add script to split monsters into singles for review. also commit individual mosnter yaml files

bradl/split-monsters-into-files
Brad Laney 2020-05-07 14:45:23 -05:00
parent 854d5fff86
commit 912f8e5ad4
473 changed files with 48842 additions and 0 deletions

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# 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()

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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

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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

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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

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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

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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

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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).</li><li>**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).</li></ul>
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

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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).</li><li>**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).</li></ul>
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

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@ -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).</li><li>**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).</li></ul>
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

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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

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@ -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

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@ -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

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@ -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).</li><li>**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).</li></ul>
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

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@ -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

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@ -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

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@ -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 14, it creates
the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost
vial from chamber 2, bottled lightning from chamber 3, or alchemist''s fire from
chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison
damage and 3 poison splash damage with no other effects. On a roll of 6, it creates
a sickness bomb, which exposes the target and all creatures in the splash radius
to the sickness effect; creatures hit by only the splash receive a +2 circumstance
bonus to their Fortitude saves.'
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

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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

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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

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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

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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

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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

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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

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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

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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).</li><li>**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.</li></ul>
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

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@ -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).</li><li>**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).</li></ul>
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

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@ -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).</li><li>**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).</li></ul>
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

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@ -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).</li><li>**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).</li></ul>
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

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@ -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

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@ -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

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@ -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

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@ -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).</li><li>**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).</li></ul>
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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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. <h3 class="title">Balor Lords</h3>
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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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: <ul><li>**Lizard **Speed 20 feet; **Melee **jaws +8 (agile, finesse),
**Damage **1d8+1 piercing</li><li>**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</li><li>**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</li></ul>
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

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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

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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

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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

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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

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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

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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. <ul><li>**Dog**
size Small; scent (imprecise) 30 feet, Speed 40 feet; **Melee** jaws +7, Damage
1d6+2 piercing plus Knockdown</li><li>**Fish** swim Speed 30 feet</li></ul>
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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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. <ul><li>**Black** 60-foot line of acid (Reflex)</li><li>**Blue** 60-foot
line of electricity (Reflex)</li><li>**Green** 30-foot cone of poison (Fortitude)</li><li>**Red**
30-foot cone of fire (Reflex)</li><li>**White** 30-foot cone of cold (Reflex)</li></ul>
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

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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

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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

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@ -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

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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

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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. <ul><li>**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).</li><li>**Nausea** Each
creature within a 30-foot emanation falls prone and become sickened 2.</li><li>**Stupor**
The cloaker targets a single creature within 30 feet. The creature becomes clumsy
1 and stupefied 1 for 1 minute.</li></ul>
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

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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

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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

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