.
+divine_spells: null
+hp: 50
+immunities:
+- magic
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Small
+- Aberration
+- Air
+type: Creature
diff --git a/data/monsters/Winter Wolf.yaml b/data/monsters/Winter Wolf.yaml
new file mode 100644
index 0000000..d305f5f
--- /dev/null
+++ b/data/monsters/Winter Wolf.yaml
@@ -0,0 +1,83 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 4
+ dex_mod: 4
+ int_mod: 2
+ 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 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.
+divine_spells: null
+hp: 70
+immunities:
+- cold
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Beast
+type: Creature
diff --git a/data/monsters/Witchwyrd.yaml b/data/monsters/Witchwyrd.yaml
new file mode 100644
index 0000000..a469592
--- /dev/null
+++ b/data/monsters/Witchwyrd.yaml
@@ -0,0 +1,116 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 1
+ dex_mod: 3
+ int_mod: 4
+ 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 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.
+divine_spells: null
+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
+items: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: 15
+spell_dc: null
+traits:
+- Uncommon
+- LN
+- Medium
+- Humanoid
+type: Creature
diff --git a/data/monsters/Wolf.yaml b/data/monsters/Wolf.yaml
new file mode 100644
index 0000000..92222a0
--- /dev/null
+++ b/data/monsters/Wolf.yaml
@@ -0,0 +1,66 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 1
+ dex_mod: 4
+ int_mod: -4
+ 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, 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.
+divine_spells: null
+hp: 24
+immunities: null
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Medium
+- Animal
+type: Creature
diff --git a/data/monsters/Wraith.yaml b/data/monsters/Wraith.yaml
new file mode 100644
index 0000000..b296611
--- /dev/null
+++ b/data/monsters/Wraith.yaml
@@ -0,0 +1,101 @@
+ability_mods:
+ cha_mod: 5
+ con_mod: 0
+ dex_mod: 4
+ int_mod: 2
+ 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.
+ 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.
+divine_spells: null
+hp: 80
+immunities:
+- death effects
+- disease
+- paralyzed
+- poison
+- precision
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 40
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- LE
+- Medium
+- Incorporeal
+- Undead
+- Wraith
+type: Creature
diff --git a/data/monsters/Wyvern.yaml b/data/monsters/Wyvern.yaml
new file mode 100644
index 0000000..7cae32f
--- /dev/null
+++ b/data/monsters/Wyvern.yaml
@@ -0,0 +1,107 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -2
+ 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
+ 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.
+divine_spells: null
+hp: 95
+immunities:
+- paralyzed
+- unconscious
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 20
+ type: Land
+- amount: 60
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Dragon
+type: Creature
diff --git a/data/monsters/Xorn.yaml b/data/monsters/Xorn.yaml
new file mode 100644
index 0000000..9fef66c
--- /dev/null
+++ b/data/monsters/Xorn.yaml
@@ -0,0 +1,95 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 5
+ dex_mod: 0
+ int_mod: 0
+ 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.
+divine_spells: null
+hp: 115
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Xulgath Leader.yaml b/data/monsters/Xulgath Leader.yaml
new file mode 100644
index 0000000..dd42946
--- /dev/null
+++ b/data/monsters/Xulgath Leader.yaml
@@ -0,0 +1,91 @@
+ability_mods:
+ cha_mod: 1
+ con_mod: 2
+ dex_mod: 1
+ int_mod: -1
+ 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
+ are led by powerful demon cultists or other monsters who seek to use the xulgaths
+ as servants or slaves.
+divine_spells: null
+hp: 44
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Humanoid
+- Xulgath
+type: Creature
diff --git a/data/monsters/Xulgath Skulker.yaml b/data/monsters/Xulgath Skulker.yaml
new file mode 100644
index 0000000..4a48709
--- /dev/null
+++ b/data/monsters/Xulgath Skulker.yaml
@@ -0,0 +1,96 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 2
+ dex_mod: 4
+ int_mod: -1
+ 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
+ and otherwise ambushing foes.
+divine_spells: null
+hp: 28
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Humanoid
+- Xulgath
+type: Creature
diff --git a/data/monsters/Xulgath Warrior.yaml b/data/monsters/Xulgath Warrior.yaml
new file mode 100644
index 0000000..387d985
--- /dev/null
+++ b/data/monsters/Xulgath Warrior.yaml
@@ -0,0 +1,94 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 3
+ dex_mod: 2
+ int_mod: -1
+ 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
+ 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.
+divine_spells: null
+hp: 21
+immunities: null
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Medium
+- Humanoid
+- Xulgath
+type: Creature
diff --git a/data/monsters/Yeti.yaml b/data/monsters/Yeti.yaml
new file mode 100644
index 0000000..e0228e8
--- /dev/null
+++ b/data/monsters/Yeti.yaml
@@ -0,0 +1,86 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -1
+ 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.
+ 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.'
+divine_spells: null
+hp: 115
+immunities:
+- cold
+innate_spells: null
+items: 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
+skills_special: null
+speed:
+- amount: 35
+ type: Land
+- amount: 20
+ type: Climb
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- Uncommon
+- N
+- Large
+- Humanoid
+type: Creature
diff --git a/data/monsters/Young Black Dragon.yaml b/data/monsters/Young Black Dragon.yaml
new file mode 100644
index 0000000..11792f5
--- /dev/null
+++ b/data/monsters/Young Black Dragon.yaml
@@ -0,0 +1,118 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 4
+ dex_mod: 3
+ int_mod: 1
+ 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 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.
+divine_spells: null
+hp: 125
+immunities:
+- acid
+- paralyzed
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Young Blue Dragon.yaml b/data/monsters/Young Blue Dragon.yaml
new file mode 100644
index 0000000..98a9629
--- /dev/null
+++ b/data/monsters/Young Blue Dragon.yaml
@@ -0,0 +1,139 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 3
+ dex_mod: 2
+ int_mod: 1
+ 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.
+ 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.
+divine_spells: null
+hp: 170
+immunities:
+- electricity
+- paralyzed
+- sleep
+innate_spells:
+- frequency: at will; see desert thirst
+ level: 1
+ name: create water
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Young Brass Dragon.yaml b/data/monsters/Young Brass Dragon.yaml
new file mode 100644
index 0000000..d0ba755
--- /dev/null
+++ b/data/monsters/Young Brass Dragon.yaml
@@ -0,0 +1,120 @@
+ability_mods:
+ cha_mod: 2
+ con_mod: 3
+ dex_mod: 2
+ int_mod: 1
+ 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,
+ 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.
+divine_spells: null
+hp: 125
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells:
+- frequency: constant
+ level: 2
+ name: speak with animals
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Young Bronze Dragon.yaml b/data/monsters/Young Bronze Dragon.yaml
new file mode 100644
index 0000000..ec37eb6
--- /dev/null
+++ b/data/monsters/Young Bronze Dragon.yaml
@@ -0,0 +1,130 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 3
+ dex_mod: 1
+ int_mod: 3
+ 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 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.
+divine_spells: null
+hp: 170
+immunities:
+- electricity
+- paralyzed
+- sleep
+innate_spells:
+- frequency: constant
+ level: 2
+ name: speak with animals
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Young Copper Dragon.yaml b/data/monsters/Young Copper Dragon.yaml
new file mode 100644
index 0000000..8eb0e2d
--- /dev/null
+++ b/data/monsters/Young Copper Dragon.yaml
@@ -0,0 +1,121 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 2
+ dex_mod: 3
+ int_mod: 2
+ 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
+ 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.
+divine_spells: null
+hp: 150
+immunities:
+- acid
+- paralyzed
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Young Gold Dragon.yaml b/data/monsters/Young Gold Dragon.yaml
new file mode 100644
index 0000000..0c49c21
--- /dev/null
+++ b/data/monsters/Young Gold Dragon.yaml
@@ -0,0 +1,137 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 4
+ dex_mod: 2
+ int_mod: 3
+ 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 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.
+divine_spells: null
+hp: 230
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells:
+- frequency: gems only
+ level: 3
+ name: locate
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Young Green Dragon.yaml b/data/monsters/Young Green Dragon.yaml
new file mode 100644
index 0000000..db03ab0
--- /dev/null
+++ b/data/monsters/Young Green Dragon.yaml
@@ -0,0 +1,129 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 3
+ dex_mod: 1
+ int_mod: 2
+ 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
+ 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.
+divine_spells: null
+hp: 135
+immunities:
+- paralyzed
+- poison
+- sleep
+innate_spells:
+- level: 2
+ name: entangle
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Young Magma Dragon.yaml b/data/monsters/Young Magma Dragon.yaml
new file mode 100644
index 0000000..3349992
--- /dev/null
+++ b/data/monsters/Young Magma Dragon.yaml
@@ -0,0 +1,125 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 4
+ dex_mod: 1
+ int_mod: 0
+ 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.*'
+divine_spells: null
+hp: 175
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells:
+- frequency: at will
+ level: 4
+ name: burning hands
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Young Red Dragon.yaml b/data/monsters/Young Red Dragon.yaml
new file mode 100644
index 0000000..86a53fb
--- /dev/null
+++ b/data/monsters/Young Red Dragon.yaml
@@ -0,0 +1,122 @@
+ability_mods:
+ cha_mod: 3
+ con_mod: 4
+ dex_mod: 1
+ int_mod: 1
+ 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.
+ 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.
+divine_spells: null
+hp: 210
+immunities:
+- fire
+- paralyzed
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+speed:
+- amount: 40
+ type: Land
+- amount: 120
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- CE
+- Large
+- Dragon
+- Fire
+type: Creature
diff --git a/data/monsters/Young Silver Dragon.yaml b/data/monsters/Young Silver Dragon.yaml
new file mode 100644
index 0000000..e340497
--- /dev/null
+++ b/data/monsters/Young Silver Dragon.yaml
@@ -0,0 +1,123 @@
+ability_mods:
+ cha_mod: 4
+ con_mod: 3
+ dex_mod: 2
+ int_mod: 2
+ 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
+ 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.
+divine_spells: null
+hp: 200
+immunities:
+- cold
+- paralyzed
+- sleep
+innate_spells: []
+items: null
+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
+skills_special: null
+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
diff --git a/data/monsters/Young White Dragon.yaml b/data/monsters/Young White Dragon.yaml
new file mode 100644
index 0000000..365e3fe
--- /dev/null
+++ b/data/monsters/Young White Dragon.yaml
@@ -0,0 +1,138 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 4
+ dex_mod: 2
+ int_mod: -1
+ 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.
+ 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.
+divine_spells: null
+hp: 115
+immunities:
+- cold
+- paralyzed
+- sleep
+innate_spells: null
+items: 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
+skills_special: null
+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
diff --git a/data/monsters/Zaramuun.yaml b/data/monsters/Zaramuun.yaml
new file mode 100644
index 0000000..e466c70
--- /dev/null
+++ b/data/monsters/Zaramuun.yaml
@@ -0,0 +1,131 @@
+ability_mods:
+ cha_mod: -1
+ con_mod: 6
+ dex_mod: 5
+ int_mod: 0
+ 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.
+ 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.
+divine_spells: null
+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
+items: null
+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
diff --git a/data/monsters/Zephyr Hawk.yaml b/data/monsters/Zephyr Hawk.yaml
new file mode 100644
index 0000000..18c9707
--- /dev/null
+++ b/data/monsters/Zephyr Hawk.yaml
@@ -0,0 +1,70 @@
+ability_mods:
+ cha_mod: 0
+ con_mod: 1
+ dex_mod: 4
+ int_mod: -4
+ 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.
+divine_spells: null
+hp: 36
+immunities:
+- bleed
+- paralyzed
+- poison
+- sleep
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 50
+ type: Fly
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- N
+- Small
+- Air
+- Elemental
+type: Creature
diff --git a/data/monsters/Zombie Brute.yaml b/data/monsters/Zombie Brute.yaml
new file mode 100644
index 0000000..9aa48b9
--- /dev/null
+++ b/data/monsters/Zombie Brute.yaml
@@ -0,0 +1,67 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: -3
+ int_mod: -5
+ 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
+ traits: null
+description: Necromantic augmentations have granted this zombie increased size and
+ power.
+divine_spells: null
+hp: 70
+immunities:
+- death effects
+- disease
+- mental
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Large
+- Mindless
+- Undead
+- Zombie
+type: Creature
diff --git a/data/monsters/Zombie Hulk.yaml b/data/monsters/Zombie Hulk.yaml
new file mode 100644
index 0000000..787a019
--- /dev/null
+++ b/data/monsters/Zombie Hulk.yaml
@@ -0,0 +1,96 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 4
+ dex_mod: -1
+ int_mod: -5
+ 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
+ traits: null
+description: These towering horrors are animated from the corpses of monstrosities.
+divine_spells: null
+hp: 160
+immunities:
+- death effects
+- disease
+- mental
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Huge
+- Mindless
+- Undead
+- Zombie
+type: Creature
diff --git a/data/monsters/Zombie Shambler.yaml b/data/monsters/Zombie Shambler.yaml
new file mode 100644
index 0000000..1ec1e81
--- /dev/null
+++ b/data/monsters/Zombie Shambler.yaml
@@ -0,0 +1,72 @@
+ability_mods:
+ cha_mod: -2
+ con_mod: 2
+ dex_mod: -2
+ int_mod: -5
+ 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
+ traits: null
+description: A zombie shambler is a slow-moving horror dangerous in larger groups.
+divine_spells: null
+hp: 20
+immunities:
+- death effects
+- disease
+- mental
+- paralyzed
+- poison
+- unconscious
+innate_spells: null
+items: null
+languages: null
+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
+skills_special: null
+speed:
+- amount: 25
+ type: Land
+spell_attack_to_hit: null
+spell_dc: null
+traits:
+- NE
+- Medium
+- Mindless
+- Undead
+- Zombie
+type: Creature