From 95048c6c93245ccb5d75ae9dc7c8be4ad484e557 Mon Sep 17 00:00:00 2001 From: Joey Burney Date: Fri, 3 Jan 2020 14:27:51 -0600 Subject: [PATCH] rough scrape of all monsters --- data/yaml/monsters.yaml | 40800 +++++++++++++++++++++++++++++++++++++- 1 file changed, 40579 insertions(+), 221 deletions(-) diff --git a/data/yaml/monsters.yaml b/data/yaml/monsters.yaml index 217adeb..811ef4e 100644 --- a/data/yaml/monsters.yaml +++ b/data/yaml/monsters.yaml @@ -1,222 +1,40580 @@ -monster_flavor_text: - - type: Monster Category - name: Aeon - descr: "Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons can bring weal or woe when they appear in a region, and their machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others— they simply create the results they insist through their strange envisioning communication are necessary to maintain the balance of the multiverse.\n\nOnce regarded as an independent faction, the living machines known as inevitables are now revealed as having been agents of the aeons all along, and while inevitables have their own shared themes and features, they are very much living but constructed manifestations of the aeons’ war against imbalance—particularly with regard to how this war is waged against the forces of chaos." - source: - - abbr: BST1 - page_start: 8 - page_stop: 8 - comment: A lot of Product Identity was removed. -monster: - - name: Ancient Red Dragon - type: Creature - level: 19 - traits: - - Uncommon - - CE - - Huge - - Dragon - - Fire - perception: 35 - senses: - - darkvision - - scent (imprecise) 60 feet - - smoke vision - interactive_abilities: - - name: Smoke Vision - descr: "Smoke vision doesn't impair a red dragon's vision; it ignores the concealed condition from smoke." - languages: - - Abyssal - - Common - - Draconic - - Dwarven - - Jotun - - Orcish - skills: - - Acrobatics: 30 - - Arcana: 35 - - Athletics: 37 - - Deception: 35 - - Diplomacy: 35 - - Intimidation: 37 - - Stealth: 33 - ability_mods: - - str_mod: 9 - - dex_mod: 5 - - con_mod: 8 - - int_mod: 5 - - wis_mod: 6 - - cha_mod: 7 - items: null - ac: 45 - saves: - - fort: 35 - - fort_bonus: null - - ref: 32 - - ref_bonus: null - - will: 35 - - will_bonus: null - - misc: +1 status to all saves vs. magic - hp: 425 - immunities: - - fire - - paralyzed - - sleep - weaknesses: - - type: cold - value: 20 - resistances: null - automatic_abilities: - - name: Dragon Heat - traits: - - Arcane - - Aura - - Evocation - - Fire - range: 10 feet - descr: 4d6 fire damage (DC 39 basic Reflex) - action_cost: null - - name: Frightful Presence - traits: - - Aura - - Emotion - - Fear - - Mental - range: 90 feet - descr: DC 40 - action_cost: null - reactive_abilities: - - name: Attack of Opportunity - traits: null - range: 20 feet - descr: Jaws only. - action_cost: Reaction - - name: Redirect Fire - traits: - - Abjuration - - Arcane - triggers: - - A creature within 100 feet casts a fire spell. - - A fire spell otherwise comes into effect from a source within 100 feet. - range: 100 feet - descr: The dragon makes all the choices to determine the targets, destination, or other effects of the spell as though it were the caster. - action_cost: Reaction - speed: - - land: 60 - - fly: 180 - - burrow: null - - swim: null - - climb: null - - movement_abilities: null - melee: - - action_cost: One Action - name: Jaws - to_hit: 37 - traits: - - Fire - - Magical - - Reach 20 feet - damage: - - formula: 4d10+17 - type: piercing - - formula: 3d6 - type: fire - - action_cost: One Action - name: Claw - to_hit: 37 - traits: - - Agile - - Magical - - Reach 15 feet - damage: - - formula: 4d8+17 - type: slashing - - action_cost: One Action - name: Tail - to_hit: 35 - traits: - - Magical - - Reach 25 feet - damage: - - formula: 4d10+15 - type: slashing - - action_cost: One Action - name: Wing - to_hit: 35 - traits: - - Agile - - Magical - - Reach 20 feet - damage: - - formula: 3d8+15 - type: slashing - spell_dc: 42 - spell_attack_to_hit: 36 - innate_spells: - - name: Wall of Fire - level: 8 - frequency: at will - - name: Suggestion - level: 4 - frequency: at will - - name: Detect Magic - level: 9 - frequency: null - - name: Read Aura - level: 9 - frequency: null - focus_spells: null - rituals: null - proactive_abilities: - - name: Breath Weapon - action_cost: Two Actions - traits: - - Arcane - - Evocation - - Fire - descr: 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. - damage: - - formula: 20d6 - type: fire - range: 60-foot cone - save: - - type: basic Reflex - value: 42 - cooldown: 1d4 rounds - - name: Draconic Frenzy - action_cost: Two Actions - traits: null - descr: The dragon makes two claw Strikes and one wing Strike in any order. - damage: null - range: null - save: null - cooldown: null - - name: Draconic Momentum - action_cost: null - traits: null - descr: The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. - damage: null - range: null - save: null - cooldown: null - - name: Manipulate Flame - action_cost: One Action - traits: - - Arcane - - Concentrate - - Transmutation - descr: 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. - damage: null - range: null - save: null - cooldown: null - - optional_rules: - - "Some dragons can take humanoid form, allowing them to infiltrate settlements or influence others without revealing their true nature. They gain the following ability: Change Shape Single Action (arcane, concentrate, polymorph, transmutation) The dragon takes on the appearance of any Small or Medium humanoid. This doesn’t change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning)." - - "Each type of chromatic dragon features a sidebar on spellcasting dragons of that type. To make a chromatic dragon spellcaster, remove the dragon’s Draconic Frenzy and Draconic Momentum abilities, and give it the spells outlined in its sidebar. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Intelligence or Charisma modifier by 1 or 2 to reflect its mastery of magic." - - "Red dragon spellcasters tend to cast the following spells.\n\nYoung Red Dragon: Arcane Prepared Spells DC 29, attack +23; 4th crushing despair, invisibility, stoneskin; 3rd grease, haste, mind reading; 2nd comprehend language, resist energy, see invisibility; 1st charm, ray of enfeeblement, true strike; Cantrips (4th) chill touch, daze, mage hand, message, sigil\n\nAdult Red Dragon: Arcane Prepared Spells DC 35, attack +29; As young red dragon, plus 6th dispel magic, teleport, wall of force; 5th cloak of colors, command, tongues; Cantrips (6th) chill touch, daze, mage hand, message, sigil\n\nAncient Red Dragon: Arcane Prepared Spells DC 42, attack +36; As adult red dragon, plus 9th fiery body, prismatic sphere; 8rd discern location, mind blank, prismatic wall; 7th prismatic spray, resist energy, reverse gravity; Cantrips (9th) chill touch, daze, mage hand, message, sigil" - - - - - +--- + - + name: "Unseen Servant" + type: "Creature" + level: "-1" + description: "This creature can be summoned with the spell Unseen Servant." + speed: + fly: "30 feet" + traits: + - "No Alignment" + - "Medium" + - "Mindless" + perception: "0" + senses: + - " darkvision" + skills: + Stealth: "+8" + languages: " - (understands its creator)" + ability_mods: + str_mod: "-4" + dex_mod: "+2" + con_mod: "+0" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "+0" + ac: "13," + saves: + will: "+0" + ref: "+4," + fort: "+0," + hp: "4;" + immunities: "disease, mental, non-magical attacks, paralysis, poison, precision, unconscious\n" + resistances: "all damage 5 (except force or ghost touch)" + proactive_abilities: + - + name: "Force Body" + traits: [] + description: "An unseen servant’s physical body is made of force. It can’t use attack actions. It can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can’t pass through solid objects." + automatic_abilities: + - + name: "Invisible" + traits: [] + description: " An unseen servant is invisible, though it normally doesn’t Sneak, so it is usually only hidden." + melee: [] + ranged: [] + spell_dc: "None" + - + name: "Alghollthu Master (Aboleth)" + type: "Creature" + level: "7" + 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." + speed: + land: "10 feet" + swim: "60 feet" + traits: + - "Uncommon" + - "LE" + - "Huge" + - "Aberration" + - "Aquatic" + perception: "17" + senses: + - " darkvision" + skills: + Athletics: "+16" + Deception: "+15" + Intimidation: "+15" + Lore: "+14" + Occultism: "+16" + languages: + - "Aklo" + - "Alghollthu" + - "Aquan" + - "Common" + - "Undercommon" + ability_mods: + str_mod: "+5" + dex_mod: "+1" + con_mod: "+6" + int_mod: "+3" + wis_mod: "+5" + cha_mod: "+4" + ac: "23," + saves: + will: "+16" + ref: "+10," + fort: "+15," + hp: "135" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Slime" + traits: + - "curse" + - " occult" + - " virulent" + 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." + automatic_abilities: + - + name: "Mucus Cloud" + traits: + - "aura" + - "disease" + range: "5 feet" + 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." + melee: + - + name: "tentacle" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "2d8+10 plus slime" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "25" + innate_spells: + - + name: "project image" + level: "7" + frequency: "at will" + - + name: "veil" + level: "7" + frequency: "at will" + - + name: "dominate" + level: "6" + frequency: "x3" + - + name: "illusory scene" + level: "6" + frequency: "x3" + - + name: "illusory object" + level: "5" + frequency: "at will" + - + name: "hallucinatory terrain" + level: "4" + frequency: "at will" + - + name: "Skum (Ulat-Kini)" + type: "Creature" + level: "2" + description: "The most numerous of the alghollthus are the ulat-kinis, a servitor race created from human stock to serve as rank-and-file soldiers in alghollthu armies. At the zenith of alghollthu power, ulat-kinis formed massive legions and enjoyed significant power over other species. When the alghollthus retreated from the world, they abandoned teeming hordes of ulatkinis. Although these erstwhile soldiers tried to continue their conquering ways, their numbers declined rapidly in battlefield defeats and purposeful exterminations enacted by their enemies. Ulat-kini society degenerated, so that now only a few enclaves exist in the depths of the earth or along isolated coastlines. Few remember their own species’ name, instead using the epithet their foes gave them: “skum.”" + speed: + land: "20 feet" + swim: "40 feet" + traits: + - "LE" + - "Medium" + - "Amphibious" + - "Humanoid" + perception: "6" + senses: + - " darkvision" + skills: + Athletics: "+8" + Intimidation: "+4" + Stealth: "+7" + languages: + - "Alghollthu" + - "Undercommon" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+0" + cha_mod: "-2" + ac: "16," + saves: + will: "+4" + ref: "+7," + fort: "+7," + hp: "40;" + immunities: "None" + resistances: "cold 5" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "trident" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d8+4" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d6+4" + traits: + - "agile" + action_cost: "One Action" + - + name: "fangs" + to_hit: "+10" + damage: + type: "piercing" + formula: "2d4+4" + traits: [] + action_cost: "One Action" + ranged: + - + name: "trident" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d8+3" + traits: + - "thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Faceless Stalker (Ugothol)" + type: "Creature" + level: "4" + description: "Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate settlements and assassinate key targets. They sowed discord and replaced leaders, causing unwanted organizations to implode and bothersome people to lose face and eventually disappear. Entirely terrestrial in nature, ugothols can easily extend alghollthu plots above the waves for extended periods of time, giving their aquatic masters enhanced reach into these unpleasantly dry realms. Today, most faceless stalkers—like the less dangerous ulat-kinis—pursue programmed goals without the guidance of alghollthu rule. Faceless stalkers prefer to live as close to the sea coast as possible, although they are not aquatic creatures themselves. Most dwell in tiny tribes in marshlands. Others live in the sewers of coastal towns." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Aberration" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+12" + Athletics: "+12" + Deception: "+13" + Stealth: "+13" + Thievery: "+9" + languages: + - "Alghollthu" + - "Aquan" + - "Common" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+3" + ac: "21," + saves: + will: "+12; +2 status to all saves vs. auditory and visual" + ref: "+9," + fort: "+9," + hp: "60;" + immunities: "None" + resistances: "bludgeoning 5" + proactive_abilities: + - + name: "Assume Form" + traits: + - "concentrate" + - " occult" + - " polymorph" + - " transmutation" + description: "The faceless stalker spends 10 minutes reshaping its appearance to take on the shape of any Small or Medium humanoid. It gains a +4 circumstance bonus to Deception checks to pass as that creature." + - + name: "Blood Nourishment" + traits: [] + action_cost: "One Action" + description: "The faceless stalker uses its three-pronged tongue to drink the blood of an adjacent restrained or unconscious creature. The creature gains drained 1." + - + name: "Compression" + traits: [] + description: "When the faceless stalker successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for a faceless stalker." + - + name: "Revert Form" + traits: [] + action_cost: "Free Action" + description: "The faceless stalker resumes its true form. Until the start of its next turn, it gains a +2 status bonus to attack rolls, damage rolls, saving throws, and skill checks." + - + name: "Sneak Attack" + traits: [] + description: "The faceless stalker deals 1d6 extra precision damage to flat-footed creatures." + automatic_abilities: [] + melee: + - + name: "longsword" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d8+6" + traits: + - "versatile P" + action_cost: "One Action" + - + name: "claw" + to_hit: "+12" + damage: + type: "slashing" + formula: "2d6+6 plus Grab" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "19" + innate_spells: + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Veiled Master (Vidileth)" + type: "Creature" + level: "14" + description: "The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, using their ability to change form to walk among and deceive humans and other sapient species. Many veiled masters are even more powerful than the typical specimen presented here and can use a wide range of arcane or occult spells and rituals. While veiled masters command significant combat prowess and impressive magical skills, the greatest danger they pose to others is their uncanny ability to infiltrate into societies much different than their own. The most paranoid of adventurers and conspiracy scholars worry that every major city has been infested by secret cabals of vidileths, while others dismiss this as hogwash and fearmongering. The truth is likely somewhere in between, but it doesn’t take many veiled masters pulling the strings behind the scenes to wreak havoc upon an entire nation!" + speed: + land: "10 feet" + swim: "80 feet" + traits: + - "Rare" + - "LE" + - "Large" + - "Aberration" + - "Aquatic" + perception: "25" + senses: + - " darkvision" + skills: + Arcana: "+27" + Athletics: "+24" + Deception: "+28" + Intimidation: "+26" + Lore: "+29" + Occultism: "+29" + Society: "+27" + Stealth: "+24" + languages: + - "Aklo" + - "Alghollthu" + - "Aquan" + - "Common" + - "Undercommon" + ability_mods: + str_mod: "+6" + dex_mod: "+6" + con_mod: "+8" + int_mod: "+7" + wis_mod: "+5" + cha_mod: "+6" + ac: "34," + saves: + will: "+24; +2 status to all saves vs. magic" + ref: "+22," + fort: "+26," + hp: "270;" + immunities: "controlled, electricity, mental" + resistances: "cold 20" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " occult" + - " polymorph" + - " transmutation" + action_cost: "Free Action" + description: "Once per round, a veiled master can take on the appearance of a humanoid of Large, Medium, or Small size or resume its true form. While in humanoid form, the veiled master’s Speed is 30 feet, and it loses its mucus cloud aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the veiled master loses its own aquatic trait as well. In humanoid form, the veiled master can use weapons, or it can make Strikes that work like its tentacle attack but use the reach of its current form. If the assumed form has fangs or claws, the veiled master can also make such Strikes, but these attacks lack the veiled master’s slime." + - + name: "Consume Memories" + traits: + - "mental" + - " occult" + description: "When a veiled master makes a fangs Strike against a creature, it can consume some of that creature’s memories. The target must succeed at a DC 37 Fortitude saving throw or become stupefied 1. A veiled master regains 5 Hit Points each time it successfully consumes memories. When a veiled master consumes memories, it learns some of the creature’s memories (subject to the GM’s discretion)." + - + name: "Delayed Suggestion" + traits: + - "enchantment" + - " occult" + description: "When a veiled master successfully casts dominate on a creature, a suggestion spell triggers when the dominate spell ends. This suggestion usually causes the target to return to the veiled master, so the creature can cast dominate again, but a veiled master can set the suggestion to different orders if it wishes." + - + name: "Slime" + traits: + - "curse" + - " occult" + - " virulent" + description: "Saving Throw Fortitude DC 36; Stage 1 no ill effect (1 round); Stage 2 the victim’s skin softens, inflicting drained 1 (1 round); Stage 3 the victim’s skin transforms into a clear, slimy membrane, inflicting drained 2 until the curse ends; every hour this membrane remains dry, the creature’s drained condition increases by 1 (permanent). A remove disease spell can counteract this curse, but immunity to disease offers no protection against it." + - + name: "Tentacle Flurry" + traits: [] + action_cost: "Two Actions" + description: "The veiled master thrashes about with its tentacles. Make a tentacle Strike against each creature within its reach. Roll only one attack roll, and roll the damage only once for all targets." + - + name: "Thoughtlance" + traits: + - "curse" + - " enchantment" + - " occult" + description: "A creature touched by the veiled master’s tentacles, whether those tentacles deal damage or not, must attempt a DC 34 Will save, becoming slowed 1 on a failure or slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1." + automatic_abilities: + - + name: "Mucus Cloud" + traits: + - "aura" + - "disease" + range: "30 feet" + description: " While underwater, a veiled master exudes a cloud of transparent slime. An air-breathing creature within 30 feet of a veiled master must succeed at a DC 36 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 24 hours." + melee: + - + name: "claw" + to_hit: "+30" + damage: + type: "slashing" + formula: "3d10+12 plus slime" + traits: + - "agile" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "fangs" + to_hit: "+28" + damage: + type: "piercing" + formula: "3d8+12 plus slime and consume memories" + traits: + - "agile" + - " magical" + - " reach 10 feet" + - " versatile S" + action_cost: "One Action" + - + name: "tentacle" + to_hit: "+28" + damage: + type: "electricity" + formula: "7d6 plus thoughtlance" + traits: + - "agile" + - " electricity" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "37" + innate_spells: + - + name: "project image" + level: "9" + frequency: "at will" + - + name: "illusory scene" + level: "8" + frequency: "at will" + - + name: "suggestion" + level: "8" + frequency: "at will" + - + name: "veil" + level: "7" + frequency: "at will" + - + name: "dominate" + level: "6" + frequency: "x3" + - + name: "dimension door" + level: "5" + frequency: "x3" + - + name: "hallucinatory terrain" + level: "5" + frequency: "x3" + - + name: "illusory object" + level: "5" + frequency: "x3" + - + name: "hypnotic pattern" + level: "3" + frequency: "at will" + - + name: "levitate" + level: "3" + frequency: "at will" + - + name: "mind reading" + level: "3" + frequency: "at will" + - + name: "secret page" + level: "3" + frequency: "at will" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Arbiter" + type: "Creature" + level: "1" + 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." + speed: + land: "20 feet" + fly: "40 feet" + traits: + - "LN" + - "Tiny" + - "Aeon" + - "Inevitable" + - "Monitor" + perception: "7" + senses: + - " darkvision" + - " detect alignment (chaotic only)" + - " locate inevitable" + skills: + Acrobatics: "+9" + Diplomacy: "+6" + Stealth: "+9" + languages: + - "Celestial" + - "Common" + - "Infernal" + - "Utopian" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+1" + ac: "16," + saves: + will: "+7; +1 status to all saves vs. magic" + ref: "+7," + fort: "+5," + hp: "22;" + immunities: "death effects, disease, emotion, poison, unconscious" + resistances: "electricity 3;" + proactive_abilities: + - + name: "Electrical Burst" + traits: + - "divine" + - " electricity" + - " evocation" + 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." + automatic_abilities: + - + name: "Locate Inevitable" + traits: [] + 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.
Items shortsword" + melee: + - + name: "shortsword" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+1 plus 1d4 lawful" + traits: + - "agile" + - " finesse" + - " lawful" + - " magical" + - " versatile S" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + - + name: "Axiomite" + type: "Creature" + level: "8" + 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." + speed: + land: "25 feet" + traits: + - "LN" + - "Medium" + - "Aeon" + - "Monitor" + perception: "19" + senses: + - " darkvision" + skills: + Acrobatics: "+16" + Crafting: "+21" + Diplomacy: "+15" + Occultism: "+17" + Religion: "+17" + languages: + - "Abyssal" + - "Celestial" + - "Common" + - "Draconic" + - "Infernal" + - "Utopian" + ability_mods: + str_mod: "+5" + dex_mod: "+4" + con_mod: "+3" + int_mod: "+5" + wis_mod: "+5" + cha_mod: "+3" + ac: "26," + saves: + will: "+18; +1 status to all saves vs. magic" + ref: "+16," + fort: "+13," + hp: "155;" + immunities: "disease, emotion, fear" + resistances: "electricity 10, mental 10;" + proactive_abilities: + - + name: "Crystalline Dust Form" + traits: + - "polymorph" + 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." + automatic_abilities: [] + melee: + - + name: "warhammer" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "2d8+11 plus 1d6 lawful" + traits: + - "lawful" + - " magical" + - " shove" + action_cost: "One Action" + - + name: "fist" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "1d8+5 plus 1d6 lawful" + traits: + - "agile" + - " lawful" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+17" + innate_spells: + - + name: "telekinetic haul" + level: "5" + - + name: "dispel magic" + level: "4" + frequency: "lawful" + - + name: "divine wrath" + level: "4" + frequency: "lawful" + - + name: "lightning bolt" + level: "4" + frequency: "lawful" + - + name: "haste" + level: "3" + frequency: "x3" + - + name: "paralyze" + level: "3" + frequency: "x3" + - + name: "telekinetic maneuver" + level: "2" + - + name: "true strike" + level: "1" + frequency: "at will" + - + name: "Kolyarut" + type: "Creature" + level: "12" + description: "Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves among a humanoid population, and diplomatic leanings make them the most approachable inevitables, and thus more likely to ally themselves with others. They are among the most talkative of all inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use to assist their efforts in gathering information on their targets or issuing challenges in a legal manner." + speed: + land: "25 feet" + traits: + - "LN" + - "Medium" + - "Aeon" + - "Inevitable" + - "Monitor" + perception: "23" + senses: + - " (+27 to detect lies)" + skills: + Acrobatics: "+22" + Athletics: "+27" + Deception: "+20" + Diplomacy: "+20" + Survival: "+22" + languages: + - "Celestial" + - "Infernal" + - "Utopian" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+5" + int_mod: "+1" + wis_mod: "+4" + cha_mod: "+2" + ac: "34," + saves: + will: "+22; +1 status to all saves vs. magic" + ref: "+24," + fort: "+23," + hp: "215, regeneration 15 (deactivated by chaotic);" + immunities: "death effects, disease, emotion, poison, unconscious" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Truespeech" + traits: [] + description: " A kolyarut can speak with and understand any creature that has a language.
Items +1 striking bastard sword" + melee: + - + name: "bastard sword" + to_hit: "+26" + damage: + type: "slashing" + formula: "2d8+13 plus 1d6 lawful" + traits: + - "lawful" + - " magical" + - " two-hand d12" + action_cost: "One Action" + - + name: "fist" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "1d10+11 plus 1d6 lawful" + traits: + - "agile" + - " lawful" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "discern location" + level: "8" + - + name: "command" + level: "5" + - + name: "illusory disguise" + level: "4" + frequency: "at will" + - + name: "suggestion" + level: "4" + frequency: "at will" + - + name: "paralyze" + level: "3" + frequency: "x2" + - + name: "silence" + level: "2" + frequency: "self only" + - + name: "Pleroma" + type: "Creature" + level: "20" + description: "Among the most powerful of all the true aeons, pleromas are a manifestation of the duality of creation and destruction. Their physical manifestation is a constant state of flux between these two poles, their forms a shifting cloak of black where galaxies and other celestial objects flit in and out of existence, as if depicting the constant life, death, and rebirth of a miniature, self-contained universe." + speed: + fly: "40 feet;" + traits: + - "LN" + - "Large" + - "Aeon" + - "Monitor" + perception: "37" + senses: + - " darkvision" + - " lifesense 120 feet" + - " true seeing" + skills: + Acrobatics: "+33" + Arcana: "+38" + Deception: "+34" + Diplomacy: "+34" + Occultism: "+38" + Religion: "+39" + Stealth: "+35" + languages: " envisioning" + ability_mods: + str_mod: "+6" + dex_mod: "+7" + con_mod: "+6" + int_mod: "+8" + wis_mod: "+9" + cha_mod: "+6" + ac: "45," + saves: + will: "+37; +1 status to all saves vs. magic" + ref: "+31," + fort: "+32," + hp: "335, regeneration 20 (deactivated by chaotic);" + immunities: "negative, positive" + resistances: "None" + proactive_abilities: + - + name: "Energy Touch" + traits: [] + description: "A pleroma’s touch deals its choice of positive or negative damage, but neither energy can be used to heal a creature." + - + name: "Sphere of Creation" + traits: + - "incapacitation" + - " magical" + action_cost: "Two Actions" + description: "Three times per day, a pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By using a single action, which has the concentrate trait, the pleroma can cause the sphere to fly 10 feet. The sphere can move in any direction, ignoring difficult terrain, but it can’t move farther than 300 feet away from the pleroma. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (the pleroma’s choice of normal, difficult, or greater difficult terrain) or a 5-foot-square solid barrier of a single natural substance (such as clay, wood, or stone). The sphere can enter the space of a creature; when it does, the creature must succeed at a DC 43 Fortitude save or be absorbed into the sphere. On a successful save, the creature is pushed to a space of the GM’s choice away from the sphere. Those who fail take 20d6 positive damage (even if they are living) and are pushed away as a success. Those who critically fail, or are reduced to 0 HP by the damage from a failure, become one with the new material and can be restored only via a 10th-level spell. A pleroma can have only one Sphere of Creation in existence at a time, and the sphere automatically vanishes in a flash of blinding light after 1d4 minutes. All creatures within 30 feet of the sphere of creation when it vanishes must succeed at a DC 43 Fortitude save or be permanently blinded." + - + name: "Sphere of Oblivion" + traits: + - "incapacitation" + - " magical" + action_cost: "Two Actions" + description: "Three times per day, a pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. It can move and control the sphere in the same manner as its Sphere of Creation. The sphere is an empty void that lasts for 1 minute before collapsing in on itself and winking out of existence. Once manifested, the sphere can be used as a ranged attack, but it blinks out of existence immediately after that attack is resolved. Any unattended object that touches the void is sucked in and completely destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature, with effects similar to the Sphere of Creation except that it deals negative damage (even to undead) on a failure and annihilates rather than incorporating the creature into material. Such a destroyed creature can be restored only by a 10th-level spell." + automatic_abilities: + - + name: "Envisioning" + traits: [] + range: "100 feet" + description: " Pleromas care little for communication with other creatures, but when they do convey information, they do so wordlessly through a series of psychic projections. This acts as telepathy with a range of but is understandable to all creatures regardless of whether they have a language, though the aeon’s meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself." + melee: + - + name: "energy touch" + damage: + type: "positive" + formula: "5d8+18 or negative damage plus 1d6 lawful" + traits: + - "agile" + - " lawful" + - " magical" + action_cost: "One Action" + ranged: + - + name: "Sphere of Oblivion" + to_hit: "+37" + traits: + - "magical" + action_cost: "One Action" + spell_dc: "None" + spell_attack_to_hit: "+37" + innate_spells: + - + name: "alter reality" + level: "10" + - + name: "banishment" + level: "9" + - + name: "blade barrier" + level: "9" + - + name: "disjunction" + level: "9" + - + name: "overwhelming presence" + level: "9" + - + name: "disintegrate" + level: "8" + frequency: "x2" + - + name: "unrelenting observation" + level: "8" + frequency: "x2" + - + name: "plane shift" + level: "7" + - + name: "retrocognition" + level: "7" + - + name: "creation" + level: "5" + frequency: "at will" + - + name: "create food" + level: "4" + frequency: "at will" + - + name: "shape stone" + level: "4" + frequency: "at will" + - + name: "hypercognition" + level: "3" + frequency: "at will" + - + name: "detect alignment" + level: "2" + frequency: "at will" + - + name: "shape wood" + level: "2" + frequency: "at will" + - + name: "create water" + level: "1" + frequency: "at will" + - + name: "true seeing" + level: "8" + frequency: "constant" + - + name: "freedom of movement" + level: "8" + frequency: "constant" + - + name: "freedom of movement" + level: "4" + frequency: "constant" + - + name: "Cassisian (Archive Angel)" + type: "Creature" + level: "1" + 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." + speed: + fly: "Fly 40 feet" + traits: + - "NG" + - "Tiny" + - "Angel" + - "Celestial" + perception: "6" + senses: + - " darkvision" + skills: + Acrobatics: "+6" + Diplomacy: "+6" + Religion: "+6" + Stealth: "+6" + Lore: "t" + languages: + - "Celestial" + - "Common" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "-1" + dex_mod: "+1" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+1" + ac: "18 +1 status vs. evil creatures," + saves: + will: "+4; +1 status to all saves vs. evil creatures" + ref: "+6," + fort: "+7," + hp: "20;" + immunities: "None" + resistances: "cold 3, fire 3;" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "A cassisian can take the appearance of a dove, a winged humanoid, a dog, or a fish. Normally, this doesn’t change its Speed or the attack and damage bonuses for its Strikes, but it might change the damage type Strikes deal (typically to bludgeoning). Any further changes for specific forms are noted below. " + - + name: "Eye Beams" + traits: + - "concentrate" + - " divine" + - " evocation" + 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: "Repository of Lore" + traits: + - "at the GM’s discretion" + description: "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." + automatic_abilities: [] + melee: + - + name: "headbutt" + to_hit: "+6" + damage: + type: "bludgeoning" + formula: "1d6-1 plus 1d4 good" + traits: + - "agile" + - " finesse" + - " good" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + - + name: "detect alignment" + level: "1" + frequency: "at will, evil only" + - + name: "heal" + level: "1" + frequency: "at will, evil only" + - + name: "Choral (Choir Angel)" + type: "Creature" + level: "6" + description: "Choral angels are incredible singers who \u001ffill 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." + speed: + land: "30 feet" + fly: "40 feet" + traits: + - "NG" + - "Small" + - "Angel" + - "Celestial" + perception: "14" + senses: + - " darkvision" + skills: + Acrobatics: "+12" + Diplomacy: "+15" + Performance: "+17" + Religion: "+14" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+3" + wis_mod: "+4" + cha_mod: "+5" + ac: "24," + saves: + will: "+16; +1 status to all saves vs. magic" + ref: "+14," + fort: "+10," + hp: "100;" + immunities: "None" + resistances: "sonic 5;" + proactive_abilities: + - + name: "Deafening Aria" + traits: [] + description: "for 1 minute." + - + name: "Harmonize" + traits: [] + action_cost: "One Action" + description: "." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+14" + damage: + type: "bludgeoning" + formula: "3d6+1 plus 1d6 good" + traits: + - "agile" + - " finesse" + - " good" + - " magical" + action_cost: "One Action" + ranged: + - + name: "piercing hymn" + to_hit: "+17" + damage: + type: "sonic" + formula: "4d6 damage plus 1d6 good and deafening aria" + traits: + - "good" + - " magical" + - " range 90 feet" + - " sonic" + action_cost: "One Action" + spell_dc: "None" + spell_attack_to_hit: "+13" + innate_spells: + - + name: "heal" + level: "3" + frequency: "at will" + - + name: "remove curse" + level: "3" + frequency: "at will" + - + name: "remove disease" + level: "3" + frequency: "at will" + - + name: "remove fear" + level: "3" + frequency: "at will" + - + name: "sound burst" + level: "3" + frequency: "at will" + - + name: "invisibility" + level: "2" + frequency: "at will, self only" + - + name: "sound burst" + level: "2" + frequency: "at will, self only" + - + name: "counter performance" + level: "1" + frequency: "at will" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Balisse (Confessor Angel)" + type: "Creature" + level: "8" + 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." + speed: + land: "30 feet" + fly: "40 feet" + traits: + - "NG" + - "Medium" + - "Angel" + - "Celestial" + perception: "18" + senses: + - " (+20 to detect lies and illusions)" + skills: + Acrobatics: "+14" + Diplomacy: "+17" + Religion: "+18" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+6" + cha_mod: "+5" + ac: "26," + saves: + will: "+18; +1 status to all saves vs. magic" + ref: "+12," + fort: "+16," + hp: "145;" + immunities: "None" + resistances: "fire 15;" + proactive_abilities: + - + name: "Brand of the Impenitent" + traits: + - "curse" + - " divine" + - " evocation" + 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: "Flaming Armament" + traits: + - "divine" + - " evocation" + description: "Any weapon gains the effect of a flaming property rune while a balisse wields it." + - + name: "Guiding Angel" + traits: + - "divine" + - " transmutation" + 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." + automatic_abilities: [] + melee: + - + name: "flaming scimitar" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d6+8 plus 1d6 fire and 1d6 good" + traits: + - "fire" + - " forceful" + - " good" + - " magical" + - " sweep" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "divine wrath" + level: "4" + - + name: "heal" + level: "4" + - + name: "paralyze" + level: "4" + - + name: "remove curse" + level: "4" + - + name: "remove disease" + level: "4" + - + name: "remove fear" + level: "3" + frequency: "at will" + - + name: "invisibility" + level: "2" + frequency: "at will, self only" + - + name: "Astral Deva (Emissary Angel)" + type: "Creature" + level: "14" + 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." + speed: + land: "40 feet" + fly: "75 feet" + traits: + - "NG" + - "Medium" + - "Angel" + - "Celestial" + perception: "26" + senses: + - " darkvision" + skills: + Acrobatics: "+24" + Diplomacy: "+26" + Intimidation: "+28" + Religion: "+24" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+8" + dex_mod: "+4" + con_mod: "+5" + int_mod: "+4" + wis_mod: "+4" + cha_mod: "+6" + ac: "36," + saves: + will: "+22; +1 status to all saves vs. magic" + ref: "+26," + fort: "+27," + hp: "285;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Divine Armament" + traits: + - "divine" + - " evocation" + description: "Any weapon gains the effect of a holy property rune while an astral deva wields it." + - + name: "Stunning Strike" + traits: [] + action_cost: "One Action" + description: "instead." + automatic_abilities: [] + melee: + - + name: "holy warhammer" + to_hit: "+30" + damage: + type: "bludgeoning" + formula: "2d8+22 plus 1d6 good" + traits: + - "good" + - " magical" + - " shove" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+28" + innate_spells: + - + 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" + level: "7" + - + name: "discern lies" + level: "4" + frequency: "at will" + - + name: "silence" + level: "2" + frequency: "at will, self only" + - + name: "detect alignment" + level: "1" + frequency: "at will, evil only" + - + name: "light" + level: "7" + frequency: "constant" + - + name: "tongues" + level: "7" + frequency: "constant" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Animated Broom" + type: "Creature" + level: "-1" + 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." + speed: + land: "15 feet" + traits: + - "N" + - "Small" + - "Construct" + - "Mindless" + perception: "3" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+5" + languages: "" + ability_mods: + str_mod: "+0" + dex_mod: "+1" + con_mod: "+0" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "16 (14 when broken); construct armor," + saves: + will: "+3" + ref: "+6," + fort: "+3," + hp: "6;" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Dust" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "bristles" + to_hit: "+6" + damage: + type: "bludgeoning" + formula: "1d4 plus dust" + traits: + - "agile" + - " magical" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Animated Armor" + type: "Creature" + level: "2" + 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." + speed: + land: "20 feet" + traits: + - "N" + - "Medium" + - "Construct" + - "Mindless" + perception: "6" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+9" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "-3" + con_mod: "+4" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "17 (13 when broken); construct armor," + saves: + will: "+4" + ref: "+3," + fort: "+10," + hp: "20;" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "glaive" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d8+4" + traits: + - "deadly 1d8" + - " forceful" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "gauntlet" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d6+4" + traits: + - "agile" + - " free-hand" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Animated Statue" + type: "Creature" + level: "3" + 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." + speed: + land: "20 feet" + traits: + - "N" + - "Medium" + - "Construct" + - "Earth" + - "Mindless" + perception: "9" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+11" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "-2" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "19 (15 when broken); construct armor," + saves: + will: "+5" + ref: "+5," + fort: "+12," + hp: "35;" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d8+6 plus Grab" + traits: + - "magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Giant Animated Statue" + type: "Creature" + level: "7" + description: "As with any humanoid animated statues of Medium size, giant animated statues are used to guard locations of importance, but their increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Animated objects of this strength and size are ideal for tasks and responsibilities usually performed by golems, and more powerful animated objects are thus all but unheard of." + speed: + land: "30 feet" + traits: + - "N" + - "Huge" + - "Construct" + - "Earth" + - "Mindless" + perception: "13" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+17" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "-1" + con_mod: "+6" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "26 (22 when broken); construct armor," + saves: + will: "+9" + ref: "+10," + fort: "+17," + hp: "100;" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Brazier" + traits: [] + description: "The statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise have it within reach. Instead of targeting the statue with an attack, a creature can target the brazier directly. The brazier has the same AC and saves as the statue. Dealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal 2d8 fire damage." + - + name: "Burn Alive" + traits: + - "fire" + action_cost: "One Action" + description: "The statue grinds a creature it has grabbed into the red-hot coals of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage." + automatic_abilities: [] + melee: + - + name: "stone fist" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "2d12+6 plus Grab" + traits: + - "magical" + action_cost: "One Action" + ranged: + - + name: "flaming coal" + to_hit: "+12" + damage: + type: "bludgeoning" + formula: "2d6+6 and 2d8 fire" + traits: + - "fire" + - " magical" + - " range increment 80 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Ankhrav" + type: "Creature" + level: "3" + description: "These horse-sized, burrowing monsters generally avoid heavily settled areas like\ncities, but ankhravs’ predilection for livestock and humanoid flesh ensures that\nthe creatures do not remain in the deep wilderness for long. Desperate farmers\nwhose fields become infested by ankhravs often have little recourse but to seek\nthe aid of adventurers." + speed: + land: "25 feet" + burrow: "20 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "7" + senses: + - " darkvision" + - " tremorsense (imprecise) 60 feet" + skills: + Acrobatics: "+6" + Athletics: "+11" + Stealth: "+8" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+0" + cha_mod: "-2" + ac: "20," + saves: + will: "+7" + ref: "+8," + fort: "+12," + hp: "40" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Armor-Rending Bite" + traits: [] + 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: "Spray Acid" + traits: + - "acid" + 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)." + automatic_abilities: [] + melee: + - + name: "mandibles" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d8+4 plus 1d6 acid" + traits: + - "acid" + action_cost: "One Action" + ranged: + - + name: "acid spit" + to_hit: "+10" + damage: + type: "acid" + formula: "3d6" + traits: + - "acid" + - " range 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Hive Mother" + type: "Creature" + level: "8" + description: "Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence of a large pair of razor-sharp, mantis-like arms." + speed: + land: "25 feet" + burrow: "20 feet" + traits: + - "Uncommon" + - "N" + - "Huge" + - "Animal" + perception: "16" + senses: + - " darkvision" + - " tremorsense (imprecise) 90 feet" + skills: + Acrobatics: "+13" + Athletics: "+20" + Stealth: "+11" + Survival: "+16" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "29," + saves: + will: "+14" + ref: "+15," + fort: "+18," + hp: "120" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Armor-Rending Bite" + traits: [] + action_cost: "Two Actions" + description: "The hive mother makes a mandibles Strike; if the Strike hits, the target’s armor takes the damage and the acid damage bypasses the armor’s Hardness." + - + name: "Frenzy Pheromone" + traits: [] + action_cost: "Two Actions" + description: "The hive mother unleashes a pheromone that causes all other ankhravs within a 100-foot emanation to become quickened 1 until the start of the hive mother’s next turn, and they can use the extra action only for Burrow, Stride, or Strike actions. The hive mother can’t unleash the pheromone again for 1d4 rounds." + - + name: "Spray Acid" + traits: + - "acid" + action_cost: "Two Actions" + description: "The hive mother spews acid in a 60-foot cone, dealing 8d6 acid damage and 1d6 persistent acid damage (DC 26 basic Reflex save). It can’t spew acid again for 1d4 rounds." + automatic_abilities: [] + melee: + - + name: "mandibles" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d8+6 plus 2d6 acid" + traits: + - "acid" + action_cost: "One Action" + ranged: + - + name: "acid spit" + to_hit: "+17" + damage: + type: "acid" + formula: "5d6" + traits: + - "acid" + - " range 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Gorilla" + type: "Creature" + level: "3" + description: "Gorillas can be territorial creatures, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and powerful arms to bite and pummel trespassers with wild abandon." + speed: + land: "30 feet" + climb: "30 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "8" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+9" + Athletics: "+11" + Stealth: "+7" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-2" + ac: "19," + saves: + will: "+6" + ref: "+9," + fort: "+12," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Frightening Display" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + action_cost: "Two Actions" + description: "The gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 20 Will save. While a creature is frightened by this ability, it is flat-footed to the gorilla.
Critical Success No effect and temporarily immune for 1 minute.
Success The creature is unaffected.
Failure The creature is frightened 1.
Critical Failure The creature is frightened 2." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "2d6+4" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+4" + traits: + - "reach 5 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Megaprimatus" + type: "Creature" + level: "8" + description: "The megaprimatus is among the mightiest of apes, quick to confront any perceived intrusions into its domain. With a height of 40 feet, it towers over even most giants, and is used to being the top-tier predator in the region." + speed: + land: "30 feet" + climb: "30 feet" + traits: + - "N" + - "Gargantuan" + - "Animal" + perception: "15" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+14" + Athletics: "+19" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+2" + con_mod: "+5" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "+2" + ac: "26," + saves: + will: "+13" + ref: "+16," + fort: "+19," + hp: "150" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Mangling Rend" + traits: [] + action_cost: "Two Actions" + description: ", and the target takes a –20-foot status penalty to all Speeds until the end of its next turn." + - + name: "Terrifying Display" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + action_cost: "Two Actions" + description: "The megaprimatus beats its chest in a terrifying display. Creatures within 50 feet must attempt a DC 27 Will save. While a creature is frightened by this ability, it is flat-footed to the megaprimatus and to gorillas.
Critical Success No effect and temporarily immune for 1 minute.
Success The creature is unaffected.
Failure The creature is frightened 1.
Critical Failure The creature is frightened 2 and fleeing until the end of its next turn." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "2d8+10" + traits: + - "agile" + - " reach 20 feet" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d10+10" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Arboreal Warden" + type: "Creature" + level: "4" + 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." + speed: + land: "25 feet" + traits: + - "NG" + - "Large" + - "Plant" + perception: "11" + senses: + - " low-light vision" + skills: + Athletics: "+13" + Stealth: "+9 " + languages: + - "Arboreal" + - "Common" + - "Sylvan" + ability_mods: + str_mod: "+5" + dex_mod: "+1" + con_mod: "+3" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+1" + ac: "20 (22 with shield raised)," + saves: + will: "+11" + ref: "+9," + fort: "+13," + hp: "75;" + immunities: "None" + resistances: "bludgeoning 5, piercing 5;" + proactive_abilities: + - + name: "Shield Push" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "stone longsword" + to_hit: "+13" + damage: + type: "bludgeoning" + formula: "1d8+10" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "shield bash" + to_hit: "+13" + damage: + type: "bludgeoning" + formula: "1d6+10" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Awakened Tree" + type: "Creature" + level: "6" + 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 \u001f 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\u001e uence from another dimension, a capricious fey spirit, or the like." + speed: + land: "20 feet" + traits: + - "N" + - "Huge" + - "Plant" + perception: "13" + senses: + - " low-light vision" + skills: + Athletics: "+14" + Stealth: "+9 " + languages: + - "Arboreal" + ability_mods: + str_mod: "+6" + dex_mod: "-1" + con_mod: "+6" + int_mod: "-5" + wis_mod: "+3" + cha_mod: "+0" + ac: "22," + saves: + will: "+13" + ref: "+9," + fort: "+16," + hp: "100;" + immunities: "None" + resistances: "bludgeoning 5, piercing 5;" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "branch" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "2d8+6" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "root" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "2d6+6" + traits: + - "trip" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Arboreal Regent" + type: "Creature" + level: "8" + 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." + speed: + land: "25 feet" + traits: + - "NG" + - "Huge" + - "Plant" + perception: "18" + senses: + - " low-light vision" + skills: + Athletics: "+19" + Diplomacy: "+16" + Intimidation: "+16" + Nature: "+18" + Stealth: "+11" + languages: + - "Arboreal" + - "Common" + - "Sylvan" + ability_mods: + str_mod: "+7" + dex_mod: "-1" + con_mod: "+6" + int_mod: "+1" + wis_mod: "+4" + cha_mod: "+2" + ac: "26," + saves: + will: "+16" + ref: "+11," + fort: "+20," + hp: "150;" + immunities: "None" + resistances: "bludgeoning 5, piercing 5;" + proactive_abilities: + - + name: "Awaken Tree" + traits: + - "concentrate" + - " primal" + 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: "Sunder Objects" + traits: [] + description: "When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure." + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + automatic_abilities: [] + melee: + - + name: "branch" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "2d12+7" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "root" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "2d8+7" + traits: + - "trip" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "2d10+7" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "speak with plants" + level: "4" + frequency: "constant" + - + name: "Lantern Archon" + type: "Creature" + level: "1" + description: "Friendly, curious, and eternally optimistic, lantern archons embody the virtue of hope. They are formed of living light given corporeal shape, and they serve as beacons, guiding mortals out of their darkest moments and toward the path of righteousness. Their luminous bodies can \u001e icker with the subtlety of a candle flame or flare up like a torch. Lantern archons can control all aspects of their light as easily as other creatures control their facial expressions, leading them to change color, twinkle, and otherwise dim and brighten in time with their actions and words. While effervescent and chipper in conversation, lantern archons are impressively stoic mobile support troops and guardians in times of con\u001e ict, and are capable of uniting to form powerful warriors of light called gestalts." + speed: + fly: "40 feet" + traits: + - "LG" + - "Small" + - "Archon" + - "Celestial" + perception: "6" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Diplomacy: "+6" + Religion: "+6" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "-5" + dex_mod: "+3" + con_mod: "+1" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+1" + ac: "16," + saves: + will: "+4" + ref: "+10," + fort: "+6," + hp: "20;" + immunities: "None" + resistances: "fire 3;" + proactive_abilities: + - + name: "Gestalt" + traits: + - "concentrate" + - " divine" + - " transmutation" + description: "Nine lantern archons can use this activity, all within 1 round of the first, to merge together to form a composite being for 7 rounds that appears as a glowing warrior of light. The gestalt has the base statistics of a legion archon (AC, saving throws, attacks, skills, Speeds, and so on) but the spells and special abilities of a lantern archon. Additionally, it has a ranged light ray Strike (+18 attack, Damage 3d4 fire and 3d4 good), and the bonus from its Lantern of Hope increases to +3. When the gestalt separates, its remaining Hit Points are divided evenly among the lantern archons, and if the gestalt had fewer than 9 HP, some of the lantern archons die." + - + name: "Lantern of Hope" + traits: + - "concentrate" + - " divine" + - " enchantment" + - " mental" + action_cost: "One Action" + description: "The lantern archon shines as a beacon of hope. Good allies within 30 feet gain a +1 status bonus to damage rolls and to saving throws against crushing despair." + automatic_abilities: [] + melee: [] + ranged: + - + name: "light ray" + to_hit: "+8" + damage: + type: "fire" + formula: "1d4 plus 1d4 good" + traits: + - "agile" + - " good" + - " fire" + - " magical" + - " range 30 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + - + name: "detect alignment" + level: "1" + frequency: "at will; evil only" + - + name: "heal" + level: "1" + frequency: "at will; evil only" + - + name: "Horned Archon" + type: "Creature" + level: "4" + description: "Horned archons are secretive and tireless sentinels and scouts, patrolling the Outer Sphere’s untamed wilds for evil to eliminate and keeping small communities safe from demons, devils, and worse. They resemble muscular humans with the head, horns, and legs of a stag. When requested to do so by their patrons, especially Erastil, they journey to the Material Plane and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures. Because they roam the wilds of Nirvana and Elysium, horned archons are among the best at understanding the perspectives of other celestials." + speed: + land: "35 feet" + traits: + - "LG" + - "Medium" + - "Archon" + - "Celestial" + perception: "11" + senses: + - " darkvision" + skills: + Acrobatics: "+12" + Nature: "+11" + Religion: "+9" + Stealth: "+10" + Survival: "+11" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+3" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+1" + ac: "22," + saves: + will: "+11; +1 status to all saves vs. magic" + ref: "+10," + fort: "+11," + hp: "65;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Archon's Door" + traits: + - "heightened to 5th level" + description: "within 1 round to attempt to follow that creature to the maximum distance of the archon’s dimension door. If the archon’s dimension door has enough distance, the archon appears the same distance and direction from the creature as before either used dimension door." + - + name: "Touch of Charity" + traits: + - "healing" + - " manipulate" + - " necromancy" + action_cost: "One Action" + description: "A horned archon can touch another creature to take on that creature’s wounds, transferring up to 30 of the horned archon’s HP to the touched creature. The horned archon can’t transfer more HP than it currently has." + automatic_abilities: [] + melee: + - + name: "horn" + to_hit: "+11" + damage: + type: "piercing" + formula: "2d8+3 plus 1d6 good and Push" + traits: + - "magical" + action_cost: "One Action" + ranged: + - + name: "composite longbow" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d8+4 plus 1d6 good" + traits: + - "deadly 1d10" + - " magical" + - " range increment 100 feet" + - " reload 0" + - " volley" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "4" + frequency: "x3" + - + name: "animal messenger" + level: "2" + frequency: "x3" + - + name: "charm" + level: "1" + frequency: "animals only; x3" + - + name: "true strike" + level: "1" + frequency: "animals only; x3" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Legion Archon" + type: "Creature" + level: "7" + description: "Despite their flaming blades and heavy armor, legion archons are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers—especially fiends that embody the sin of wrath—legion archons don’t hesitate in battle, mounting offensives under divine commanders like Iomedae." + speed: + land: "30 feet" + fly: "60 feet" + traits: + - "LG" + - "Medium" + - "Archon" + - "Celestial" + perception: "15" + senses: + - " darkvision" + skills: + Acrobatics: "+13" + Athletics: "+14" + Diplomacy: "+16" + Intimidation: "+16" + Religion: "+13" + Survival: "+14" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+5" + ac: "27," + saves: + will: "+15; +1 status to all saves vs. magic" + ref: "+11," + fort: "+17," + hp: "100;" + immunities: "None" + resistances: "fire 15;" + proactive_abilities: + - + name: "Archon's Door" + traits: + - "heightened to 5th level" + description: "within 1 round to attempt to follow that creature to the maximum distance of the archon’s dimension door. If the archon’s dimension door has enough distance, the archon appears the same distance and direction from the creature as before either used dimension door." + - + name: "Flame of Justice" + traits: + - "divine" + - " evocation" + description: "A legion archon’s spirit of righteousness manifests in its hands as a mighty two-handed sword called the flame of justice. A legion archon can throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame of justice vanishes after landing or dealing damage and reappears in the legion archon’s hands again instantly. On a critical hit, the fire damage from the flame of justice deals maximum damage (6 on the d6) before being doubled for the critical hit, and the target takes 1d10 persistent fire damage." + automatic_abilities: [] + melee: + - + name: "flame of justice" + to_hit: "+18" + damage: + type: "slashing" + formula: "2d10+5 plus 1d6 fire and 1d6 good" + traits: + - "magical" + - " versatile P" + action_cost: "One Action" + ranged: + - + name: "flame of justice" + to_hit: "+15" + damage: + type: "slashing" + formula: "2d10+5 plus 1d6 fire and 1d6 good" + traits: + - "magical" + - " range increment 30 feet" + - " versatile P" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "true strike" + level: "1" + frequency: "x3" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Shield Archon" + type: "Creature" + level: "10" + description: "Shield archons defend the fortresses of Heaven against fiendish incursions. They wield their spears and shields in massive formations capable of withstanding any onslaught. Beneath their armor, they are sheathed in skin of steel. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the Material Plane to ward off the attacks of great numbers of evildoers." + speed: + land: "30 feet" + fly: "60 feet" + traits: + - "LG" + - "Large" + - "Archon" + - "Celestial" + perception: "19" + senses: + - " darkvision" + skills: + Athletics: "+21" + Diplomacy: "+19" + Intimidation: "+19" + Religion: "+19" + Survival: "+17" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+5" + dex_mod: "+1" + con_mod: "+7" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+3" + ac: "31 (33 with shield raised)," + saves: + will: "+19; +1 status to all saves vs. magic" + ref: "+15," + fort: "+23," + hp: "125;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Archon's Door" + traits: + - "heightened to 5th level" + description: "within 1 round to attempt to follow that creature to the maximum distance of the archon’s dimension door. If the archon’s dimension door has enough distance, the archon appears the same distance and direction from the creature as before either used dimension door." + - + name: "Courageous Switch" + traits: [] + description: "." + automatic_abilities: + - + name: "Morphic Hands" + traits: [] + description: " \"Single\"Single (divine, transmutation) A shield archon’s hands can change into a +1 holy striking spear and a lesser sturdy shield or back into hands. Transforming does not restore any HP to the items, and if either the weapon or shield is fully destroyed, the archon loses that hand until it receives a <%SPELLS% %%>regenerate spell or similar magic. If a shield archon is slain, its weapon and shield can be taken, but they fade into nothingness after 24 hours.
Items +1 full plate" + melee: + - + name: "holy striking spear" + to_hit: "+22" + damage: + type: "piercing" + formula: "2d6+10 plus 1d6 good" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "shield other" + level: "2" + frequency: "x3" + - + name: "true strike" + level: "1" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Lyrakien (Wanderer Azata)" + type: "Creature" + level: "1" + description: "Lyrakiens are musical messengers and embodiments of free travel. They serve Desna and other deities and empyreal lords of Elysium, but are quite fond of the concept of free time and are always on the hunt for opportunities to pause in their duties to enjoy music or appreciate a moment of beauty. They love contests, stories, and songs, and they often challenge mortals to musical contests or pester them to share grand tales of their exploits. Lyrakiens rely on their agility to avoid conflicts, but they do their best to defend places of great natural beauty, especially against lawful or evil foes they can damage with their starlight. Lyrakiens have an innate wanderlust and rarely stay in the same place for very long. Some travel alongside adventurers, ofter writing songs about their quests and feats of derring-do." + speed: + land: "25 feet" + fly: "50 feet" + traits: + - "CG" + - "Tiny" + - "Azata" + - "Celestial" + perception: "8" + senses: + - " darkvision" + skills: + Acrobatics: "+9" + Diplomacy: "+6" + Performance: "+8" + Religion: "+6" + Stealth: "+7" + languages: + - "Celestial" + - "Common" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "-2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+3" + ac: "17," + saves: + will: "+6" + ref: "+7," + fort: "+4," + hp: "25;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Starlight Blast" + traits: + - "chaotic" + - " good" + - " light" + action_cost: "Two Actions" + description: "The lyrakien unleashes a blast of holy starlight in a 5-foot burst centered on itself. Creatures in the area take 1d6 chaotic damage and 1d6 good damage (DC 17 basic Reflex save). The lyrakien can’t use Starlight Blast or its starlight ray ranged attack for 1d4 rounds." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d4-2 plus 1 chaotic and 1 good" + traits: + - "agile" + - " chaotic" + - " finesse" + - " good" + - " magical" + action_cost: "One Action" + ranged: + - + name: "starlight ray" + to_hit: "+9" + damage: + type: "chaotic" + formula: "1d4 and 1d4 good" + traits: + - "chaotic" + - " good" + - " light" + - " range 10 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + - + name: "detect alignment" + level: "1" + frequency: "at will; evil only" + - + name: "heal" + level: "1" + frequency: "at will; evil only" + - + name: "illusory object" + level: "1" + frequency: "at will; evil only" + - + name: "freedom of movement" + level: "4" + frequency: "constant" + - + name: "Gancanagh (Passion Azata)" + type: "Creature" + level: "4" + description: "Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments of free love, they eagerly throw themselves into courting targets for brief but earnest flings until their quicksilver passions change their desires. They serve Cayden Cailean as well as other bacchanalian deities and empyreal lords of Elysium who understand their desires for love and parties. Gancanaghs hate evil beings that profane the spirit of romance and passion, as such creatures (especially the demonic tempters known as succubi) reinforce stigmas against open and free love. One can give no greater insult to a gancanagh than to mistake him for such a creature, and more than one hotheaded gancanagh has challenged a misinformed paladin or other champion of good to a duel over such a slight. While they enjoy drinking and carousing, gancanaghs can’t stand smoke. Nonetheless, many gancanaghs carry whimsical-looking smoking pipes because they think it makes them look dapper. They cherish their silver flutes, for they enjoy the beauty of flutes’ music and its ability to sway the heart." + speed: + land: "30 feet" + traits: + - "CG" + - "Medium" + - "Azata" + - "Celestial" + perception: "11" + senses: + - " darkvision" + skills: + Athletics: "+9" + Deception: "+13" + Diplomacy: "+13" + Performance: "+14" + Religion: "+9" + Stealth: "+11" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+1" + dex_mod: "+5" + con_mod: "+3" + int_mod: "+2" + wis_mod: "+1" + cha_mod: "+5" + ac: "21," + saves: + will: "+11" + ref: "+13," + fort: "+9," + hp: "75;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The gancanagh can take on the appearance of any Small or Medium humanoid. This doesn’t change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal (typically to bludgeoning)." + - + name: "Invigorating Passion" + traits: + - "divine" + - " emotion" + - " enchantment" + - " mental" + action_cost: "Two Actions" + description: "The gancanagh embraces or kisses a willing creature, infusing that creature with their invigorating passion. The creature gains a +1 status bonus to attack rolls and 10 temporary Hit Points for 10 minutes. After that time, the target becomes fatigued for 10 minutes unless they succeed at a DC 21 Fortitude save." + automatic_abilities: [] + melee: + - + name: "silver rapier" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d6+7 plus 1d4 good" + traits: + - "deadly 1d10" + - " disarm" + - " finesse" + - " good" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "suggestion" + level: "4" + - + name: "heroism" + level: "3" + - + name: "heal" + level: "2" + frequency: "at will" + - + name: "mirror image" + level: "2" + frequency: "at will" + - + name: "charm" + level: "1" + frequency: "at will" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Lillend (Muse Azata)" + type: "Creature" + level: "7" + description: "Lillends are tale-tellers, chroniclers, and champions of freedom of expression. They are generally peaceful, but are quick to act if a masterful piece of art is threatened or free speech is suppressed. They pride themselves on inspiring mortals to greater heights of expression and creativity, and more than one bard looks to a lillend as their personal inspiration. Lillends sometimes secretly follow the adventures of mortal heroes to record their stories as epic poems and songs, which they then perform in the packed mead halls of Elysium. When pursuing such goals, lillends take pains to use their innate spells to remain in hiding, as they would rather observe and record events without “polluting” them with their own intervention. Nevertheless, a lillend who sees their charge faced with certain death often cannot resist the urge to intervene and save the day. Inevitably, this brings a close to the lillend’s chronicles, as their relationship with their subject invariably shifts from one of detached observation to friendship or more. Yet lillends remain hesitant to involve themselves for overlong in a mortal’s life, in part because they fear what sort of fiendish attention their presence might attract, but mostly out of respect for the mortal’s own destiny. A lillend would, all things being equal, prefer to let mortals choose their own fate rather than run the risk of sending someone down a path to which their heart is not set." + speed: + land: "25 feet" + fly: "45 feet" + traits: + - "CG" + - "Large" + - "Azata" + - "Celestial" + perception: "16" + senses: + - " darkvision" + skills: + Acrobatics: "+14" + Deception: "+16" + Diplomacy: "+18" + Nature: "+14" + Performance: "+20" + Religion: "+14" + Survival: "+12" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+5" + ac: "25," + saves: + will: "+16" + ref: "+16," + fort: "+14," + hp: "145;" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "longsword" + to_hit: "+18" + damage: + type: "slashing" + formula: "1d8+10 plus 1d6 chaotic and 1d6 good" + traits: + - "chaotic" + - " magical" + - " versatile P" + action_cost: "One Action" + - + name: "tail" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "2d6+10 plus 1d6 chaotic, 1d6 good, and Grab" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "counter performance" + level: "4" + - + name: "hallucinatory terrain" + level: "4" + - + name: "heal" + level: "4" + - + name: "inspire heroics" + level: "4" + - + name: "sound burst" + level: "4" + - + name: "suggestion" + level: "4" + - + name: "sleep" + level: "3" + - + name: "darkness" + level: "2" + - + name: "invisibility" + level: "2" + - + name: "charm" + level: "1" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "speak with plants" + level: "5" + frequency: "constant" + - + name: "speak with animals" + level: "5" + frequency: "constant" + - + name: "speak with plants" + level: "4" + frequency: "constant" + - + name: "speak with animals" + level: "4" + frequency: "constant" + - + name: "speak with animals" + level: "2" + frequency: "constant" + - + name: "Ghaele (Crusader Azata)" + type: "Creature" + level: "13" + description: "Ghaeles are fiend-hunting knights of Elysium and champions of the freedom to take up arms against oppressors and other evils. Ghaeles rarely engage directly in mortal wars, but where fiends are involved they make an exception. A ghaele might assume the guise of a mortal to fight fiends alongside others, hoping to bolster morale and teach good tactics against such supernatural foes. Ghaeles serve various deities and empyreal lords of Elysium, though many have an affinity for Cayden Cailean in his capacity as a champion of freedom and defender of the downtrodden. Among azatas, ghaeles are generally the quickest to shift to violence as a method of solving problems, but even then they seek to minimize pain and suffering when they can." + speed: + land: "35 feet" + fly: "100 feet" + traits: + - "CG" + - "Medium" + - "Azata" + - "Celestial" + perception: "25" + senses: + - " darkvision" + - " see invisibility" + skills: + Acrobatics: "+27" + Athletics: "+26" + Diplomacy: "+26" + Nature: "+23" + Religion: "+23" + Stealth: "+21" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+5" + int_mod: "+3" + wis_mod: "+4" + cha_mod: "+5" + ac: "34," + saves: + will: "+23" + ref: "+20," + fort: "+26," + hp: "235;" + immunities: "None" + resistances: "energy 15 (see Choose Weakness);" + proactive_abilities: + - + name: "Choose Weakness" + traits: + - "concentrate" + - " divination" + - " divine" + - " evocation" + - " manipulate" + action_cost: "One Action" + description: "A ghaele attempts to Recall Knowledge about a foe it is facing. If successful, it can change the elemental damage dealt by its greatsword and light ray to acid, cold, electricity, fire, or sonic, usually to match the a foe’s weakness. It can also change its energy resistance to any of these energy types (this can be a different type than for its attacks). The choices remain until it next uses Choose Weakness." + - + name: "Ghaele's Gaze" + traits: + - "divine" + - " evocation" + - " visual" + action_cost: "One Action" + description: "When a ghaele fixes its gaze upon a non-good creature, the creature suffers the effects of divine decree (DC 33 Will save). If it survives, the creature is temporarily immune to Ghaele’s Gaze for 1 minute." + - + name: "Holy Blade" + traits: + - "divine" + - " evocation" + description: "Any weapon becomes a +2 holy striking weapon while the ghaele wields it." + automatic_abilities: [] + melee: + - + name: "holy greatsword" + to_hit: "+28" + damage: + type: "slashing" + formula: "2d12+13 plus 1d6 good and 1d6 other (see Choose Weakness)" + traits: + - "good" + - " magical" + - " versatile P" + action_cost: "One Action" + ranged: + - + name: "light ray" + to_hit: "+25" + damage: + type: "chaotic" + formula: "1d12 plus 1d12 good plus 2d6+6 other (see Choose Weakness)" + traits: + - "chaotic" + - " good" + - " light" + - " range 300 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "chromatic wall" + level: "7" + - + name: "dispel magic" + level: "7" + - + name: "heal" + level: "7" + - + name: "prismatic spray" + level: "7" + - + name: "illusory scene" + level: "6" + - + name: "banishment" + level: "5" + - + name: "heal" + level: "4" + frequency: "x4" + - + name: "invisibility" + level: "4" + frequency: "x4" + - + name: "restoration" + level: "4" + frequency: "x4" + - + name: "mind reading" + level: "3" + - + name: "continual flame" + level: "2" + frequency: "at will" + - + name: "dispel magic" + level: "2" + frequency: "at will" + - + name: "charm" + level: "1" + frequency: "at will; evil only" + - + name: "detect alignment" + level: "1" + frequency: "at will; evil only" + - + name: "illusory disguise" + level: "1" + frequency: "at will; evil only" + - + name: "see invisibility" + level: "7" + frequency: "constant" + - + name: "tongues" + level: "7" + frequency: "constant" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Banshee" + type: "Creature" + level: "17" + 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." + speed: + fly: "60 feet" + traits: + - "Uncommon" + - "CE" + - "Medium" + - "Incorporeal" + - "Spirit" + - "Undead" + perception: "32" + senses: + - " hears heartbeats (imprecise) 60 feet" + - " darkvision" + skills: + Religion: "r" + Acrobatics: "+31" + Intimidation: "+32" + Occultism: "+25" + languages: + - "Common" + - "Elven" + ability_mods: + str_mod: "-5" + dex_mod: "+6" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+7" + cha_mod: "+7" + ac: "39," + saves: + will: "+32" + ref: "+29," + fort: "+25," + hp: "250 (negative healing);" + immunities: "disease, paralyzed, poison, precision, unconscious" + resistances: "all damage 12 (except force," + proactive_abilities: + - + name: "Spectral Ripple" + traits: [] + description: "When a banshee Strides at least 10 feet, they’re concealed until the start of their next turn." + - + name: "Terrifying Touch" + traits: + - "emotion" + - " enchantment" + - " fear" + - " occult" + 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: "Wail" + traits: + - "auditory" + - " concentrate" + - " death" + - " necromancy" + - " 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." + automatic_abilities: + - + name: "Hears Heartbeats" + traits: [] + range: "60 feet" + 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: "Sunlight Powerlessness" + traits: [] + description: " If in direct sunlight, the banshee is slowed 1 and can’t use actions that have the attack trait." + melee: + - + name: "hand" + to_hit: "+32" + damage: + type: "negative" + formula: "4d10+14 plus terrifying touch" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Baomel" + type: "Creature" + level: "20" + 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." + speed: + land: "50 feet" + swim: "80 feet" + traits: + - "CN" + - "Gargantuan" + - "Aberration" + - "Aquatic" + perception: "34" + senses: + - " darkvision" + - " scent (imprecise) 80 feet" + skills: + Athletics: "+41" + Stealth: "+31" + Survival: "+37" + languages: + - "Aklo" + ability_mods: + str_mod: "+10" + dex_mod: "+2" + con_mod: "+8" + int_mod: "-3" + wis_mod: "+6" + cha_mod: "+1" + ac: "48," + saves: + will: "+34" + ref: "+30," + fort: "+36," + hp: "315;" + immunities: "None" + resistances: "physical 10" + proactive_abilities: + - + name: "Breath of the Sea" + traits: + - "attack" + 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: "Shell Rake" + traits: + - "move" + 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: "Two-Headed Strike" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+38" + damage: + type: "piercing" + formula: "4d12+18 plus Improved Grab" + traits: + - "reach 20 feet" + action_cost: "One Action" + ranged: + - + name: "tsunami jet" + to_hit: "+38" + damage: + type: "bludgeoning" + formula: "4d10+18 plus Push 40 feet" + traits: + - "brutal" + - " range 500 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Barghest" + type: "Creature" + level: "4" + 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." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Fiend" + perception: "12" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+10" + Deception: "+12" + Diplomacy: "+9" + Intimidation: "+11" + Stealth: "+10" + Survival: "+8" + languages: + - "Abyssal" + - "Common" + - "Goblin" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+3" + int_mod: "+2" + wis_mod: "+2" + cha_mod: "+3" + ac: "21," + saves: + will: "+8" + ref: "+12," + fort: "+11," + hp: "50;" + immunities: "None" + resistances: "fire 5, physical 5 (except magical)" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + 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: "Feed" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+13" + damage: + type: "piercing" + formula: "2d8+5" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+13" + damage: + type: "slashing" + formula: "2d6+5" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "blink" + level: "4" + frequency: "at will" + - + name: "confusion" + level: "4" + frequency: "at will" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "levitate" + level: "3" + frequency: "at will" + - + name: "Greater Barghest" + type: "Creature" + level: "7" + description: "Once a barghest has eaten enough to grow into a greater barghest, it typically seeks a method to leave the Material Plane and return to the Abyss, there joining other fiends as yet another of that plane’s horrors. As barghests have no innate ability to travel the planes, though, the time it takes for most greater barghests to engineer such a return can usually be measured in years, if not decades. During that time, greater barghests continue to play the roles of gluttons, hunters of humanity, and tyrants of goblinoid tribes. More than a few grow accustomed to such lives on the Material Plane and wholly abandon the end goal of returning to the Abyss, despite the fact that those who do make such a return home often grow even more powerful over time, gaining eerie new abilities and qualities absorbed from the raw chaos of the Abyss itself." + speed: + land: "35 feet" + traits: + - "Uncommon" + - "CE" + - "Large" + - "Fiend" + - "Mutant" + perception: "16" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+15" + Athletics: "+15" + Deception: "+18" + Diplomacy: "+14" + Intimidation: "+16" + Stealth: "+15" + Survival: "+14" + languages: + - "Abyssal" + - "Common" + - "Goblin" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+3" + wis_mod: "+3" + cha_mod: "+5" + ac: "25," + saves: + will: "+12" + ref: "+15," + fort: "+17," + hp: "105;" + immunities: "None" + resistances: "fire 10, physical 10 (except magical);" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + 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: "Mutations" + traits: + - "poison" + action_cost: "Two Actions" + description: "The barghest grows elongated fangs that seep poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison damage.
  • Toxic Breath \"Two\"Two (divine, evocation, poison) The barghest breathes a cloud of toxic gas that deals 8d6 poison damage to all creatures in a 30-foot cone (DC 25 basic Fortitude save). It can’t use Toxic Breath again for 1d4 rounds.
  • Vestigial Arm Strike \"Free\"Free Frequency once per round; Trigger The barghest completes a Strike. Effect The barghest makes a claw Strike with a shriveled third arm hanging from its torso. This attack doesn’t count for the barghest’s multiple attack penalty, nor does that penalty apply on the attack.
  • Wings The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet.
  • " + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d10+6" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+17" + damage: + type: "slashing" + formula: "2d8+6" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "blink" + level: "4" + frequency: "at will" + - + name: "confusion" + level: "4" + frequency: "at will" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "enlarge" + level: "4" + frequency: "at will" + - + name: "levitate" + level: "3" + frequency: "at will" + - + name: "invisibility" + level: "2" + frequency: "at will" + - + name: "Basilisk" + type: "Creature" + level: "5" + 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." + speed: + land: "20 feet" + traits: + - "N" + - "Medium" + - "Beast" + perception: "11" + senses: + - " darkvision" + skills: + Nature: " " + Athletics: "+13" + Stealth: "+8" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "-1" + con_mod: "+5" + int_mod: "-3" + wis_mod: "+2" + cha_mod: "+1" + ac: "22," + saves: + will: "+11" + ref: "+8," + fort: "+14," + hp: "75" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Petrifying Gaze" + traits: + - "arcane" + - " concentrate" + - " incapacitation" + - " transmutation" + - " visual" + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+15" + damage: + type: "piercing" + formula: "2d8+4" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Vampire Bat Swarm" + type: "Creature" + level: "1" + description: "Although the typical vampire bat has a wingspan of 7 inches and doesn’t pose a significant threat to larger prey alone (and indeed, these blood-drinkers can feed without their sleeping victims ever noticing), some unusually aggressive species of these bats hunt in deadly swarms. A churning cloud of vampire bats is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time." + speed: + land: "5 feet" + fly: "30 feet" + traits: + - "N" + - "Large" + - "Animal" + - "Swarm" + perception: "10" + senses: + - " echolocation (precise) 20 feet" + - " low-light vision" + skills: + Acrobatics: "+7" + Athletics: "+4 " + Stealth: "+7" + languages: "" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+1" + int_mod: "-4" + wis_mod: "+3" + cha_mod: "-3" + ac: "15," + saves: + will: "+6" + ref: "+9," + fort: "+6," + hp: "11;" + immunities: "precision, swarm mind" + resistances: "bludgeoning 6, piercing 6, slashing 3;" + proactive_abilities: + - + name: "Blood Feast" + traits: + - "DC 16 basic Reflex save" + action_cost: "One Action" + description: ". Creatures that fail this save also take 1 persistent bleed damage." + automatic_abilities: + - + name: "Echolocation" + traits: [] + description: " A bat swarm can use its hearing as a precise sense at the listed range." + melee: [] + ranged: [] + spell_dc: "None" + - + name: "Giant Bat" + type: "Creature" + level: "2" + description: "While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions." + speed: + land: "15 feet" + fly: "30 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "11" + senses: + - " echolocation (precise) 40 feet" + - " low-light vision" + skills: + Acrobatics: "+8" + Athletics: "+8" + Stealth: "+8" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+3" + cha_mod: "-2" + ac: "18," + saves: + will: "+7" + ref: "+8," + fort: "+9," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Echolocation" + traits: [] + description: " A bat can use its hearing as a precise sense at the listed range." + melee: + - + name: "fangs" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d10+4" + traits: [] + action_cost: "One Action" + - + name: "wing" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Grizzly Bear" + type: "Creature" + level: "3" + description: "This large and powerful omnivore inhabits forested hills. While it typically sustains itself on nuts, berries, fish, and small mammals, it’s fiercely territorial and will chase off or kill any creature it views as competition. Grizzly bears are especially temperamental when their young are nearby. In combat, a grizzly bear often attempts to grab and maul its foe with surprising ferocity. It continues its assault until its foe seems like it is no longer a threat, though if the bear is hungry, it will not hesitate to feed." + speed: + land: "35 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "10" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+11" + Survival: "+8" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+5" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-2" + ac: "19," + saves: + will: "+8" + ref: "+6," + fort: "+12," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Mauler" + traits: [] + description: "The grizzly bear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed." + - + name: "Rush" + traits: [] + action_cost: "Two Actions" + description: "The grizzly bear Strides and makes a Strike at the end of that movement. During the Stride, the grizzly bear gains a +10-foot circumstance bonus to its Speed." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "2d8+4" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d10+4 plus Grab" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Cave Bear" + type: "Creature" + level: "6" + 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." + speed: + land: "35 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "13" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+16" + Survival: "+11" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+6" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-1" + ac: "24," + saves: + will: "+13" + ref: "+11," + fort: "+16," + hp: "95" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Mauler" + traits: [] + description: "The bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed." + - + name: "Rush" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+16" + damage: + type: "piercing" + formula: "2d10+6" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+16" + damage: + type: "slashing" + formula: "2d8+6 plus Grab" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Flash Beetle" + type: "Creature" + level: "-1" + description: "These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, even after the creature’s death. Flash beetles are commonly herded and harvested by miners and spelunkers, as their glow is considered safer than torches and less expensive than lamps. Denizens of the Darklands often domesticate and train these insects, using them as pets, livestock, or caging them to use as organic sources of light in areas frequented by visitors unaccustomed to the darkness." + speed: + land: "20 feet" + fly: "15 feet" + traits: + - "N" + - "Small" + - "Animal" + perception: "6" + senses: + - " low-light vision" + skills: + Acrobatics: "+6" + Athletics: "+4" + languages: "" + ability_mods: + str_mod: "+1" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-5" + wis_mod: "+1" + cha_mod: "-2" + ac: "16," + saves: + will: "+4" + ref: "+8," + fort: "+5," + hp: "6" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Light Flash" + traits: + - "concentrate" + - " light" + action_cost: "One Action" + description: "The flash beetle creates a brilliant flash of light. All creatures in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled for 1 minute. The flash beetle’s glow then goes out, disabling its aura for 24 hours, during which time it cannot use Light Flash." + automatic_abilities: [] + melee: + - + name: "mandibles" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d4+1" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Giant Stag Beetle" + type: "Creature" + level: "4" + description: "The giant stag beetle is larger than a horse, and the sight of one flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving. Its enormous mandibles are used to impress mates, intimidate rivals, and discourage predators, for they can deliver deadly blows. While giant stag beetles are deadly predators, they can be domesticated by skilled wranglers. In such a capacity, these beetles serve well as beasts of burden or even as mounts." + speed: + land: "20 feet" + fly: "20 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+9" + Athletics: "+13" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+1" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "-1" + ac: "22," + saves: + will: "+8" + ref: "+9," + fort: "+13," + hp: "55" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Trample" + traits: [] + description: "Medium or smaller, foot, DC 21" + automatic_abilities: [] + melee: + - + name: "mandibles" + to_hit: "+13" + damage: + type: "piercing" + formula: "2d8+5" + traits: [] + action_cost: "One Action" + - + name: "foot" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d10+5" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Bloodseeker" + type: "Creature" + level: "-1" + 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." + speed: + land: "10 feet" + fly: "30 feet" + traits: + - "N" + - "Tiny" + - "Animal" + perception: "6" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+6" + Stealth: "+6" + languages: "" + ability_mods: + str_mod: "-4" + dex_mod: "+3" + con_mod: "+0" + int_mod: "-5" + wis_mod: "+1" + cha_mod: "-2" + ac: "16," + saves: + will: "+4" + ref: "+8," + fort: "+5," + hp: "6" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Attach" + traits: [] + 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: "Blood Drain" + traits: + - "of any kind or amount" + action_cost: "One Action" + description: "." + automatic_abilities: [] + melee: + - + name: "barbed leg" + to_hit: "+8" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Boar" + type: "Creature" + level: "2" + 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." + speed: + land: "40 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "8" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+5" + Athletics: "+8" + Survival: "+8" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-3" + ac: "18," + saves: + will: "+8" + ref: "+5," + fort: "+10," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Boar Charge" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "Tusk" + to_hit: "+10" + damage: + type: "piercing" + formula: "2d6+4" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Daeodon" + type: "Creature" + level: "4" + description: "Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although omnivorous, the daeodon (known in some regions simply as a giant boar) prefers to feed on flesh. Primarily a scavenger, the daeodon isn’t adverse to attacking creatures it encounters while searching for easier meals, or to protect any perceived encroachment into its lair or feeding grounds. Particularly brave or skilled orcs are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry mounted on daeodons is a fearsome force indeed." + speed: + land: "40 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "12" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+8" + Athletics: "+12" + Survival: "+10" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+0" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "21," + saves: + will: "+10" + ref: "+9," + fort: "+13," + hp: "60" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Daeodon Charge" + traits: [] + action_cost: "Two Actions" + description: "by the force of the blow." + automatic_abilities: [] + melee: + - + name: "Tusk" + to_hit: "+14" + damage: + type: "piercing" + formula: "2d8+6" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Boggard Scout" + type: "Creature" + level: "1" + 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." + speed: + land: "20 feet" + swim: "25 feet; swamp stride" + traits: + - "CE" + - "Medium" + - "Amphibious" + - "Boggard" + - "Humanoid" + perception: "7" + senses: + - " darkvision" + skills: + Acrobatics: "+5" + Athletics: "+8" + Stealth: "+7 " + languages: + - "Boggard" + - "Common" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+0" + ac: "16," + saves: + will: "+7" + ref: "+5," + fort: "+9," + hp: "24" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Swamp Stride" + traits: [] + description: "A boggard scout ignores difficult terrain caused by swamp terrain features." + - + name: "Terrifying Croak" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + 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: "Tongue Grab" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "Morningstar" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d6+3" + traits: + - "versatile P" + action_cost: "One Action" + - + name: "Tongue" + to_hit: "+8" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "Sling" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d6+1" + traits: + - "propulsive" + - " reload 1" + - " range increment 50 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Boggard Warrior" + type: "Creature" + level: "2" + 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." + speed: + land: "20 feet" + swim: "25 feet; swamp stride" + traits: + - "CE" + - "Medium" + - "Amphibious" + - "Boggard" + - "Humanoid" + perception: "8" + senses: + - " darkvision" + skills: + Athletics: "+8" + Intimidation: "+5" + Stealth: "+6 " + languages: + - "Boggard" + ability_mods: + str_mod: "+4" + dex_mod: "+0" + con_mod: "+4" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+1" + ac: "17," + saves: + will: "+8" + ref: "+5," + fort: "+10," + hp: "38" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Swamp Stride" + traits: [] + description: "A boggard warrior ignores difficult terrain caused by swamp terrain features." + - + name: "Terrifying Croak" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + 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: "Tongue Grab" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "Club" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d6+6" + traits: [] + action_cost: "One Action" + - + name: "Tongue" + to_hit: "+10" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "Javelin" + to_hit: "+6" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "thrown 30 feet" + action_cost: "One Action" + - + name: "Club" + to_hit: "+6" + damage: + type: "bludgeoning" + formula: "1d6+6" + traits: + - "thrown 10 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Boggard Swampseer" + type: "Creature" + level: "3" + 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." + speed: + land: "20 feet" + swim: "25 feet; swamp stride" + traits: + - "CE" + - "Medium" + - "Amphibious" + - "Boggard" + - "Humanoid" + perception: "11" + senses: + - " darkvision" + skills: + Athletics: "+8" + Intimidation: "+8" + Medicine: "+9" + Nature: "+11" + Performance: "+8" + Religion: "+9" + languages: + - "Abyssal" + - "Boggard" + - "Common" + ability_mods: + str_mod: "+3" + dex_mod: "+0" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+4" + cha_mod: "+3" + ac: "18," + saves: + will: "+11" + ref: "+7," + fort: "+9," + hp: "40" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Destructive Croak" + traits: + - "sonic" + 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: "Drowning Drone" + traits: + - "auditory" + - " mental" + 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: "Swamp Stride" + traits: [] + description: "A boggard swampseer ignores difficult terrain caused by swamp terrain features." + - + name: "Terrifying Croak" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + 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: "Tongue Grab" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "staff" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d4+6" + traits: + - "two-hand d8" + action_cost: "One Action" + - + name: "Tongue" + to_hit: "+10" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Brain Collector" + type: "Creature" + level: "8" + 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." + speed: + land: "25 feet" + fly: "30 feet" + traits: + - "Uncommon" + - "CE" + - "Large" + - "Aberration" + perception: "18" + senses: + - " darkvision" + skills: + Acrobatics: "+17" + Arcana: "+18" + Athletics: "+16" + Lore: "+18" + Occultism: "+21" + Stealth: "+17" + languages: + - "Abyssal" + - "Aklo" + - "Common" + - "Draconic" + - "Protean" + - "Undercommon" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+5" + int_mod: "+4" + wis_mod: "+4" + cha_mod: "+3" + ac: "26," + saves: + will: "+18; +1 status to all saves vs. magic" + ref: "+13," + fort: "+15," + hp: "140;" + immunities: "confused" + resistances: "None" + proactive_abilities: + - + name: "Brain Collector Venom" + traits: + - "poison" + 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: "Collect Brain" + traits: + - "manipulate" + 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" + automatic_abilities: [] + melee: + - + name: "Jaws" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d12+6 plus brain collector venom" + traits: [] + action_cost: "One Action" + - + name: "Claw" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d8+6" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Bugbear Thug" + type: "Creature" + level: "2" + description: "The more common bugbear thug specializes in the art of lurking in the shadows." + speed: + land: "25 feet" + traits: + - "NE" + - "Medium" + - "Goblin" + - "Humanoid" + perception: "7" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+6" + Athletics: "+7" + Intimidation: "+4" + Stealth: "+6" + languages: + - "Common" + - "Goblin" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "17," + saves: + will: "+5" + ref: "+8," + fort: "+9," + hp: "34" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Bushwhack" + traits: [] + action_cost: "One Action" + description: "by. If they succeed, they also deal fist damage to that creature." + - + name: "Mauler" + traits: [] + description: "." + automatic_abilities: [] + melee: + - + name: "Bastard Sword" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d8+4" + traits: + - "two-hand d12" + action_cost: "One Action" + - + name: "Fist" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d4+4" + traits: + - "agile" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "Javelin" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "thrown 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Bugbear Tormentor" + type: "Creature" + level: "3" + 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." + speed: + land: "25 feet" + traits: + - "NE" + - "Medium" + - "Goblin" + - "Humanoid" + perception: "8" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+8" + Athletics: "+9" + Intimidation: "+7" + Stealth: "+8" + Thievery: "+8" + languages: + - "Common" + - "Goblin" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "20," + saves: + will: "+6" + ref: "+10," + fort: "+9," + hp: "44" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Sneak Attack" + traits: [] + description: "creatures" + - + name: "Twin Feint" + traits: [] + action_cost: "Two Actions" + description: "against the second attack. Apply the bugbear tormentor’s multiple attack penalty to the Strikes normally." + automatic_abilities: [] + melee: + - + name: "Dagger" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d4+6" + traits: + - "agile" + - " versatile S" + action_cost: "One Action" + - + name: "Sickle" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d4+6" + traits: + - "agile" + - " finesse" + - " trip" + action_cost: "One Action" + ranged: + - + name: "Dagger" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d4+6" + traits: + - "agile" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "None" + - + name: "Bulette" + type: "Creature" + level: "8" + 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.”" + speed: + land: "40 feet" + burrow: "30 feet; powerful jumper" + traits: + - "N" + - "Huge" + - "Animal" + perception: "16" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+16" + Athletics: "+21" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+2" + con_mod: "+6" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "30," + saves: + will: "+14" + ref: "+16," + fort: "+20," + hp: "120" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Favored Prey" + traits: [] + 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: "Leaping Charge" + traits: [] + 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: "Powerful Jumper" + traits: [] + description: ", or 20 feet up on a critical success." + automatic_abilities: [] + melee: + - + name: "Jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d10+10" + traits: [] + action_cost: "One Action" + - + name: "Claw" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d8+10" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Bunyip" + type: "Creature" + level: "3" + 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." + speed: + land: "10 feet" + swim: "40 feet" + traits: + - "N" + - "Medium" + - "Animal" + - "Aquatic" + perception: "10" + senses: + - " blood scent" + - " darkvision" + - " scent (imprecise) 100 feet" + skills: + Athletics: "+11" + Stealth: "+10" + Survival: "+8" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-1" + ac: "19," + saves: + will: "+6" + ref: "+12," + fort: "+9," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Blood Frenzy" + traits: [] + description: "that go away at the end of the frenzy, and takes a –2 penalty to AC." + - + name: "Roar" + traits: + - "auditory" + - " concentrate" + - " emotion" + - " enchantment" + - " fear" + - " mental" + - " primal" + 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: "Shift Form" + traits: + - "morph" + - " primal" + - " transmutation" + 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." + automatic_abilities: + - + name: "Blood Scent" + traits: [] + description: " The bunyip can smell blood in the water from up to 1 mile away." + melee: + - + name: "Jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d10+4 plus 1d6 persistent bleed damage" + traits: [] + action_cost: "One Action" + - + name: "Tail" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d8+4" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Caligni Dancer" + type: "Creature" + level: "1" + description: "Caligni dancers serve as intermediaries between caligni clans." + speed: + land: "25 feet" + traits: + - "CN" + - "Small" + - "Caligni" + - "Humanoid" + perception: "6" + senses: + - " greater darkvision" + - " light blindness" + skills: + Acrobatics: "+7" + Performance: "+6" + Stealth: "+7" + Thievery: "+7" + languages: + - "Caligni" + ability_mods: + str_mod: "+0" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+3" + ac: "17," + saves: + will: "+4" + ref: "+9," + fort: "+7," + hp: "18 (death flare)" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Dancer's Curse" + traits: + - "curse" + - " enchantment" + - " occult" + - " mental" + 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: "Sneak Attack" + traits: [] + description: "creatures." + automatic_abilities: [] + melee: + - + name: "Baton" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d4" + traits: + - "agile" + - " finesse" + - " shove" + action_cost: "One Action" + - + name: "Dagger" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "Dagger" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4" + traits: + - "agile" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "16" + innate_spells: [] + - + name: "Caligni Creeper" + type: "Creature" + level: "2" + description: "The most widespread of the caligni are the mischievous caligni creepers." + speed: + land: "25 feet" + traits: + - "CN" + - "Small" + - "Caligni" + - "Humanoid" + perception: "8" + senses: + - " greater darkvision" + - " light blindness" + skills: + Acrobatics: "+8" + Athletics: "+4" + Stealth: "+10" + Thievery: "+8" + languages: + - "Caligni" + ability_mods: + str_mod: "+0" + dex_mod: "+4" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+1" + ac: "19," + saves: + will: "+6" + ref: "+10," + fort: "+9," + hp: "30 (death flash)" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Sneak Attack" + traits: [] + description: "creatures." + automatic_abilities: [] + melee: + - + name: "Dagger" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d4 plus black smear poison" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "Dagger" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d4 plus black smear poison" + traits: + - "agile" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "15" + innate_spells: + - + name: "darkness" + level: "2" + frequency: "at will" + - + name: "Caligni Stalker" + type: "Creature" + level: "4" + description: "Caligni stalkers are often leaders of caligni enclaves." + speed: + land: "25 feet" + traits: + - "CN" + - "Medium" + - "Caligni" + - "Humanoid" + perception: "10" + senses: + - " greater darkvision" + - " light blindness" + skills: + Acrobatics: "+13" + Athletics: "+8" + Stealth: "+13" + Thievery: "+11" + languages: + - "Caligni" + - "Undercommon" + ability_mods: + str_mod: "+2" + dex_mod: "+5" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+1" + ac: "21," + saves: + will: "+8" + ref: "+13," + fort: "+10," + hp: "60 (death flame)" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Double Slice" + traits: [] + 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: "Encircling Command" + traits: + - "auditory" + 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: "Sneak Attack" + traits: [] + description: "creatures." + automatic_abilities: [] + melee: + - + name: "Shortsword" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d6+7 plus black smear poison" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + ranged: [] + spell_dc: "19" + innate_spells: + - + name: "darkness" + level: "2" + frequency: "at will" + - + name: "obscuring mist" + level: "2" + frequency: "at will" + - + name: "Leopard" + type: "Creature" + level: "2" + description: "Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars." + speed: + land: "30 feet" + climb: "20 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "7" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+8" + Athletics: "+7" + Stealth: "+8 " + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-2" + ac: "18," + saves: + will: "+5" + ref: "+10," + fort: "+8," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Maul" + traits: [] + action_cost: "One Action" + description: "The leopard makes two claw Strikes against a creature it has grabbed. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made." + - + name: "Pounce" + traits: [] + action_cost: "One Action" + description: "The leopard Strides and makes a Strike at the end of that movement. If the leopard began this action hidden, it remains hidden until after this ability's Strike." + - + name: "Sneak Attack" + traits: [] + description: "The leopard deals 1d4 extra precision damage to flat-footed creatures." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d10+3 plus Grab" + traits: + - "finesse" + action_cost: "One Action" + - + name: "claw" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d6+3" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Lion" + type: "Creature" + level: "3" + description: "Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill their prey. Male lions are typically larger, with long manes, and when they hunt, they tend to do so on their own." + speed: + land: "30 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "9" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+8" + Athletics: "+11" + Stealth: "+10" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "19," + saves: + will: "+7" + ref: "+10," + fort: "+9," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pack Attack" + traits: [] + description: "The lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies" + - + name: "Pounce" + traits: [] + action_cost: "One Action" + description: "The lion Strides and makes a Strike at the end of that movement. If the lion began this action hidden, it remains hidden until after this ability's Strike." + - + name: "Sneak Attack" + traits: [] + description: "The lion deals 1d6 extra precision damage to flat-footed creatures." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d10+6 plus Grab" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d8+6" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Tiger" + type: "Creature" + level: "4" + description: "Tigers are solitary and territorial hunters, using their striped hides to blend into the forests and jungles they call home and preferring to attack with surprise." + speed: + land: "30 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "12" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+11" + Athletics: "+13" + Stealth: "+13" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "21," + saves: + will: "+8" + ref: "+11," + fort: "+13," + hp: "60" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pounce" + traits: [] + action_cost: "One Action" + description: "The tiger Strides and makes a Strike at the end of that movement. If the tiger began this action hidden, it remains hidden until after this ability's Strike." + - + name: "Sneak Attack" + traits: [] + description: "The tiger deals 1d6 extra precision damage to flat-footed creatures." + - + name: "Wrestle" + traits: [] + action_cost: "One Action" + description: "." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d10+7 plus Grab" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+13" + damage: + type: "slashing" + formula: "1d8+7" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Smilodon" + type: "Creature" + level: "6" + description: "Smilodons are large saber-toothed cats, apex predators that are significantly more muscular and broader than the other species of big cats. They often kill prey with a quick stab to the throat or other vulnerable spot. The smilodon’s oversized fangs are particularly sought after as trophies." + speed: + land: "30 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "14" + senses: + - " low-light vision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+12" + Athletics: "+16" + Stealth: "+12" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "23," + saves: + will: "+10" + ref: "+12," + fort: "+15," + hp: "110" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pierce Armor" + traits: [] + action_cost: "One Action" + description: "The smilodon makes a fangs Strike against a creature it is grabbing. If the attack hits, the creature is knocked prone; if the creature is wearing armor with hardness 10 or lower, the armor is broken. If this Strike breaks a creature's armor or damages a creature who is unarmored or wearing broken armor, the creature also takes 2d6 persistent bleed damage. This Strike doesn't further damage armor that's already broken." + - + name: "Pounce" + traits: [] + action_cost: "One Action" + description: "The smilodon Strides and makes a Strike at the end of that movement. If the smilodon began this action hidden, it remains hidden until after this ability's Strike." + - + name: "Sneak Attack" + traits: [] + description: "The smilodon deals 1d6 extra precision damage to flat-footed creatures." + automatic_abilities: [] + melee: + - + name: "fangs" + to_hit: "+16" + damage: + type: "piercing" + formula: "2d10+6 plus Grab" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+16" + damage: + type: "slashing" + formula: "2d8+6 plus Grab" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Catfolk Pouncer" + type: "Creature" + level: "1" + description: "Catfolk pouncers travel the world in search of new experiences." + speed: + land: "30 feet" + traits: + - "CG" + - "Medium" + - "Catfolk" + - "Humanoid" + perception: "6" + senses: + - " low-light vision" + skills: + Acrobatics: "+7" + Athletics: "+6" + Nature: "+4" + Stealth: "+7" + Survival: "+4" + languages: + - "Amurrun" + - "Common" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+1" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+1" + ac: "17," + saves: + will: "+4" + ref: "+9," + fort: "+6," + hp: "19" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Sudden Charge" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "greataxe" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d12+3" + traits: + - "sweep" + action_cost: "One Action" + - + name: "dagger" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4+3" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "dagger" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4+3" + traits: + - "agile" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "None" + - + name: "Cauthooj" + type: "Creature" + level: "12" + 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." + speed: + land: "35 feet" + traits: + - "N" + - "Medium" + - "Beast" + perception: "22" + senses: + - " thoughtsense (imprecise) 60 feet" + skills: + Nature: " " + Athletics: "+24" + Stealth: "+25" + languages: + - "Sylvan" + ability_mods: + str_mod: "+6" + dex_mod: "+4" + con_mod: "+7" + int_mod: "-3" + wis_mod: "+2" + cha_mod: "+0" + ac: "33," + saves: + will: "+18" + ref: "+20," + fort: "+25," + hp: "215;" + immunities: "None" + resistances: "sonic 15" + proactive_abilities: + - + name: "Staccato Strike" + traits: + - "mental" + - " primal" + - " sonic" + 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: "Warbling Song" + traits: + - "auditory" + - " incapacitation" + - " mental" + - " primal" + 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." + automatic_abilities: + - + name: "Thoughtsense" + traits: + - "divination" + - "mental" + - "occult" + description: "he cauthooj senses a creatures mental essence at the listed ranged." + melee: + - + name: "beak" + to_hit: "+26" + damage: + type: "piercing" + formula: "2d12+12" + traits: + - "agile" + - " deadly 1d12" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Purple Worm" + type: "Creature" + level: "13" + description: "The purple worm is the most common and infamous of the cave worms, a much-feared monster wandering the twisting tunnels of the Darklands that is capable of carving out entire cave systems. Tunnels bored by a purple worm don’t always last long after these creature’s passage, and areas where they nest are maddening mazes of passageways that lead nowhere, yet navigating the labyrinth to find the worm’s central nest often yields amazing treasures left behind by the worm’s prior victims." + speed: + land: "40 feet" + burrow: "40 feet" + swim: "20 feet" + traits: + - "N" + - "Gargantuan" + - "Animal" + perception: "20" + senses: + - " darkvision" + - " tremorsense (imprecise) 100 feet" + skills: + Athletics: "+30" + languages: "" + ability_mods: + str_mod: "+9" + dex_mod: "-1" + con_mod: "+7" + int_mod: "-5" + wis_mod: "-1" + cha_mod: "-1" + ac: "32," + saves: + will: "+21" + ref: "+21," + fort: "+28," + hp: "270" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Fast Swallow" + traits: [] + description: "The worm uses Swallow Whole." + - + name: "Purple Worm Venom" + traits: + - "poison" + description: "Saving Throw DC 32 Fortitude, Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round), Stage 2 6d6 poison damage, and enfeebled 2 (1 round); Stage 3 8d6 poison damage and enfeebled 2 (1 round)." + - + name: "Regurgitate" + traits: [] + description: "Boulders occupy space in the worm’s stomach as a creature of equivalent size, and purple worms often have several boulders swallowed. A purple worm can use a single action to swallow a new boulder." + - + name: "Rock Tunneler" + traits: [] + description: "A purple worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does." + - + name: "Swallow Whole" + traits: [] + action_cost: "One Action" + description: "Huge, 3d6+9 bludgeoning, Rupture 24" + - + name: "Thrash" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+28" + damage: + type: "piercing" + formula: "3d10+15 plus Improved Grab" + traits: + - "deadly 2d10" + - " reach 15 feet" + action_cost: "One Action" + - + name: "stinger" + to_hit: "+28" + damage: + type: "piercing" + formula: "2d12+15 plus purple worm venom" + traits: + - "agile" + - " poison" + - " reach 15 feet" + action_cost: "One Action" + - + name: "body" + to_hit: "+26" + damage: + type: "bludgeoning" + formula: "1d10+13" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "regurgitate" + to_hit: "+26" + traits: + - "brutal" + - " range increment 60 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Azure Worm" + type: "Creature" + level: "15" + 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." + speed: + land: "40 feet" + burrow: "40 feet" + swim: "60 feet" + traits: + - "Uncommon" + - "N" + - "Gargantuan" + - "Amphibious" + - "Animal" + perception: "22" + senses: + - " darkvision" + - " tremorsense (imprecise) 100 feet" + skills: + Athletics: "+33" + Stealth: "+20" + languages: "" + ability_mods: + str_mod: "+10" + dex_mod: "-1" + con_mod: "+8" + int_mod: "-5" + wis_mod: "-1" + cha_mod: "-1" + ac: "35," + saves: + will: "+23" + ref: "+20," + fort: "+32," + hp: "320" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Azure Worm Venom" + traits: + - "poison" + 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: "Breach" + traits: + - "this lets it attack a creature within 45 feet of the water’s surface" + 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: "Fast Swallow" + traits: [] + description: "The worm uses Swallow Whole." + - + name: "Swallow Whole" + traits: [] + action_cost: "One Action" + description: "Huge, 3d8+10 bludgeoning, Rupture 27" + - + name: "Thrash" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaw" + to_hit: "+31" + damage: + type: "piercing" + formula: "3d12+16 plus Improved Grab" + traits: + - "deadly 2d10" + - " reach 15 feet" + action_cost: "One Action" + - + name: "stinger" + to_hit: "+31" + damage: + type: "piercing" + formula: "4d6+16 plus azure worm venom" + traits: + - "agile" + - " poison" + - " reach 15 feet" + action_cost: "One Action" + - + name: "body" + to_hit: "+29" + damage: + type: "bludgeoning" + formula: "2d8+14" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Crimson Worm" + type: "Creature" + level: "18" + description: "Among the most dangerous cave worms are the fiery crimson worms. In addition to being even larger than azure or purple worms, the crimson worm has a penchant for burrowing through volcanic regions that, over the generations, have infused it with a supernatural link to the Elemental Plane of Fire. The molten heart of an active volcano is an attractive lair for a crimson worm, as are the sprawling fields of bubbling magma found in the deepest reaches of the Darklands. Legends from ancient peoples, precursor dwarven societies, and colonists of the Elemental Planes populated moats of lava with crimson worms likely have some basis in truth, although the methods such ancients used to keep these “moat worms” contained and prevented them from chewing their way through fortress foundations must have been significant." + speed: + land: "40 feet" + burrow: "40 feet" + swim: "20 feet" + traits: + - "Rare" + - "N" + - "Gargantuan" + - "Beast" + - "Fire" + perception: "25" + senses: + - " darkvision" + - " tremorsense (imprecise) 100 feet" + skills: + Nature: " " + Athletics: "+38" + languages: "" + ability_mods: + str_mod: "+10" + dex_mod: "-1" + con_mod: "+9" + int_mod: "-3" + wis_mod: "-1" + cha_mod: "-1" + ac: "40," + saves: + will: "+27" + ref: "+25," + fort: "+36," + hp: "410 (fire healing);" + immunities: "fire" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " fire" + - " primal" + action_cost: "Two Actions" + description: "The crimson worm breathes a blast of flame in a 60-foot cone that deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds." + - + name: "Crimson Worm Venom" + traits: + - "poison" + description: "Saving Throw DC 41 Fortitude, Maximum Duration 6 rounds; Stage 1 1d6 poison damage and drained 1 (1 round), Stage 2 2d6 poison damage and drained 1 (1 round); Stage 3 2d6 poison damage and drained 2 (1 round)." + - + name: "Fast Swallow" + traits: [] + description: "The worm uses Swallow Whole." + - + name: "Rock Tunneler" + traits: [] + description: "A crimson worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does." + - + name: "Swallow Whole" + traits: [] + action_cost: "One Action" + description: "Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36" + - + name: "Thrash" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+36" + damage: + type: "piercing" + formula: "3d10+18 plus 2d6 fire and Improved Grab" + traits: + - "deadly 3d10" + - " fire" + - " reach 20 feet" + action_cost: "One Action" + - + name: "stinger" + to_hit: "+36" + damage: + type: "piercing" + formula: "2d12+18 plus 2d6 fire and crimson worm venom" + traits: + - "agile" + - " fire" + - " poison" + - " reach 20 feet" + action_cost: "One Action" + - + name: "body" + to_hit: "+36" + damage: + type: "bludgeoning" + formula: "2d10+16 plus 2d6 fire" + traits: + - "fire" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Centaur" + type: "Creature" + level: "3" + 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." + speed: + land: "40 feet" + traits: + - "N" + - "Large" + - "Beast" + perception: "9" + senses: + - " darkvision" + skills: + Nature: "+7" + Athletics: "+11" + Diplomacy: "+6" + Intimidation: "+6" + Survival: "+7" + languages: + - "Common" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+1" + ac: "20 (22 with shield raised)," + saves: + will: "+9" + ref: "+9," + fort: "+8," + hp: "40" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Trample" + traits: [] + description: "Medium or smaller, hoof, DC 18" + automatic_abilities: [] + melee: + - + name: "hoof" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d10+4" + traits: + - "agile" + action_cost: "One Action" + - + name: "longsword" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d8+4" + traits: + - "versatile P" + action_cost: "One Action" + - + name: "spear" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d6+4" + traits: [] + action_cost: "One Action" + ranged: + - + name: "spear" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Giant Centipede" + type: "Creature" + level: "-1" + description: "Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some tribes of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other tribes and some humanoid societies roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature’s venom." + speed: + land: "30 feet" + climb: "30 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "6" + senses: + - " darkvision" + skills: + Acrobatics: "+6" + Athletics: "+2" + Stealth: "+6" + languages: "" + ability_mods: + str_mod: "-1" + dex_mod: "+3" + con_mod: "+1" + int_mod: "-5" + wis_mod: "+1" + cha_mod: "-4" + ac: "15," + saves: + will: "+2" + ref: "+6," + fort: "+7," + hp: "8" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Giant Centipede Venom" + traits: + - "poison" + description: "Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round) Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)" + automatic_abilities: [] + melee: + - + name: "mandibles" + to_hit: "+6" + damage: + type: "piercing" + formula: "1d4-1 plus giant centipede venom" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Centipede Swarm" + type: "Creature" + level: "3" + 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." + speed: + land: "30 feet" + climb: "30 feet" + traits: + - "N" + - "Large" + - "Animal" + - "Swarm" + perception: "9" + senses: + - " darkvision" + - " tremorsense (imprecise) 30 feet" + skills: + Acrobatics: "+9" + Athletics: "+7" + Stealth: "+9" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-4" + ac: "18," + saves: + will: "+5" + ref: "+11," + fort: "+8," + hp: "30;" + immunities: "precision, swarm mind" + resistances: "bludgeoning 5, piercing 5, slashing 2;" + proactive_abilities: + - + name: "Centipede Swarm Venom" + traits: + - "poison" + 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: "Swarming Bites" + traits: + - "DC 20 basic Reflex save" + action_cost: "One Action" + description: "plus centipede swarm venom." + automatic_abilities: [] + melee: [] + ranged: [] + spell_dc: "None" + - + name: "Changeling Exile" + type: "Creature" + level: "3" + description: "This changeling exile is the child of a night hag or dreamthief hag." + speed: + land: "25 feet" + traits: + - "CN" + - "Medium" + - "Changeling" + - "Human" + - "Humanoid" + perception: "11" + senses: + - " darkvision" + skills: + Deception: "+9" + Medicine: "+9" + Nature: "+11" + Stealth: "+8" + Survival: "+9" + languages: + - "Common" + - "Druidic" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+0" + int_mod: "+0" + wis_mod: "+4" + cha_mod: "+2" + ac: "19," + saves: + will: "+11; +2 circumstance to all saves vs. dream and sleep" + ref: "+8," + fort: "+7," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "claws" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d4+4" + traits: + - "agile" + action_cost: "One Action" + - + name: "staff" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d4+4" + traits: + - "two-hand d8" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Chimera" + type: "Creature" + level: "8" + 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." + speed: + land: "25 feet" + fly: "40 feet" + traits: + - "Uncommon" + - "CE" + - "Large" + - "Beast" + perception: "16" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Nature: " " + Acrobatics: "+14" + Athletics: "+18" + Stealth: "+18" + languages: + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-3" + wis_mod: "+2" + cha_mod: "+0" + ac: "27," + saves: + will: "+14" + ref: "+16," + fort: "+18," + hp: "135" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " evocation" + action_cost: "Two Actions" + description: "The chimera breathes a cone or line that deals 9d6 damage to all creatures in the area (DC 26 basic save of a type indicated below). The color of the chimera’s dragon head determines the area of the Breath Weapon, the type of damage it deals, and the type of save to avoid it. The chimera can’t use Breath Weapon again for 1d4 rounds.
    " + - + name: "Draconic Bite" + traits: + - "see Breath Weapon" + description: "." + - + name: "Three-Headed Strike" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "dragon jaws" + to_hit: "+20, Damage 2d6" + damage: + type: "piercing" + formula: "2d6+9 plus 2d6 energy damage (see draconic bite)" + traits: + - "see draconic bite" + action_cost: "One Action" + - + name: "lion jaws" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d10+9" + traits: [] + action_cost: "One Action" + - + name: "goat horns" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d10+9" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d6+9" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Chuul" + type: "Creature" + level: "7" + 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." + speed: + land: "30 feet; swim 25 feet" + traits: + - "CE" + - "Large" + - "Aberration" + - "Amphibious" + perception: "15" + senses: + - " darkvision" + - " tremorsense (imprecise) 30 feet" + skills: + Athletics: "+17" + Nature: "+13" + Stealth: "+14" + Survival: "+13" + languages: + - "Aklo" + - "Common" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "-1" + ac: "28," + saves: + will: "+12" + ref: "+15," + fort: "+18," + hp: "100;" + immunities: "poison" + resistances: "None" + proactive_abilities: + - + name: "Constrict" + traits: + - "grabbed by claws only" + action_cost: "One Action" + description: "" + - + name: "Mandibles" + traits: [] + action_cost: "One Action" + description: "The creature takes 3d6 piercing damage." + - + name: "Paralytic Venom" + traits: + - "incapacitation" + - " poison" + description: "Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 paralyzed (1 round)." + - + name: "Tentacle Transfer" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "claws" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "2d8+9 plus Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Cloaker" + type: "Creature" + level: "5" + 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." + speed: + land: "10 feet" + fly: "30 feet" + traits: + - "CN" + - "Large" + - "Aberration" + perception: "12" + senses: + - " darkvision" + skills: + Deception: "+14" + Religion: "+12" + Stealth: "+14" + languages: + - "Aklo" + - "Undercommon" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+1" + ac: "22," + saves: + will: "+12" + ref: "+12," + fort: "+13," + hp: "80" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Envelop" + traits: + - "attack" + - " incapacitation" + 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: "Infrasonic Moan" + traits: + - "auditory" + - " emotion" + - " mental" + 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.
    " + automatic_abilities: + - + name: "Shadow Shift" + traits: [] + description: " Cloakers are concealed in dim light even to creatures with low-light vision and darkvision." + melee: + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d10+7" + traits: [] + action_cost: "One Action" + - + name: "tail" + to_hit: "+14" + damage: + type: "slashing" + formula: "2d6+7" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Cockatrice" + type: "Creature" + level: "3" + 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." + speed: + land: "20 feet" + fly: "40 feet" + traits: + - "N" + - "Small" + - "Beast" + perception: "8" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+11" + languages: "" + ability_mods: + str_mod: "-2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "-3" + wis_mod: "+1" + cha_mod: "-1" + ac: "19," + saves: + will: "+6" + ref: "+11," + fort: "+8," + hp: "45;" + immunities: "calcification" + resistances: "None" + proactive_abilities: + - + name: "Calcification" + traits: + - "incapacitation" + - " primal" + - " transmutation" + 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." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d8-2 plus calcification" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Crocodile" + type: "Creature" + level: "2" + description: "Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually are indistinguishable from logs when viewed from afar—at least until they attack. Alligators have similar statistics, but because they often live in more temperate climates, they endure cold temperatures better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable predators that are likely to devour careless adventurers who fail to watch where they step." + speed: + land: "20 feet" + swim: "25 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "7" + senses: + - " low-light vision" + skills: + Athletics: "+8" + Stealth: "+7 " + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+1" + cha_mod: "-4" + ac: "18," + saves: + will: "+5" + ref: "+7," + fort: "+9," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Aquatic Ambush" + traits: [] + action_cost: "One Action" + description: "35 feet" + - + name: "Death Roll" + traits: + - "attack" + action_cost: "One Action" + description: "Requirement The crocodile must have a creature grabbed. Effect The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature." + - + name: "Deep Breath" + traits: [] + description: "The crocodile can hold its breath for about 2 hours." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d10+4 plus Grab" + traits: [] + action_cost: "One Action" + - + name: "tail" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d6+4" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Deinosuchus" + type: "Creature" + level: "9" + description: "The deinosuchus is a primeval relative of the crocodile, and is an enormous predator capable of catching and eating dinosaurs that wander too close to its domain!" + speed: + land: "30 feet" + swim: "40 feet" + traits: + - "N" + - "Huge" + - "Animal" + perception: "17" + senses: + - " low-light vision" + skills: + Athletics: "+20" + Stealth: "+16" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "-4" + ac: "26," + saves: + will: "+15" + ref: "+16," + fort: "+20," + hp: "175" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Aquatic Ambush" + traits: [] + action_cost: "One Action" + description: "50 feet" + - + name: "Deep Breath" + traits: [] + description: "A deinosuchus can hold its breath for about 2 hours." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Large, 2d8+7 bludgeoning, Rupture 18" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+22" + damage: + type: "piercing" + formula: "2d10+13 plus Grab" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "1d10+11" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Cyclops" + type: "Creature" + level: "5" + description: "The kingdoms of the cyclopes date to an age before the rise of humanity, when dragons and giants and serpentfolk ruled the world. The cyclopes built enormous stone cities and prayed to ancient gods of brutality and wrath, but their power to foresee the future failed them, and their civilization collapsed. Today, most cyclopes have virtually no knowledge of the former glory of their kind, even though it is not uncommon for them to dwell among the ruins of their greatness. Cyclops cities include monuments and imposing murals which depict their peoples’ history, but few now among them can read or interpret these relics of the past." + speed: + land: "30 feet" + traits: + - "Uncommon" + - "LE" + - "Large" + - "Giant" + - "Humanoid" + perception: "12" + senses: + - " low-light vision" + skills: + Athletics: "+14" + Intimidation: "+10" + Survival: "+12" + languages: + - "Common" + - "Cyclops" + - "Jotun" + ability_mods: + str_mod: "+5" + dex_mod: "-1" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "-1" + ac: "21," + saves: + will: "+12" + ref: "+8," + fort: "+13," + hp: "80" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Swipe" + traits: + - "flourish" + action_cost: "Two Actions" + description: "The cyclops makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the cyclops’s multiple attack penalty." + automatic_abilities: [] + melee: + - + name: "greataxe" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d12+9" + traits: + - "reach 10 feet" + - " sweep" + action_cost: "One Action" + ranged: + - + name: "heavy crossbow" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d10+4" + traits: + - "range increment 120 feet" + - " reload 2" + action_cost: "One Action" + spell_dc: "None" + - + name: "Great Cyclops" + type: "Creature" + level: "12" + description: "Gigantic, dim-witted loners, the great cyclopes embody their lesser kin writ large. They are both stronger and more violent, but their uncontrolled vision into possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury, and out of a desperate desire for peace, quiet, and an end to their hunger, they lash out at all who come near. Wise creatures avoid great cyclopes at all cost." + speed: + land: "40 feet" + traits: + - "Uncommon" + - "CE" + - "Huge" + - "Giant" + - "Humanoid" + - "Mutant" + perception: "22" + senses: + - " low-light vision" + skills: + Athletics: "+25" + Survival: "+22" + languages: + - "Common" + - "Cyclops" + - "Jotun" + ability_mods: + str_mod: "+7" + dex_mod: "+1" + con_mod: "+6" + int_mod: "-2" + wis_mod: "+4" + cha_mod: "-1" + ac: "32," + saves: + will: "+22" + ref: "+19," + fort: "+25," + hp: "235" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Powerful Charge" + traits: [] + action_cost: "Two Actions" + description: "The great cyclops Strides twice and makes a horn Strike. If it moved at least 20 feet away from its starting position, the Strike’s damage is increased to 3d10+20." + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + automatic_abilities: [] + melee: + - + name: "greatclub" + to_hit: "+25" + damage: + type: "bludgeoning" + formula: "3d10+13" + traits: + - "backswing" + - " reach 15 feet" + - " shove" + action_cost: "One Action" + - + name: "horn" + to_hit: "+25" + damage: + type: "piercing" + formula: "2d10+13" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "fist" + to_hit: "+25" + damage: + type: "bludgeoning" + formula: "3d4+13" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "4d6+7" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Cacodaemon (Harvester Daemon)" + type: "Creature" + level: "1" + 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." + speed: + land: "5 feet" + fly: "40 feet" + traits: + - "NE" + - "Tiny" + - "Daemon" + - "Fiend" + perception: "6" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Deception: "+5" + Religion: "+6" + Stealth: "+8" + languages: + - "Common" + - "Daemonic" + ability_mods: + str_mod: "+0" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+2" + ac: "16," + saves: + will: "+6" + ref: "+8," + fort: "+7," + hp: "22;" + immunities: "death effects" + resistances: "None" + proactive_abilities: + - + name: "Cacodaemonia" + traits: + - "disease" + 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: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "" + - + name: "Soul Lock" + traits: + - "death" + - " divine" + - " necromancy" + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d8 plus 1d4 evil and cacodaemonia" + traits: + - "agile" + - " disease" + - " evil" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + - + name: "invisibility" + level: "2" + frequency: "at will; self only" + - + name: "detect alignment" + level: "1" + frequency: "at will; good only" + - + name: "fear" + level: "1" + frequency: "at will; good only" + - + name: "Ceustodaemon (Guardian Daemon)" + type: "Creature" + level: "6" + 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." + speed: + land: "25 feet" + traits: + - "NE" + - "Large" + - "Daemon" + - "Fiend" + perception: "14" + senses: + - " darkvision" + - " see invisibility" + skills: + Deception: "+15" + Intimidation: "+13" + Stealth: "+12" + Survival: "+10" + languages: + - "Common" + - "Daemonic" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+3" + ac: "23," + saves: + will: "+12" + ref: "+12," + fort: "+16," + hp: "130;" + immunities: "death effects" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "divine" + - " evocation" + - " fire" + 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: "Drawn to Service" + traits: [] + 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: "Vicious Wounds" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+16" + damage: + type: "piercing" + formula: "2d10+5 plus 1d6 evil and vicious wounds" + traits: + - "evil" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+16" + damage: + type: "slashing" + formula: "2d6+5 plus 1d6 evil and vicious wounds" + traits: + - "agile" + - " evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "fly" + level: "7" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "dispel magic" + level: "3" + frequency: "x2" + - + name: "paralyze" + level: "3" + frequency: "x2" + - + name: "detect alignment" + level: "1" + frequency: "at will; good only" + - + name: "see invisibility" + level: "2" + frequency: "constant" + - + name: "Leukodaemon (Pestilence Daemon)" + type: "Creature" + level: "9" + description: "These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Horseman, Apollyon. Manifestations of evil souls who perished from disease in life, leukodaemons work tirelessly to spread disease across all the worlds of the multiverse. More than any other daemon, leukodaemons cooperate with each other and those who conjure them to mortal worlds to spread sickness and plague, eschewing personal glory for end results." + speed: + land: "25 feet" + fly: "40 feet" + traits: + - "NE" + - "Large" + - "Daemon" + - "Fiend" + perception: "20" + senses: + - " darkvision" + - " plaguesense 60 feet" + skills: + Acrobatics: "+18" + Intimidation: "+18" + Medicine: "+20" + Religion: "+20" + Stealth: "+18" + Survival: "+16" + languages: + - "Common" + - "Daemonic" + ability_mods: + str_mod: "+6" + dex_mod: "+5" + con_mod: "+1" + int_mod: "+3" + wis_mod: "+5" + cha_mod: "+3" + ac: "28," + saves: + will: "+19; +1 status to all saves vs. magic" + ref: "+21," + fort: "+15," + hp: "155;" + immunities: "death effects, disease" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " divine" + action_cost: "Two Actions" + description: "The leukodaemon exhales a cloud of corpse-bloated, biting black flies in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28 basic Reflex save). A creature that fails the save becomes sickened 1 (or sickened 2 on a critical failure)." + - + name: "Daemonic Pestilence" + traits: + - "disease" + description: "The leukodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; Saving Throw DC 28 Fortitude; Stage 1 carrier (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 2 (1 day); Stage 5 drained 3 (1 week); Stage 6 dead" + - + name: "Quicken Pestilence" + traits: + - "divine" + - " manipulate" + - " necromancy" + action_cost: "One Action" + description: "The leukodaemon coaxes a disease into full bloom. It chooses a target in its aura of pestilence that’s currently affected by a disease. That creature must attempt a Fortitude save against the disease as if the interval for the disease’s current stage had passed." + automatic_abilities: + - + name: "Plaguesense" + traits: [] + description: " A leukodaemon senses any creature with a disease, and it knows the type and current stage of all diseases carried by any creature within range.
    Items +1 striking composite longbow (50 arrows)" + melee: + - + name: "jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d12+9 plus 1d6 evil and daemonic pestilence" + traits: + - "disease" + - " evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d8+9 plus 1d6 evil and daemonic pestilence" + traits: + - "agile" + - " disease" + - " evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "composite longbow" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d8+9 plus 1d6 evil and daemonic pestilence" + traits: + - "deadly 1d10" + - " disease" + - " evil" + - " magical" + - " propulsive" + - " range increment 100 feet" + - " reload 0" + - " volley 30 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "5" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "dispel magic" + level: "4" + frequency: "at will" + - + name: "Astradaemon (Void Daemon)" + type: "Creature" + level: "16" + 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." + speed: + land: "60 feet" + fly: "60 feet" + traits: + - "NE" + - "Large" + - "Daemon" + - "Fiend" + perception: "28" + senses: + - " darkvision" + - " lifesense 30 feet" + - " true seeing" + skills: + Acrobatics: "+28" + Intimidation: "+33" + Religion: "+26" + Stealth: "+28" + Survival: "+26" + languages: + - "Common" + - "Daemonic" + ability_mods: + str_mod: "+5" + dex_mod: "+6" + con_mod: "+7" + int_mod: "+2" + wis_mod: "+4" + cha_mod: "+7" + ac: "39," + saves: + will: "+26; +1 status to all saves vs. magic" + ref: "+30," + fort: "+27," + hp: "240;" + immunities: "death effects, negative" + resistances: "None" + proactive_abilities: + - + name: "Devour Soul" + traits: + - "divine" + - " incapacitation" + - " necromancy" + 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: "Essence Drain" + traits: + - "divine" + - " necromancy" + - " negative" + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+32" + damage: + type: "piercing" + formula: "3d8+9 plus 1d6 evil, essence drain, and Grab" + traits: + - "evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+32" + damage: + type: "slashing" + formula: "3d6+9 plus 1d6 evil and Essence Drain" + traits: + - "agile" + - " evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+32" + damage: + type: "bludgeoning" + formula: "3d10+9 plus 1d6 evil and Essence Drain" + traits: + - "evil" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "discern location" + level: "8" + - + name: "finger of death" + level: "8" + - + name: "plane shift" + level: "7" + frequency: "x2" + - + name: "dimension door" + level: "5" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "detect alignment" + level: "1" + frequency: "at will; good only" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "Deep Gnome Scout" + type: "Creature" + level: "1" + description: "Deep gnome scouts patrol the tunnels that lead into their settlements. Some scout alone to make the most of their stealth, but others form groups for the sake of safety." + speed: + land: "20 feet" + traits: + - "N" + - "Small" + - "Gnome" + - "Humanoid" + perception: "7" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Nature: "+5" + Stealth: "+7 " + Survival: "+5" + languages: + - "Gnomish" + - "Undercommon" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "-1" + ac: "17," + saves: + will: "+5" + ref: "+9," + fort: "+7," + hp: "18" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Hidden Movement" + traits: [] + description: "against the deep gnome scout’s attacks until the end of the turn." + automatic_abilities: [] + melee: + - + name: "light pick" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d4+2" + traits: + - "agile" + - " fatal d8" + action_cost: "One Action" + ranged: + - + name: "sling" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d6+1" + traits: + - "propulsive" + - " range increment 50 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Deep Gnome Warrior" + type: "Creature" + level: "2" + description: "Deep gnome warriors are quick to charge into battle but focus on defending their kin and their homes over more aggressive tactics when a choice is available." + speed: + land: "20 feet" + traits: + - "N" + - "Small" + - "Gnome" + - "Humanoid" + perception: "7" + senses: + - " darkvision" + skills: + Athletics: "+8" + Intimidation: "+5" + Stealth: "+5" + languages: + - "Gnomish" + - "Undercommon" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "-1" + ac: "18 (20 with shield raised)," + saves: + will: "+5" + ref: "+8," + fort: "+9," + hp: "34" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "spear" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6+4" + traits: [] + action_cost: "One Action" + ranged: + - + name: "heavy crossbow" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d10" + traits: + - "range increment 120 feet" + - " reload 2" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Deep Gnome Rockwarden" + type: "Creature" + level: "5" + description: "Deep gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands. They know that not everything that lives below ground is sinister and evil, but they also understand that all primal spirits and entities must be respected." + speed: + land: "15 feet" + traits: + - "N" + - "Small" + - "Gnome" + - "Humanoid" + perception: "14" + senses: + - " darkvision" + skills: + Crafting: "+9" + Diplomacy: "+11" + Nature: "+14" + Stealth: "+9" + languages: + - "Gnomish" + - "Terran" + - "Undercommon" + ability_mods: + str_mod: "+1" + dex_mod: "+2" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+5" + cha_mod: "+2" + ac: "22," + saves: + will: "+14" + ref: "+9," + fort: "+12," + hp: "63" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "pick" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6" + traits: + - "fatal d10" + action_cost: "One Action" + ranged: + - + name: "sling" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d6" + traits: + - "propulsive" + - " range increment 50 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Quasit" + type: "Creature" + level: "1" + description: "Unlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When these quasits outlive their creators, they become free willed and seek methods of returning to the Abyss, a task that requires pledging servitude to more powerful demons, so many quasits instead opt to remain on the Material Plane to promote evil and hope for chance and luck to someday provide them with a method of reaching the Abyss on their own." + speed: + land: "15 feet" + fly: "35 feet" + traits: + - "CE" + - "Tiny" + - "Demon" + - "Fiend" + perception: "7" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Arcana: "+4" + Deception: "+7" + Intimidation: "+5" + Religion: "+5" + Stealth: "+7" + languages: + - "Abyssal" + - "Common" + ability_mods: + str_mod: "-1" + dex_mod: "+4" + con_mod: "+0" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+2" + ac: "17," + saves: + will: "+7" + ref: "+10," + fort: "+4," + hp: "25;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Abyssal Healing" + traits: + - "concentrate" + - " divine" + - " healing" + - " necromancy" + action_cost: "One Action" + description: "" + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "" + - + name: "Quasit Venom" + traits: + - "poison" + description: "" + automatic_abilities: + - + name: "Abyssal Knowledge" + traits: [] + description: " When a quasit offers Aid for an Arcana or Religion check, it gets the critical success result on any success and gets the critical failure result on any failure." + melee: + - + name: "claw" + to_hit: "+9" + damage: + type: "slashing" + formula: "1d6-1 plus 1d4 evil and quasit venom" + traits: + - "agile" + - " evil" + - " finesse" + - " magical" + - " poison" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + - + name: "detect alignment" + level: "2" + frequency: "at will; good only" + - + name: "invisibility" + level: "2" + frequency: "at will; good only" + - + name: "fear" + level: "1" + - + name: "Succubus (Lust Demon)" + type: "Creature" + level: "7" + description: "Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons—as befits their role in seducing mortals to fall to sin. The concept of gender is fluid to a succubus, as they can adopt countless humanoid forms of any gender to aid in their goals. Most succubi have a feminine true form (incubi, which usually have a masculine true form, are a different kind of demon), but regardless of gender, a lust demon is supernaturally beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous tail." + speed: + land: "25 feet" + fly: "35 feet" + traits: + - "CE" + - "Medium" + - "Demon" + - "Fiend" + perception: "15" + senses: + - " darkvision" + skills: + Acrobatics: "+14" + Deception: "+18" + Diplomacy: "+20" + Intimidation: "+16" + Religion: "+13" + Society: "+15" + Stealth: "+14" + Athletics: "e" + languages: + - "Abyssal" + - "Celestial" + - "Common" + - "Draconic" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+4" + wis_mod: "+2" + cha_mod: "+7" + ac: "23," + saves: + will: "+17; +1 status to all saves vs. magic" + ref: "+14," + fort: "+15," + hp: "100;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The succubus can take on the appearance of any Small or Medium humanoid. This doesn’t change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning)." + - + name: "Embrace" + traits: + - "attack" + action_cost: "One Action" + description: "The succubus attempts to Grapple a creature using their Diplomacy bonus instead of Athletics. If the creature is willing, the succubus grapples it automatically." + - + name: "Passionate Kiss" + traits: + - "divine" + - " emotion" + - " enchantment" + - " mental" + action_cost: "One Action" + description: "Frequency Once per round. Effect The succubus engages a creature they have grabbed in an embrace or other act of passion to drain its vital essence. The kiss makes the creature drained 1 or increases its drained condition by 1, to a maximum of 4. The creature takes 3d6 negative damage and the succubus regains Hit Points equal to the damage dealt. The target must succeed at a DC 26 Will save or be affected by a suggestion to submit to more actions of passion rather than trying to Escape." + - + name: "Profane Gift" + traits: + - "divine" + - " enchantment" + - " mental" + description: "Frequency once per day. Effect The succubus on can give a willing humanoid a profane gift. That creature gains a +1 status bonus to attack rolls, skill checks, and saving throws. As long as the gift persists, the succubus can communicate telepathically with the target at any distance, see through the creature’s senses, and target the creature with suggestion through the telepathic link. In addition, the creature uses an outcome one degree of success worse than it rolls on saving throws against the lust demon’s suggestions.
    A humanoid can’t have more than one profane gift at a time, and a succubus can’t grant more than one profane gift at a time. Removing the gift requires an atone ritual. The succubus can remove the gift as a free action to give the recipient a permanent stupefied 3 condition. A 4th-level restoration spell is required to reduce this stupefied condition by 1.
    A summoned succubus can’t grant a profane gift." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+16" + damage: + type: "slashing" + formula: "2d8+8 plus 1d6 evil" + traits: + - "agile" + - " evil" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dominate" + level: "6" + - + name: "dimension door" + level: "5" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "suggestion" + level: "4" + frequency: "at will" + - + name: "mind reading" + level: "3" + frequency: "at will" + - + name: "detect alignment" + level: "2" + frequency: "at will" + - + name: "charm" + level: "1" + frequency: "at will" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Vrock (Wrath Demon)" + type: "Creature" + level: "9" + description: "When the gates to the Abyss swing wide, the first demons through are often vrocks, vulture-headed scions of rage who wheel through the air on black wings or dance with the exultation of their fiendish power. Their hatred for mortals is matched only by their desire to inflict suffering through their horrible screech or their devastating dance. Vrocks form from the souls of hateful mortals who are thus given another chance to inflict their rage on the world." + speed: + land: "25 feet" + fly: "35 feet" + traits: + - "CE" + - "Large" + - "Demon" + - "Fiend" + perception: "18" + senses: + - " darkvision" + skills: + Acrobatics: "+18" + Intimidation: "+18" + Performance: "+18" + Religion: "+18" + Stealth: "+18" + Survival: "+16" + languages: + - "Abyssal" + - "Celestial" + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+3" + ac: "28," + saves: + will: "+15; +1 status to all saves vs. magic" + ref: "+18," + fort: "+20," + hp: "185;" + immunities: "None" + resistances: "electricity 10;" + proactive_abilities: + - + name: "Dance of Ruin" + traits: + - "divine" + - " electricity" + - " evocation" + - " manipulate" + - " move" + description: "The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks; in that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20-foot emanation from any of the dancing vrocks takes 2d12 electricity damage (DC 28 basic Reflex save). For each additional vrock that joins the dance, the damage increases by 1d12 and the save DC increases by 1 (to a maximum of four vrocks dealing 5d12 damage with a DC 31 save). The vrocks can continue dancing by using Dance of Ruin each round, for up to 3 rounds in total. The emanation’s size increases by 20 feet each round, and the damage increases by 1d12 per vrock each round." + - + name: "Spore Cloud" + traits: + - "disease" + - " poison" + action_cost: "One Action" + description: "The vrock emits a cloud of spores from their body, dealing 2d8 poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in 1d4 days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines (with an Interact action). Once the vrock uses Spore Cloud, the ability can’t be used for 1d6 rounds." + - + name: "Stunning Screech" + traits: + - "auditory" + - " divine" + - " incapacitation" + - " sonic" + action_cost: "One Action" + description: "Frequency once per minute. Effect The vrock emits a shrill screech. Each non-demon creature within a 30-foot burst must attempt a DC 28 Fortitude save. On a failure, the creature is stunned 2, and on a critical failure, it’s stunned 3." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+21" + damage: + type: "piercing" + formula: "3d8+9 plus 1d6 evil" + traits: + - "evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+21" + damage: + type: "slashing" + formula: "3d6+9 plus 1d6 evil" + traits: + - "agile" + - " evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "talon" + to_hit: "+19" + damage: + type: "slashing" + formula: "2d6+8 plus 1d6 evil" + traits: + - "agile" + - " evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "5" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "Glabrezu (Treachery Demon)" + type: "Creature" + level: "13" + description: "Glabrezus are looming behemoths who revel in the act of twisting mortal desires into their ultimate ruin, betraying and manipulating as easily as they breathe. Desires granted by a glabrezu always come to fruition in the most destructive way possible, turning a wish or hope into a potent and devastating act of betrayal—although the long-term repercussions are not always immediately apparent. For example, a struggling weapon smith might wish for fame and skill at their craft, only to find that their best patron is a cruel and sadistic murderer who uses the weapons in bloody sprees. Or a lonely widower might have his desire granted in the form of a lost love returned to “life” as a vampire. Glabrezus are nothing if not creative in addressing a mortal’s needs." + speed: + land: "35 feet" + traits: + - "CE" + - "Huge" + - "Demon" + - "Fiend" + perception: "24" + senses: + - " darkvision" + - " true seeing" + skills: + Deception: "+28" + Diplomacy: "+26" + Intimidation: "+26" + Religion: "+22" + Society: "+22" + Stealth: "+21" + languages: + - "Abyssal" + - "Celestial" + - "Draconic" + ability_mods: + str_mod: "+7" + dex_mod: "+2" + con_mod: "+7" + int_mod: "+3" + wis_mod: "+3" + cha_mod: "+7" + ac: "34," + saves: + will: "+24; +1 status to all saves vs. magic" + ref: "+19," + fort: "+26," + hp: "280;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Captive Rake" + traits: [] + action_cost: "One Action" + description: "The glabrezu pulls the grabbed creature up to 5 feet closer, then makes two claw Strikes against it. Those Strikes count as one attack when determining a treachery demon’s multiple attack penalty, and the penalty doesn’t increase until after both Strikes." + - + name: "Steady Spellcasting" + traits: [] + description: "When a reaction would disrupt a glabrezu’s spell, the demon can attempt a DC 15 flat check, avoiding the disruption on a success." + - + name: "Sudden Betrayal" + traits: [] + description: "." + - + name: "Treacherous Veil" + traits: [] + description: "can allow it to appear as a creature of any size." + - + name: "Twisted Desires" + traits: + - "divination" + - " divine" + description: "Once per month, a glabrezu can grant a mortal humanoid the effects of a miracle spell granted by an Abyssal patron, though the glabrezu always perverts the miracle according to their own treacherous nature." + automatic_abilities: [] + melee: + - + name: "pincer" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "3d10+13 plus 1d6 evil and Grab" + traits: + - "deadly 2d10" + - " evil" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+27" + damage: + type: "slashing" + formula: "3d6+13 plus 1d6 evil" + traits: + - "agile" + - " evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+27" + damage: + type: "piercing" + formula: "3d12+13 plus 1d6 evil" + traits: + - "evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "illusory disguise" + level: "7" + frequency: "at will" + - + name: "reverse gravity" + level: "7" + frequency: "at will" + - + name: "dispel magic" + level: "6" + frequency: "at will" + - + name: "dimension door" + level: "5" + - + name: "confusion" + level: "4" + frequency: "at will" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "mirror image" + level: "2" + frequency: "at will" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "tongues" + level: "6" + frequency: "constant" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Shemhazian (Mutilation Demon)" + type: "Creature" + level: "16" + description: "Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters." + speed: + land: "35 feet" + climb: "20 feet" + fly: "35 feet (from" + traits: + - "CE" + - "Gargantuan" + - "Demon" + - "Fiend" + perception: "30" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " true seeing" + skills: + Athletics: "+31" + Deception: "+25" + Intimidation: "+27" + Medicine: "+28" + Religion: "+30" + languages: + - "Abyssal" + - "Celestial" + - "Draconic" + ability_mods: + str_mod: "+9" + dex_mod: "+5" + con_mod: "+7" + int_mod: "+0" + wis_mod: "+6" + cha_mod: "+3" + ac: "39," + saves: + will: "+27; +1 status to all saves vs. magic" + ref: "+26," + fort: "+32," + hp: "350;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Enfeebling Bite" + traits: + - "divine" + - " necromancy" + description: "If the shemhazian’s jaws Strike damages a creature, the target is enfeebled 3. The target can attempt a DC 37 Fortitude save to reduce this to enfeebled 1 (or be unaffected on a critical success)." + - + name: "Focused Gaze" + traits: + - "concentrate" + - " divine" + - " enchantment" + - " incapacitation" + - " visual" + action_cost: "One Action" + description: "The shemhazian focuses their gaze on a non-evil creature they can see within 30 feet. If that creature isn’t already slowed by the shemhazian’s paralyzing gaze, it must attempt a save against the shemhazian’s paralyzing gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save or be paralyzed for 1 round. A shemhazian can’t use this ability against the same creature more than once per round." + - + name: "Rend" + traits: [] + action_cost: "One Action" + description: "claw" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+33" + damage: + type: "piercing" + formula: "3d12+17 plus 1d6 evil and enfeebling bite" + traits: + - "evil" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+33" + damage: + type: "slashing" + formula: "3d8+17 plus 1d6 evil" + traits: + - "agile" + - " evil" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "pincer" + to_hit: "+33" + damage: + type: "bludgeoning" + formula: "3d8+17 plus 1d6 evil and Improved Grab" + traits: + - "evil" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+33" + damage: + type: "slashing" + formula: "3d6+17 plus 1d6 evil" + traits: + - "evil" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "divine decree" + level: "8" + frequency: "evil only" + - + name: "dimension door" + level: "5" + frequency: "x3" + - + name: "prying eye" + level: "5" + frequency: "x3" + - + name: "clairvoyance" + level: "4" + frequency: "x3" + - + name: "dimension door" + level: "4" + frequency: "x3" + - + name: "invisibility" + level: "2" + frequency: "at will" + - + name: "fly" + level: "7" + frequency: "constant" + - + name: "true seeing" + level: "7" + frequency: "constant" + - + name: "Marilith (Pride Demon)" + type: "Creature" + level: "17" + description: "Mariliths are the generals of the Abyss, formed from the souls of proud evil mortals, often warlords and despots. They appear as tall and powerfully built humans from the waist up with snake tails and six arms. Because of Lamashtu’s prominence over other demonic deities, most pride demons encountered by mortals take female form, but they can be of any gender." + speed: + land: "40 feet" + fly: "40 feet (from" + traits: + - "CE" + - "Large" + - "Demon" + - "Fiend" + perception: "30" + senses: + - " darkvision" + - " true seeing" + skills: + Acrobatics: "+33" + Deception: "+30" + Diplomacy: "+30" + Intimidation: "+32" + Religion: "+29" + Stealth: "+29" + languages: + - "Abyssal" + - "Celestial" + - "Draconic" + ability_mods: + str_mod: "+8" + dex_mod: "+6" + con_mod: "+6" + int_mod: "+4" + wis_mod: "+4" + cha_mod: "+7" + ac: "40," + saves: + will: "+27; +1 status to all saves vs. magic" + ref: "+29," + fort: "+31," + hp: "380;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Bladestorm" + traits: [] + action_cost: "Two Actions" + description: "The marilith makes up to six longsword Strikes, each against a different target. These attacks count toward the marilith’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after all the attacks." + - + name: "Defensive Assault" + traits: + - "including for an Attack of Opportunity" + action_cost: "Two Actions" + description: ", the bonus to AC decreases by 1 for each weapon used." + - + name: "Focused Assault" + traits: + - "typically 5d8 extra damage" + action_cost: "Two Actions" + description: ". Even on a failed attack, the marilith deals the damage from one longsword to the target, though they still miss completely on a critical failure. This counts toward the marilith’s multiple attack penalty as a number of attacks equal to the number of longswords the pride demon wields." + - + name: "Greater Constrict" + traits: [] + action_cost: "One Action" + description: "2d12+13 bludgeoning, DC 39" + - + name: "Infuse Weapons" + traits: + - "divine" + - " evocation" + description: "Any weapon becomes a +2 greater striking weapon made of cold iron and silver while a marilith wields it. The marilith can change its evil damage to chaotic whenever it attacks." + automatic_abilities: [] + melee: + - + name: "cold iron silver longsword" + to_hit: "+35" + damage: + type: "slashing" + formula: "3d8+16 plus 1d6 evil" + traits: + - "evil" + - " magical" + - " reach 10 feet" + - " versatile P" + action_cost: "One Action" + - + name: "tail" + to_hit: "+33" + damage: + type: "bludgeoning" + formula: "3d12+16 plus 1d6 evil and Grab" + traits: + - "evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "blade barrier" + level: "9" + frequency: "x2" + - + name: "weapon storm" + level: "9" + frequency: "x2" + - + name: "dimension door" + level: "5" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "fly" + level: "6" + frequency: "constant" + - + name: "fly" + level: "4" + frequency: "constant" + - + name: "Balor (Fire Demon)" + type: "Creature" + level: "20" + description: "When folk whisper frightened tales of the demonic, what most envision is the balor—a towering figure of fire and flesh, a horned nightmare armed with a flaming whip and a sword flying through the night in search of its latest victim. On the Abyss, balors serve demon lords as generals or captains, and they typically command vast legions of demons. Standing at 14 feet in height, only the cruelest mortal souls—those who devoted entire lives to sins too numerous to count—can fuel the formation of a balor. More often, a balor forms from a mass of dozens of mortal souls who shared debased ideologies in life.

    Balor Lords

    Those rare few balors who form from single souls are the ones most likely to eventually transcend the notable power they already wield, becoming a nascent demon lord. These balor lords are each unique creatures of 21st to 25th level in power who rule their own realm in the Abyss. In time, a balor lord can further develop into a unique creature with wildly different powers, even ascending to the role of a true demon lord." + speed: + land: "35 feet" + fly: "70 feet" + traits: + - "CE" + - "Large" + - "Demon" + - "Fiend" + perception: "36" + senses: + - " darkvision" + - " true seeing" + skills: + Acrobatics: "+35" + Athletics: "+37" + Deception: "+36" + Diplomacy: "+32" + Intimidation: "+38" + Religion: "+32" + Society: "+32" + Stealth: "+33" + languages: + - "Abyssal" + - "Celestial" + - "Draconic" + ability_mods: + str_mod: "+9" + dex_mod: "+7" + con_mod: "+9" + int_mod: "+6" + wis_mod: "+6" + cha_mod: "+8" + ac: "45," + saves: + will: "+34; +1 status to all saves vs. magic" + ref: "+35," + fort: "+39," + hp: "480;" + immunities: "fire" + resistances: "None" + proactive_abilities: + - + name: "Dimensional Dervish" + traits: [] + description: "with only a single action." + - + name: "Dispelling Strike" + traits: [] + action_cost: "Free Action" + description: "on the target of the triggering Strike." + - + name: "Infuse Weapons" + traits: + - "divine" + - " evocation" + 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: "Lifedrinker" + traits: + - "divine" + - " healing" + - " necromancy" + 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: "Whip Reposition" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "vorpal cold iron silver longsword" + to_hit: "+40" + damage: + type: "slashing" + formula: "4d8+17 plus 1d6 evil" + traits: + - "evil" + - " magical" + - " reach 10 feet" + - " versatile P" + action_cost: "One Action" + - + name: "cold iron silver flame whip" + to_hit: "+40" + damage: + type: "fire" + formula: "4d6+17 plus 1d6 evil, Improved Grab, and whip reposition" + traits: + - "disarm" + - " evil" + - " fire" + - " magical" + - " reach 20 feet" + - " trip" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "10" + frequency: "x2" + - + name: "divine decree" + level: "10" + frequency: "x2" + - + name: "dispel magic" + level: "8" + frequency: "at will" + - + name: "dominate" + level: "6" + frequency: "at will" + - + name: "eclipse burst" + level: "5" + frequency: "at will" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "Dero Stalker" + type: "Creature" + level: "2" + description: "Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct." + speed: + land: "20 feet" + traits: + - "CE" + - "Small" + - "Dero" + - "Humanoid" + perception: "5" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Medicine: "+3" + Stealth: "+8" + Thievery: "+8" + languages: + - "Aklo" + - "Undercommon" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+3" + int_mod: "+0" + wis_mod: "-1" + cha_mod: "+1" + ac: "19," + saves: + will: "+3" + ref: "+10," + fort: "+7," + hp: "30;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Sneak Attack" + traits: [] + description: "creatures." + automatic_abilities: [] + melee: + - + name: "aklys" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d6+2" + traits: + - "trip" + action_cost: "One Action" + ranged: + - + name: "aklys" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d6+2" + traits: + - "ranged trip" + - " tethered" + - " thrown 20 feet" + action_cost: "One Action" + - + name: "hand crossbow" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6 plus giant centipede venom" + traits: + - "range increment 60 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "17" + innate_spells: [] + - + name: "Dero Strangler" + type: "Creature" + level: "3" + description: "Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions." + speed: + land: "20 feet" + traits: + - "CE" + - "Small" + - "Dero" + - "Humanoid" + perception: "6" + senses: + - " darlvision" + skills: + Athletics: "+11" + Intimidation: "+7" + Medicine: "+4" + Stealth: "+10" + languages: + - "Aklo" + - "Undercommon" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+3" + int_mod: "+0" + wis_mod: "-1" + cha_mod: "+2" + ac: "19," + saves: + will: "+6" + ref: "+8," + fort: "+10," + hp: "45;" + immunities: "confusion" + resistances: "None" + proactive_abilities: + - + name: "Strangle" + traits: + - "attack" + - " nonlethal" + action_cost: "One Action" + description: "Requirement The dero must have two free hands, or be wielding an aklys and have one hand free. Effect The dero attempts an Athletics check to Grab with a +2 circumstance bonus. On a success, the target takes 1d6+6 bludgeoning damage. Double the damage on a critical success." + automatic_abilities: [] + melee: + - + name: "aklys" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d6+6" + traits: + - "trip" + action_cost: "One Action" + ranged: + - + name: "aklys" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d6+6" + traits: + - "ranged trip" + - " tethered" + - " thrown 20 feet" + action_cost: "One Action" + - + name: "hand crossbow" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6+2 plus lethargy poison" + traits: + - "range increment 60 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "19" + innate_spells: + - + name: "darkness" + level: "2" + frequency: "at will" + - + name: "sound burst" + level: "2" + frequency: "at will" + - + name: "Dero Magister" + type: "Creature" + level: "5" + description: "Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims." + speed: + land: "20 feet" + traits: + - "Uncommon" + - "CE" + - "Small" + - "Dero" + - "Humanoid" + perception: "8" + senses: + - " darkvision" + skills: + Crafting: "+12" + Medicine: "+8" + Occultism: "+12" + Stealth: "+11" + languages: + - "Aklo" + - "Undercommon" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+3" + wis_mod: "-1" + cha_mod: "+5" + ac: "22," + saves: + will: "+10" + ref: "+13," + fort: "+10," + hp: "65;" + immunities: "confusion" + resistances: "None" + proactive_abilities: + - + name: "Cytillesh Stare" + traits: + - "concentrate" + - " incapacitation" + - " mental" + - " visual" + action_cost: "One Action" + description: "Frequency once per round; Effect The magister focuses their gaze on a creature they can see within 30 feet. The target is dazzled for 1 round and must succeed at a DC 24 Will saving throw or be confused for 1 round." + automatic_abilities: [] + melee: + - + name: "aklys" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d6+3" + traits: + - "trip" + action_cost: "One Action" + ranged: + - + name: "aklys" + to_hit: "+13" + damage: + type: "bludgeoning" + formula: "1d6+3" + traits: + - "ranged trip" + - " tethered" + - " thrown 20 feet" + action_cost: "One Action" + spell_dc: "24" + innate_spells: + - + name: "modify memory" + level: "4" + - + name: "darkness" + level: "2" + frequency: "at will" + - + name: "sound burst" + level: "2" + frequency: "at will" + - + name: "Lemure" + type: "Creature" + level: "0" + description: "These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell’s first layer, lemures roam alongside damned and suffering souls. Pit fiends can combine the essence of a mob of lemures to concentrate their collective wickedness with a single form, granting it an infernal sentience and transforming it into a more powerful devil (see the pit fiend’s Devil Shaping ability)." + speed: + land: "20 feet" + traits: + - "LE" + - "Medium" + - "Devil" + - "Fiend" + - "Mindless" + perception: "0" + senses: + - " greater darkvision" + skills: + Athletics: "+5" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+0" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-3" + ac: "13," + saves: + will: "+3" + ref: "+5," + fort: "+10," + hp: "20;" + immunities: "fire, mental" + resistances: "physical 3 (except silver), poison 5;" + proactive_abilities: + - + name: "Subservience" + traits: [] + description: "" + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+7" + damage: + type: "slashing" + formula: "1d4+2 plus 1 evil" + traits: + - "evil" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Imp" + type: "Creature" + level: "1" + description: "Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually damn its master’s soul to Hell. Imps are born directly from Hell itself, rather than from mortal souls, and thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them." + speed: + land: "20 feet" + fly: "30 feet" + traits: + - "LE" + - "Tiny" + - "Devil" + - "Fiend" + perception: "7" + senses: + - " greater darkvision" + skills: + Acrobatics: "+7" + Athletics: "+6" + Deception: "+7" + Religion: "+5" + languages: + - "Common" + - "Infernal" + ability_mods: + str_mod: "-1" + dex_mod: "+4" + con_mod: "+0" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+2" + ac: "17," + saves: + will: "+7" + ref: "+9," + fort: "+5," + hp: "15;" + immunities: "fire" + resistances: "physical 3 (except silver), poison 5;" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "" + - + name: "Diabolic Healing" + traits: + - "concentrate" + - " divine" + - " healing" + - " necromancy" + action_cost: "One Action" + description: "Frequency once per round. Effect The imp regains 1d6 Hit Points." + - + name: "Imp Venom" + traits: + - "poison" + description: "Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round)" + - + name: "Infernal Temptation" + traits: + - "divine" + - " concentrate" + - " enchantment" + - " evil" + - " fortune" + action_cost: "One Action" + description: "Frequency once per day. Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result." + automatic_abilities: [] + melee: + - + name: "stinger" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4-1 plus 1d4 evil and imp venom" + traits: + - "agile" + - " evil" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + - + name: "invisibility" + level: "2" + frequency: "at will, self only" + - + name: "charm" + level: "1" + frequency: "at will, good only" + - + name: "detect alignment" + level: "1" + frequency: "at will, good only" + - + name: "detect magic" + level: "1" + frequency: "constant" + - + name: "Barbazu (Bearded Devil)" + type: "Creature" + level: "5" + 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." + speed: + land: "35 feet" + traits: + - "LE" + - "Medium" + - "Devil" + - "Fiend" + perception: "13" + senses: + - " greater darkvision" + skills: + Acrobatics: "+11" + Athletics: "+13" + Intimidation: "+10" + Religion: "+11" + Stealth: "+11" + languages: + - "Celestial" + - "Common" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "+1" + ac: "22," + saves: + will: "+11; +1 status to all saves vs. magic" + ref: "+11," + fort: "+15," + hp: "60;" + immunities: "fire" + resistances: "physical 5 (except silver), poison 10;" + proactive_abilities: + - + name: "Avernal Fever" + traits: + - "disease" + 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: "Infernal Wound" + traits: + - "divine" + - " necromancy" + 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: "Reposition" + traits: [] + 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: "Wriggling Beard" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "glaive" + to_hit: "+15" + damage: + type: "slashing" + formula: "1d8+7 plus 2d6 evil and infernal wound" + traits: + - "deadly 1d8" + - " evil" + - " forceful" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+15" + damage: + type: "slashing" + formula: "2d6+7 plus 1d6 evil" + traits: + - "agile" + - " evil" + - " magical" + action_cost: "One Action" + - + name: "beard" + to_hit: "+15" + damage: + type: "piercing" + formula: "1d6+7 plus Avernal fever" + traits: + - "magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "5" + - + name: "Erinys (Fury Devil)" + type: "Creature" + level: "8" + description: "Erinyes exact vengeance and bloody justice for a creature’s crimes, torturing and punishing their victims in ironic fashion before allowing them the escape of death. While an erinys appears as a fallen angel and the first erinyes shared that origin, erinyes now originate in myriad ways, some promoted from lesser devils and others shaped from lemures themselves forged from the souls of torturers and persecutors. The erinyes’ origin is entwined with Eiseth, herself a fallen angel and one of Hell’s most powerful demigods. The first erinyes were all considered to be Eiseth’s metaphorical daughters, but erinyes formed since that time are no longer limited to a single gender." + speed: + land: "25 feet" + fly: "40 feet" + traits: + - "LE" + - "Medium" + - "Devil" + - "Fiend" + perception: "18" + senses: + - " greater darkvision" + - " true seeing" + skills: + Acrobatics: "+17" + Crafting: "+14" + Deception: "+19" + Diplomacy: "+15" + Intimidation: "+19" + Religion: "+16" + Stealth: "+17" + languages: + - "Celestial" + - "Common" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+5" + dex_mod: "+5" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+4" + cha_mod: "+5" + ac: "27," + saves: + will: "+16; +1 status to all saves vs. magic" + ref: "+19," + fort: "+17," + hp: "120;" + immunities: "fire" + resistances: "physical 5 (except silver), poison 10;" + proactive_abilities: + - + name: "Flames of Fury" + traits: [] + description: "rune while they hold it." + - + name: "Furious Fusillade" + traits: [] + description: "The erinys hovers in place if they are flying and fires one arrow at any number of creatures in a 30-foot cone. Each attack is rolled separately. This counts as one attack for the purpose of the erinys's multiple attack penalty." + - + name: "Rope Snare" + traits: + - "use the statistics for rope" + description: "that animates in their hands. When a creature is hit by the erinys’s rope, a segment of the rope tears loose and wraps itself around the creature, imposing a 10–foot circumstance penalty to Speed. The piece that tears off is 10 feet long for a Medium or smaller creature, and doubles in length for each size larger than Medium. When a creature Escapes the effect (DC 26), the detached segment of rope withers away into useless black sludge." + automatic_abilities: [] + melee: + - + name: "flaming longsword" + to_hit: "+19" + damage: + type: "slashing" + formula: "1d8+8 plus 1d6 evil and 1d6 fire" + traits: + - "evil" + - " fire" + - " magical" + - " versatile P" + action_cost: "One Action" + ranged: + - + name: "flaming composite longbow" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d8+4 plus 1d6 evil and 1d6 fire" + traits: + - "deadly 1d10" + - " evil" + - " fire" + - " magical" + - " range increment 100 feet" + - " reload 0" + - " volley 30 feet" + action_cost: "One Action" + - + name: "rope" + to_hit: "+19" + traits: + - "magical" + - " range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "5" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "divine wrath" + level: "4" + frequency: "at will" + - + name: "retributive pain" + level: "4" + frequency: "at will" + - + name: "fear" + level: "3" + frequency: "at will" + - + name: "illusory disguise" + level: "2" + frequency: "at will" + - + name: "illusory object" + level: "2" + frequency: "at will" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "Phistophilus (Contract Devil)" + type: "Creature" + level: "10" + description: "Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential contracts, tempting mortals to sell their souls in exchange for achieving their worldly desires. If a target is desirable enough, a phistophilus can offer contracts for prices seemingly lesser than their soul all at once, though in this case, the devil carefully manipulates the price to drive the signatory toward the forces of law and evil, and therefore ultimately to Hell anyway. Contract devils are tall creatures with skin tones that range from bronze to crimson and large curving horns extending from their bodies, over which they often drape favored or important contracts." + speed: + land: "25 feet" + traits: + - "LE" + - "Medium" + - "Devil" + - "Fiend" + perception: "21" + senses: + - " greater darkvision" + skills: + Arcana: "+19" + Deception: "+23" + Diplomacy: "+21" + Intimidation: "+21" + Religion: "+19" + Society: "+19" + Stealth: "+18" + languages: + - "Abyssal" + - "Aklo" + - "Celestial" + - "Common" + - "Draconic" + - "Infernal" + - "Undercommon" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+4" + int_mod: "+7" + wis_mod: "+5" + cha_mod: "+5" + ac: "30," + saves: + will: "+23; +1 status to all saves vs. magic" + ref: "+18," + fort: "+18," + hp: "150;" + immunities: "fire, ward contract" + resistances: "physical 10 (except silver), poison 10;" + proactive_abilities: + - + name: "Draft Contract" + traits: + - "conjuration" + - " divine" + - " manipulate" + description: "The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish spell but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal’s soul is bound to the contract devil and Hell.
    While the contract is in effect, the victim can’t be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous." + - + name: "Infernal Investment" + traits: [] + description: "spell at will, but only to target a creature with which it has a contract. The target automatically critically fails its save." + - + name: "Infernal Wound" + traits: + - "divine" + - " necromancy" + description: "A contract devil’s Strikes also deal 3d6 persistent bleed damage that resist attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery.
    The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 29 counteract check or the magic fails to heal the creature." + automatic_abilities: [] + melee: + - + name: "binding contract" + to_hit: "+23" + damage: + type: "slashing" + formula: "3d6+11 plus 1d6 evil, Grab, and infernal wound" + traits: + - "agile" + - " disarm" + - " evil" + - " magical" + - " reach 10 feet" + - " trip" + action_cost: "One Action" + - + name: "horn" + to_hit: "+21" + damage: + type: "piercing" + formula: "3d10+11 and infernal wound" + traits: + - "magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "scrying" + level: "10" + frequency: "at will, see infernal investment" + - + name: "plane shift" + level: "7" + - + name: "dimension door" + level: "5" + frequency: "at will" + - + name: "fireball" + level: "5" + frequency: "at will" + - + name: "illusory scene" + level: "5" + frequency: "at will" + - + name: "lightning bolt" + level: "5" + frequency: "at will" + - + name: "locate" + level: "5" + frequency: "at will" + - + name: "mind probe" + level: "5" + frequency: "at will" + - + name: "sending" + level: "5" + frequency: "at will" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "private sanctum" + level: "4" + frequency: "at will" + - + name: "silence" + level: "4" + frequency: "at will" + - + name: "mind reading" + level: "3" + frequency: "at will" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Gelugon (Ice Devil)" + type: "Creature" + level: "13" + description: "Insectile ice devils are strategists and masterminds in Hell’s armies, using their superior intellect to strike against their enemies and spread Hell’s influence throughout the planes. An ice devil rarely breaks their solitary contemplation of strategy save to pursue a plan they have devised. They can be enticed otherwise only by an exchange of services to be determined at a later time, adding to the pieces they can play on the board. Occasionally, a mortal strategist of outstanding skill might amuse an ice devil enough for the gelugon to agree to a contest of strategy, typically a strategic board game like chess, to decide a dispute. In the unlikely event the devil loses such a contest, they inevitably go to great lengths to later obtain that mortal’s services for their own infernal ends." + speed: + land: "35 feet" + fly: "35 feet (from" + traits: + - "LE" + - "Large" + - "Devil" + - "Fiend" + perception: "26" + senses: + - " greater darkvision" + skills: + Acrobatics: "+22" + Athletics: "+23" + Deception: "+25" + Diplomacy: "+25" + Intimidation: "+23" + Religion: "+26" + Society: "+25" + Stealth: "+22" + languages: + - "Celestial" + - "Common" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+6" + dex_mod: "+5" + con_mod: "+5" + int_mod: "+8" + wis_mod: "+5" + cha_mod: "+4" + ac: "34," + saves: + will: "+26; +1 status to all saves vs. magic" + ref: "+24," + fort: "+24," + hp: "215;" + immunities: "cold, fire" + resistances: "physical 10 (except silver), poison 10;" + proactive_abilities: + - + name: "Slowing Frost" + traits: + - "cold" + - " divine" + - " evocation" + description: "The ice devil channels the extreme cold of its body through its appendages and weapons. A creature hit by an ice devil’s weapon or unarmed attack in melee must attempt a DC 32 Fortitude save or be slowed 1 for 1d4 rounds. A weapon used by an ice devil gains the effects of a frost rune while the gelugon holds it, and the ice devil can throw any such weapon with a 20-foot range increment, trailing motes of frost." + - + name: "Tactician of Cocytus" + traits: + - "concentrate" + action_cost: "One Action" + description: "An ice devil’s logical mind devises genius tactics from its perfect memory. It can telepathically send a tactical repositioning to its allies, allowing all commanded or allied evil creatures in the range of its telepathy to immediately Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding Speed)." + automatic_abilities: [] + melee: + - + name: "frost longspear" + to_hit: "+28" + damage: + type: "piercing" + formula: "2d8+12 plus 1d6 cold, 1d6 evil, and slowing frost" + traits: + - "cold" + - " evil" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+25" + damage: + type: "bludgeoning" + formula: "2d6+12 plus 2d6 cold, 1d6 evil, and slowing frost" + traits: + - "agile" + - " cold" + - " evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "frost longspear" + to_hit: "+27" + damage: + type: "piercing" + formula: "2d8+12 plus 1d6 cold" + traits: + - "cold" + - " magical" + - " thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "cone of cold" + level: "7" + frequency: "x2" + - + name: "illusory scene" + level: "6" + - + name: "dimension door" + level: "5" + frequency: "x3" + - + name: "wall of ice" + level: "5" + frequency: "x3" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "fly" + level: "4" + frequency: "constant" + - + name: "Pit Fiend (Tyrant Devil)" + type: "Creature" + level: "20" + description: "When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of Hell’s most powerful and diabolical generals, the pit fiend, masterminded the incursion. Cunning, powerful, and ruthless, pit fiends often serve the archdevils directly. They rule infernal duchies, subjugate mortal worlds, and usurp infernal rivals using unparalleled despotism and calculated ferocity. To realize their tyrannical machinations, pit fiends claim mortal souls that they corrupt into lemure servants, which can then be shaped and transformed through infernal manipulation into the terrifying devils that form Hell’s formidable legions. They often select the most wicked and vicious lemures for their armies, drawing upon these lesser devils’ depravity during powerful magical ceremonies to create hideous and terrifying abominations that can cow and eviscerate the pit fiend’s enemies." + speed: + land: "35 feet" + fly: "50 feet" + traits: + - "LE" + - "Large" + - "Devil" + - "Fiend" + perception: "37" + senses: + - " greater darkvision" + - " true seeing" + skills: + Acrobatics: "+34" + Arcana: "+32" + Athletics: "+33" + Deception: "+39" + Diplomacy: "+34" + Intimidation: "+39" + Religion: "+37" + Society: "+36" + Stealth: "+34" + languages: + - "Celestial" + - "Common" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+9" + dex_mod: "+8" + con_mod: "+9" + int_mod: "+8" + wis_mod: "+9" + cha_mod: "+8" + ac: "46," + saves: + will: "+35; +1 status to all saves vs. magic" + ref: "+32," + fort: "+37," + hp: "335 (regeneration 30 (deactivated by good));" + immunities: "fire" + resistances: "physical 15 (except silver), poison 15;" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "2d10+17 bludgeoning plus 2d6 evil, DC 43" + - + name: "Devil Shaping" + traits: + - "divine" + - " downtime" + - " transmutation" + description: "The pit fiend reshapes a large number of lemures within a 600-foot radius into more powerful devils to swell Hell’s legions. The pit fiend must have available the number of lemures listed on the table in the sidebar. The pit fiend can shape 100 lemures per day, to a maximum of 1,100 lemures in 11 days. Devils created in this way are in thrall to the pit fiend and follow its orders, with the exception of created pit fiends or other devils of similar power, which are always independent. As a result, few pit fiends choose to create peers. At the end of the Devil Shaping activity, the pit fiend attempts an incredibly hard Religion check of the desired devil’s level, with results as follows.
    Critical Success The pit fiend shapes two devils from the massed lemures instead of one.
    Success The pit fiend shapes a devil of the desired type and level.
    Failure The devil shaped from the lemures is 2 levels lower than the intended devil.
    Critical Failure The pit fiend fails to shape any devils and draws the ire of an archdevil for its waste of resources." + - + name: "Fast Swoop" + traits: [] + action_cost: "One Action" + description: "The pit fiend Flies and makes a wing Strike at any point during its movement." + - + name: "Masterful Quickened Casting" + traits: + - "concentrate" + action_cost: "Free Action" + description: "Frequency once per round. Effect If the pit fiend's next action is to cast an 8th-level or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action)." + - + name: "Pit Fiend Venom" + traits: + - "poison" + description: "Saving Throw DC 43 Fortitude; Maximum Duration 10 rounds; Stage 1 6d6 poison damage and drained 1 (1 round); Stage 2 7d6 poison damage and drained 2 (1 round); Stage 3 8d6 poison damage and drained 3 (1 round)" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+40" + damage: + type: "piercing" + formula: "4d10+17 plus 2d6 evil and pit fiend venom" + traits: + - "evil" + - " magical" + - " poison" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+38" + damage: + type: "slashing" + formula: "4d6+17 plus 2d6 evil" + traits: + - "agile" + - " evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+36" + damage: + type: "bludgeoning" + formula: "4d10+17 plus 2d6 evil and Improved Grab" + traits: + - "evil" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "wing" + to_hit: "+36" + damage: + type: "slashing" + formula: "4d6+17 plus 2d6 evil" + traits: + - "evil" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "meteor swarm" + level: "10" + frequency: "once per year" + - + name: "miracle" + level: "10" + frequency: "once per year" + - + name: "power word stun" + level: "10" + frequency: "once per year" + - + name: "bind soul" + level: "9" + frequency: "at will" + - + name: "dispel magic" + level: "8" + frequency: "at will" + - + name: "divine decree" + level: "8" + frequency: "at will" + - + name: "fireball" + level: "8" + frequency: "at will" + - + name: "scrying" + level: "8" + frequency: "at will" + - + name: "wall of fire" + level: "8" + frequency: "at will" + - + name: "dimension door" + level: "5" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "true seeing" + level: "8" + frequency: "constant" + - + name: "Dezullon" + type: "Creature" + level: "10" + description: "Dezullons are dangerous carnivorous pitcher plants that dwell in forested regions with thick canopies. They hunt for meat along the forest’s understory when not sunning themselves in the boughs above. Dezullons are smart enough to notice that some creatures are attracted by shiny things, and sometimes use such objects to set up ambushes. To assume that the dezullon’s ambulations are slow simply because the creature has a root structure is a foolish mistake; many an adventurer has been crushed to death by this surprisingly agile plant. In addition, these dangerous plants are expert climbers, making their pursuit even more difficult to escape from." + speed: + land: "25 feet; climb 30 feet" + traits: + - "N" + - "Medium" + - "Plant" + perception: "18" + senses: + - " low-light vision" + skills: + Acrobatics: "+21" + Athletics: "+19" + Stealth: "+24" + Deception: " " + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+7" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "30," + saves: + will: "+16" + ref: "+21," + fort: "+17," + hp: "130 (regeneration 15 (deactivated by fire));" + immunities: "None" + resistances: "acid 20" + proactive_abilities: + - + name: "Amnesia Venom" + traits: + - "mental" + - " poison" + description: "Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 flat-footed (1 round); Stage 2 flat-footed and clumsy 1 (1 round); Stage 3 confused, flat-footed, and clumsy 2 (1 round)." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "2d6+2 bludgeoning" + - + name: "Root" + traits: + - "concentrate" + action_cost: "One Action" + description: "Until the next time it acts, the dezullon appears to be a normal pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on Deception checks and DCs to pass as a non-creature plant." + automatic_abilities: [] + melee: + - + name: "vine" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "3d6+8 plus 3d6 acid and Grab" + traits: + - "acid" + - " agile" + action_cost: "One Action" + ranged: + - + name: "acid glob" + to_hit: "+23" + damage: + type: "acid" + formula: "4d8 plus amnesia venom" + traits: + - "acid" + - " range 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Dhampir Wizard" + type: "Creature" + level: "2" + description: "This dhampir is a svetocher, the child of a moroi vampire." + speed: + land: "25 feet" + traits: + - "NE" + - "Medium" + - "Dhampir" + - "Human" + - "Humanoid" + perception: "4" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Arcana: "+8" + Deception: "+5" + Intimidation: "+5" + Society: "+8" + Stealth: "+7" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+4" + wis_mod: "+0" + cha_mod: "+1" + ac: "17," + saves: + will: "+6; +2 circumstance to all saves vs. disease" + ref: "+7," + fort: "+4," + hp: "22 (negative healing)" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "dagger" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d4+2" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + - + name: "staff" + to_hit: "+6" + damage: + type: "bludgeoning" + formula: "1d6+2" + traits: + - "two-handed d8" + action_cost: "One Action" + - + name: "fist" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d4+2" + traits: + - "agile" + - " finesse" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "dagger" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d4+2" + traits: + - "agile" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "None" + - + name: "Velociraptor" + type: "Creature" + level: "1" + description: "A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of larger creatures, and a group of these dinosaurs won’t hesitate to attack creatures the size of a horse. Velociraptors are social animals, and tend to live in groups of up to a dozen other velociraptors. They have manes of feathery plumage that extend down their backs and along the sides of their arms, legs, and tail, while their underbellies and flanks are scaly. These feathers allow them to blend into their natural terrains with ease, but when excited, attempting to intimidate, or seeking a mate, a velociraptor can puff and frill this plumage to expose much brighter colors normally covered by the longer feathers. A typical velociraptor is 1-1/2 feet tall, 7 feet long, and weighs 35 pounds." + speed: + land: "40 feet" + traits: + - "N" + - "Small" + - "Animal" + - "Dinosaur" + perception: "6" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+8" + Athletics: "+5 " + Stealth: "+6" + languages: "" + ability_mods: + str_mod: "+0" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "+1" + ac: "16," + saves: + will: "+4" + ref: "+7," + fort: "+5," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Leaping Charge" + traits: [] + action_cost: "One Action" + description: "The velociraptor Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll." + - + name: "Pack Attack" + traits: [] + description: "The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "finesse" + action_cost: "One Action" + - + name: "talon" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d4+3" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Deinonychus" + type: "Creature" + level: "2" + description: "Deinonychuses are wily hunters that attack in groups of up to a dozen individuals, ripping apart their prey with sharp talons and powerful jaws. They are lean and muscular, and have two powerful legs and a long tail that helps them maintain balance. Although deinonychuses don’t use their dexterous clawed forelimbs to attack, the dinosaurs can use them to pull aside small barriers. Although some of these dinosaurs have scaly skin, most have thatches of vibrantly colored feathers as well. A deinonychus is about 6 feet tall and weighs about 150 pounds." + speed: + land: "30 feet" + traits: + - "N" + - "Medium" + - "Animal" + - "Dinosaur" + perception: "7" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+7" + Athletics: "+9 " + Stealth: "+7" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+3" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "+2" + ac: "19," + saves: + will: "+5" + ref: "+9," + fort: "+10," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Darting Attack" + traits: [] + action_cost: "One Action" + description: "The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet." + - + name: "Predator's Advantage" + traits: [] + description: "Bleeding creatures are flat-footed to the deinonychus." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+9" + damage: + type: "piercing" + formula: "2d6+3" + traits: [] + action_cost: "One Action" + - + name: "talon" + to_hit: "+9" + damage: + type: "slashing" + formula: "1d6+3 plus 1d4 bleed" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Ankylosaurus" + type: "Creature" + level: "6" + 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." + speed: + land: "25 feet" + traits: + - "N" + - "Huge" + - "Animal" + - "Dinosaur" + perception: "12" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+17" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+0" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "26," + saves: + will: "+12" + ref: "+10," + fort: "+16," + hp: "90" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Punishing Tail" + traits: [] + 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: "Trample" + traits: [] + description: "Medium or smaller, foot, DC 24" + automatic_abilities: [] + melee: + - + name: "tail" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d8+7 plus punishing tail" + traits: + - "backswing" + - " reach 15 feet" + action_cost: "One Action" + - + name: "foot" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d6+7" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Stegosaurus" + type: "Creature" + level: "7" + description: "The stegosaurus is easily recognized by its twin rows of diamond-shaped dorsal plates that run down its spine, and thick tail adorned with four large spikes. This strange configuration protects this herbivore from predators, as the stegosaurus can hunker down to interpose its dorsal plates between an attacker and its thick body. A stegosaurus defends itself by swinging its spiked tail at larger foes and trampling smaller opponents underfoot." + speed: + land: "25 feet" + traits: + - "N" + - "Huge" + - "Animal" + - "Dinosaur" + perception: "15" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+20" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "23," + saves: + will: "+13" + ref: "+13," + fort: "+17," + hp: "125" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Trample" + traits: [] + description: "Large or smaller, foot, DC 25" + automatic_abilities: [] + melee: + - + name: "tail" + to_hit: "+18" + damage: + type: "piercing" + formula: "2d8+9" + traits: + - "sweep" + - " reach 15 feet" + action_cost: "One Action" + - + name: "foot" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "2d6+9" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Triceratops" + type: "Creature" + level: "8" + description: "Triceratopses are muscular quadrupeds with powerful but short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear a large horn on their snout and one on each brow, these dinosaurs are herbivores and use these bony protrusions only to defend themselves from attackers or in dramatic clashes against other triceratopses for grazing territory or mates. Short-tempered and obstinate, triceratopses are unlikely to back down from a fight unless they are hopelessly outmatched, and the creatures are known to fight to the death for no apparent reason beyond stubbornness. Triceratopses often serve as mounts for lizardfolk, orcs, and giants, who ride comfortably behind the dinosaurs’ protective bone frills. A triceratops is 30 feet long and weighs as much as 10 tons." + speed: + land: "30 feet" + traits: + - "N" + - "Huge" + - "Animal" + - "Dinosaur" + perception: "16" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+21" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+0" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "26," + saves: + will: "+14" + ref: "+12," + fort: "+18," + hp: "140" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Lumbering Charge" + traits: [] + action_cost: "One Action" + description: "The triceratops Strides up to 10 feet and then makes a Strike." + - + name: "Trample" + traits: [] + description: "Large or smaller, foot, DC 26" + - + name: "Vicious Gore" + traits: [] + description: "A triceratops deals 2d6 extra persistent bleed damage to prone targets it hits with its horns." + automatic_abilities: [] + melee: + - + name: "horns" + to_hit: "+19" + damage: + type: "piercing" + formula: "2d8+9 plus Knockdown" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "foot" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "2d6+9" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Brontosaurus" + type: "Creature" + level: "10" + 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." + speed: + land: "35 feet" + traits: + - "N" + - "Gargantuan" + - "Animal" + - "Dinosaur" + perception: "16" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+23" + languages: "" + ability_mods: + str_mod: "+9" + dex_mod: "+0" + con_mod: "+5" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+1" + ac: "28," + saves: + will: "+16" + ref: "+14," + fort: "+21," + hp: "220" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Tail Sweep" + traits: [] + 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: "Trample" + traits: [] + description: "Huge or smaller, foot, DC 29" + automatic_abilities: [] + melee: + - + name: "tail" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "2d10+13 plus Improved Knockdown" + traits: + - "sweep" + - " reach 20 feet" + action_cost: "One Action" + - + name: "foot" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "2d8+13" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Tyrannosaurus" + type: "Creature" + level: "10" + description: "Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Thundering beasts of fury and hunger, tyrannosauruses are bold and fearless carnivores that eagerly bite off great hunks of large prey and swallow smaller prey—such as most humanoids—in a single gulp. Although they can subsist on carrion, tyrannosaurs prefer live prey." + speed: + land: "40 feet" + traits: + - "N" + - "Gargantuan" + - "Animal" + - "Dinosaur" + perception: "19" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+15" + Athletics: "+24" + languages: "" + ability_mods: + str_mod: "+8" + dex_mod: "+1" + con_mod: "+5" + int_mod: "-4" + wis_mod: "+3" + cha_mod: "+0" + ac: "29," + saves: + will: "+19" + ref: "+15," + fort: "+21," + hp: "180" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Fling" + traits: + - "assuming the tyrannosaurus flings it as high as it can" + action_cost: "One Action" + description: "and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed upon can attempt a DC 23 basic Reflex save." + - + name: "Pin Prey" + traits: [] + description: "The creature struck by the foot is knocked prone and the tyrannosaurus uses its foot to hold the creature in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is Grabbed. A tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner, but it cannot use swallow whole on the target unless it uses its jaws to Grab the victim first." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Medium, 3d6+8 bludgeoning, Rupture 26" + - + name: "Trample" + traits: [] + description: "Huge or smaller, foot, DC 29" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+22" + damage: + type: "piercing" + formula: "2d12+12 plus Grab" + traits: + - "deadly 1d12" + - " reach 20 feet" + action_cost: "One Action" + - + name: "foot" + to_hit: "+22" + damage: + type: "bludgeoning" + formula: "2d10+12" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Guard Dog" + type: "Creature" + level: "-1" + description: "The typical guard dog is loyal to and beloved by many communities. Often adored as pets, they also excel as protectors and trackers, and can be fearless when defending a beloved master or family member. The statistics presented below work well for any number of breeds of dog ranging from 20 to 50 pounds in weight. Wild dogs can also use these statistics, but their untamed nature makes them far more unpredictable and threatening. Feral dogs are perhaps even more dangerous, for unlike their wild cousins, feral dogs often lack the instinctual fear of humanity that stops wild creatures from interacting with people." + speed: + land: "30 feet" + traits: + - "N" + - "Small" + - "Animal" + perception: "6" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+5" + Athletics: "+4" + Stealth: "+5" + Survival: "+4" + languages: "" + ability_mods: + str_mod: "+1" + dex_mod: "+2" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-1" + ac: "15," + saves: + will: "+4" + ref: "+7," + fort: "+5," + hp: "8" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pack Attack" + traits: [] + description: "of at least two of the dog’s allies." + automatic_abilities: [] + melee: + - + name: "Jaws" + to_hit: "+6" + damage: + type: "piercing" + formula: "1d4+1" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Riding Dog" + type: "Creature" + level: "1" + description: "Riding dogs types include larger dogs, such as mastiffs, wolfhounds, and huskies, and are bred often by halflings and gnomes to serve as mounts. Riding dogs are as loyal and devoted to their masters as guard dogs, and are ferocious in battle, regardless of whether they bear a rider or not. As with guard dogs, these large hounds can be wild or feral in nature, and, in some cases, might rival packs of wolves with regard to the danger they pose to inhabitants of rural areas." + speed: + land: "35 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "7" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+5" + Athletics: "+7" + Survival: "+5" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+2" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "16," + saves: + will: "+5" + ref: "+5," + fort: "+7," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pack Attack" + traits: [] + description: "of at least two of the dog’s allies." + automatic_abilities: [] + melee: + - + name: "Jaws" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d6+2" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Doppelganger" + type: "Creature" + level: "3" + description: "In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. As masters of mimicry, they use their abilities to impersonate others in devious ways, often infiltrating settlements and residing within them for years without being detected." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "N" + - "Medium" + - "Humanoid" + perception: "7" + senses: + - " darkvision" + skills: + Deception: "+11" + Diplomacy: "+11" + Society: "+8" + Stealth: "+8" + languages: + - "Common" + ability_mods: + str_mod: "+3" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+4" + ac: "18," + saves: + will: "+11" + ref: "+10," + fort: "+5," + hp: "50" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "arcane" + - " concentrate" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The doppelganger takes on the specific appearance of any Small or Medium humanoid who it has seen and whose appearance it remembers. This doesn’t change the doppelganger’s Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning)." + automatic_abilities: [] + melee: + - + name: "Claw" + to_hit: "+10" + damage: + type: "slashing" + formula: "2d6+5" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Young Black Dragon" + type: "Creature" + level: "7" + 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." + speed: + land: "40 feet" + fly: "100 feet" + swim: "40 feet" + traits: + - "CE" + - "Large" + - "Acid" + - "Amphibious" + - "Dragon" + perception: "15" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+14" + Arcana: "+12" + Athletics: "+17" + Deception: "+15" + Intimidation: "+15" + Stealth: "+16" + languages: + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+2" + ac: "25," + saves: + will: "+15" + ref: "+12," + fort: "+17," + hp: "125;" + immunities: "acid, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "acid" + - " arcane" + - " evocation" + action_cost: "Two Actions" + description: "The dragon breathes a spray of acid that deals 8d6 acid damage in a 60-foot line (DC 25 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horns Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+19" + damage: + type: "piercing" + formula: "2d10+9 plus 1d6 acid" + traits: + - "acid" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+19" + damage: + type: "slashing" + formula: "2d6+9" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d8+7" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+17" + damage: + type: "piercing" + formula: "1d8+7" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Adult Black Dragon" + type: "Creature" + level: "11" + 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." + speed: + land: "40 feet" + fly: "100 feet" + swim: "40 feet" + traits: + - "CE" + - "Large" + - "Acid" + - "Amphibious" + - "Dragon" + perception: "22" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+18" + Arcana: "+19" + Athletics: "+24" + Deception: "+20" + Intimidation: "+20" + Stealth: "+20" + languages: + - "Common" + - "Draconic" + - "Jotun" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+3" + ac: "31," + saves: + will: "+21; +1 status to all saves vs. magic" + ref: "+18," + fort: "+23," + hp: "215;" + immunities: "acid, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "acid" + - " arcane" + - " evocation" + 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: "Corrupt Water" + traits: + - "arcane" + - " concentrate" + - " necromancy" + action_cost: "One Action" + description: "Frequency Once per day; Effect The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 28 Will save to protect liquids in its possession). This doesn't affect liquids in a creature's body." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horns Strike in any order in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+25" + damage: + type: "piercing" + formula: "2d12+13 plus 2d6 acid" + traits: + - "acid" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+25" + damage: + type: "slashing" + formula: "2d10+13" + traits: + - "agile" + - " magical" + action_cost: "One Action" + - + name: "tail" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "2d12+11" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+23" + damage: + type: "piercing" + formula: "1d10+11" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Ancient Black Dragon" + type: "Creature" + level: "16" + 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." + speed: + land: "60 feet" + fly: "150 feet" + swim: "60 feet" + traits: + - "Uncommon" + - "CE" + - "Huge" + - "Acid" + - "Amphibious" + - "Dragon" + perception: "30" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+25" + Arcana: "+26" + Athletics: "+32" + Deception: "+29" + Intimidation: "+29" + Stealth: "+27" + languages: + - "Common" + - "Draconic" + - "Goblin" + - "Jotun" + - "Orcish" + ability_mods: + str_mod: "+8" + dex_mod: "+5" + con_mod: "+6" + int_mod: "+4" + wis_mod: "+5" + cha_mod: "+5" + ac: "39," + saves: + will: "+29; +1 status to all saves vs. magic" + ref: "+27," + fort: "+30," + hp: "325;" + immunities: "acid, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "acid" + - " arcane" + - " evocation" + 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: "Corrupt Water" + traits: + - "arcane" + - " concentrate" + - " necromancy" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horns Strike in any order in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+33" + damage: + type: "piercing" + formula: "3d10+14 plus 2d6 acid and 2d6 persistent acid" + traits: + - "acid" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+33" + damage: + type: "slashing" + formula: "3d8+14" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+31" + damage: + type: "bludgeoning" + formula: "3d10+12" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+31" + damage: + type: "piercing" + formula: "2d10+12" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Young Blue Dragon" + type: "Creature" + level: "9" + 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." + speed: + land: "30 feet" + burrow: "15 feet" + fly: "100 feet" + traits: + - "LE" + - "Large" + - "Dragon" + - "Electricity" + perception: "18" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+15" + Arcana: "+16" + Deception: "+18" + Diplomacy: "+18" + Intimidation: "+18" + Society: "+16" + Stealth: "+15" + Survival: "+16" + languages: + - "Common" + - "Draconic" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+3" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+3" + ac: "28," + saves: + will: "+19" + ref: "+18," + fort: "+19," + hp: "170;" + immunities: "electricity, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " electricity" + - " evocation" + action_cost: "Two Actions" + description: "The dragon breathes lightning that deals 5d12 electricity damage in an 80-foot line (DC 28 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds." + - + name: "Desert Thirst" + traits: + - "arcane" + - " transmutation" + description: "When casting create water, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they’re of a lower level than the dragon (a creature can attempt a DC 26 Will save to protect all liquids in its possession). This doesn’t affect the liquids in a creature’s body." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horns Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + automatic_abilities: + - + name: "Sound Imitation" + traits: [] + 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." + melee: + - + name: "jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d8+11 plus 1d12 electricity" + traits: + - "electricity" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d8+11" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "2d8+9" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+19" + damage: + type: "piercing" + formula: "1d8+9" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "create water" + level: "1" + frequency: "at will; see desert thirst" + - + name: "Adult Blue Dragon" + type: "Creature" + level: "13" + 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." + speed: + land: "40 feet" + burrow: "20 feet" + fly: "150 feet" + traits: + - "LE" + - "Huge" + - "Dragon" + - "Electricity" + perception: "24" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+22" + Arcana: "+25" + Deception: "+26" + Diplomacy: "+26" + Intimidation: "+24" + Society: "+23" + Stealth: "+20" + Survival: "+22" + languages: + - "Auran" + - "Common" + - "Draconic" + - "Jotun" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+4" + wis_mod: "+3" + cha_mod: "+5" + ac: "34," + saves: + will: "+23; +1 status to all saves vs. magic" + ref: "+23," + fort: "+24," + hp: "260;" + immunities: "electricity, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " electricity" + - " evocation" + 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: "Desert Thirst" + traits: + - "arcane" + - " transmutation" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horns Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + automatic_abilities: + - + name: "Sound Imitation" + traits: [] + 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." + melee: + - + name: "jaws" + to_hit: "+27" + damage: + type: "piercing" + formula: "3d8+12 plus 1d12 electricity" + traits: + - "electricity" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+27" + damage: + type: "slashing" + formula: "3d8+12" + traits: + - "magical" + - " agile" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+25" + damage: + type: "bludgeoning" + formula: "3d8+10" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+25" + damage: + type: "piercing" + formula: "2d8+10" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "illusory creature" + level: "6" + frequency: "at will" + - + name: "illusory object" + level: "6" + frequency: "at will" + - + name: "ventriloquism" + level: "6" + frequency: "at will" + - + name: "create water" + level: "1" + frequency: "at will; see desert thirst" + - + name: "Ancient Blue Dragon" + type: "Creature" + level: "18" + 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." + speed: + land: "50 feet" + burrow: "30 feet" + fly: "200 feet" + traits: + - "Uncommon" + - "LE" + - "Huge" + - "Dragon" + - "Electricity" + perception: "31" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+28" + Arcana: "+33" + Deception: "+35" + Diplomacy: "+35" + Intimidation: "+33" + Society: "+35" + Stealth: "+28" + Survival: "+29" + languages: + - "Auran" + - "Common" + - "Draconic" + - "Ignan" + - "Infernal" + - "Jotun" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+6" + int_mod: "+7" + wis_mod: "+5" + cha_mod: "+7" + ac: "42," + saves: + will: "+33; +1 status to all saves vs. magic" + ref: "+30," + fort: "+32," + hp: "370;" + immunities: "electricity, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " electricity" + - " evocation" + 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: "Desert Thirst" + traits: + - "arcane" + - " transmutation" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horns Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + - + name: "Mirage" + traits: [] + description: "spell persists, it can cause the Breath Weapon to originate from itself or the image." + - + name: "Storm Breath" + traits: + - "arcane" + - " concentrate" + - " electricity" + - " evocation" + 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)." + automatic_abilities: + - + name: "Sound Imitation" + traits: [] + 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." + melee: + - + name: "jaws" + to_hit: "+35" + damage: + type: "piercing" + formula: "3d10+15 plus 2d12 electricity" + traits: + - "electricity" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+35" + damage: + type: "slashing" + formula: "3d10+15" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+33" + damage: + type: "bludgeoning" + formula: "3d10+13" + traits: + - "magical" + - " reach 25 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+33" + damage: + type: "piercing" + formula: "2d10+13" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "hallucinatory terrain" + level: "8" + frequency: "at will" + - + name: "illusory creature" + level: "8" + frequency: "at will" + - + name: "illusory object" + level: "8" + frequency: "at will" + - + name: "ventriloquism" + level: "8" + frequency: "at will" + - + name: "project image" + level: "7" + frequency: "see mirage" + - + name: "create water" + level: "1" + frequency: "at will; see desert thirst" + - + name: "Young Green Dragon" + type: "Creature" + level: "8" + 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." + speed: + land: "30 feet" + fly: "120 feet" + swim: "30 feet; woodland stride" + traits: + - "LE" + - "Large" + - "Amphibious" + - "Dragon" + perception: "16" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+13" + Arcana: "+16" + Athletics: "+17" + Deception: "+14" + Diplomacy: "+16" + Intimidation: "+16" + Nature: "+14" + Occultism: "+17" + Society: "+14" + Stealth: "+15" + languages: + - "Common" + - "Draconic" + ability_mods: + str_mod: "+5" + dex_mod: "+1" + con_mod: "+3" + int_mod: "+2" + wis_mod: "+2" + cha_mod: "+4" + ac: "28," + saves: + will: "+17" + ref: "+16," + fort: "+16," + hp: "135;" + immunities: "paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " evocation" + - " poison" + action_cost: "Two Actions" + description: "The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 basic Fortitude save). It can’t use Breath Weapon again for 1d4 rounds." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horn Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + - + name: "Woodland Stride" + traits: [] + description: "The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d10+8 plus 2d4 poison" + traits: + - "poison" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d8+8" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "2d8+7" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "horn" + to_hit: "+18" + damage: + type: "piercing" + formula: "1d12+7" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "entangle" + level: "2" + - + name: "Adult Green Dragon" + type: "Creature" + level: "12" + 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." + speed: + land: " woodland stride" + fly: "160 feet" + swim: "40 feet; trackless step" + traits: + - "LE" + - "Huge" + - "Amphibious" + - "Dragon" + perception: "22" + 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" + languages: + - "Common" + - "Draconic" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+3" + int_mod: "+4" + wis_mod: "+4" + cha_mod: "+5" + ac: "34," + saves: + will: "+23; +1 status to all saves vs. magic" + ref: "+22," + fort: "+20," + hp: "215;" + immunities: "paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " evocation" + - " poison" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horn Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + - + name: "Trackless Step" + traits: [] + description: "The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed." + - + name: "Woodland Stride" + traits: [] + description: "The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+26" + damage: + type: "piercing" + formula: "3d10+12 plus 3d4 poison" + traits: + - "magical" + - " poison" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+26" + damage: + type: "slashing" + formula: "3d8+12" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "3d8+10" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "horn" + to_hit: "+24" + damage: + type: "piercing" + formula: "2d8+10" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "suggestion" + level: "4" + - + name: "entangle" + level: "2" + frequency: "x2" + - + name: "Ancient Green Dragon" + type: "Creature" + level: "17" + 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." + speed: + land: " woodland stride" + fly: "200 feet" + swim: "50 feet; trackless step" + traits: + - "Uncommon" + - "LE" + - "Gargantuan" + - "Amphibious" + - "Dragon" + perception: "30" + 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" + languages: + - "Abyssal" + - "Common" + - "Draconic" + - "Elven" + - "Jotun" + - "Sylvan" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+5" + int_mod: "+6" + wis_mod: "+5" + cha_mod: "+6" + ac: "41," + saves: + will: "+32; +1 status to all saves vs. magic" + ref: "+29," + fort: "+30," + hp: "315;" + immunities: "paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " evocation" + - " poison" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horn Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + - + name: "Trackless Step" + traits: [] + description: "The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed." + - + name: "Woodland Stride" + traits: [] + description: "The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage." + automatic_abilities: + - + name: "Camouflage" + traits: [] + description: " The dragon can Hide in natural environments even if it doesn’t have cover." + melee: + - + name: "jaws" + to_hit: "+33" + damage: + type: "piercing" + formula: "3d12+15 plus 4d4 poison" + traits: + - "magical" + - " poison" + - " reach 20 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+33" + damage: + type: "slashing" + formula: "3d10+15" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+31" + damage: + type: "bludgeoning" + formula: "3d10+13" + traits: + - "magical" + - " reach 25 feet" + action_cost: "One Action" + - + name: "horn" + to_hit: "+31" + damage: + type: "piercing" + formula: "2d10+13" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dominate" + level: "6" + - + name: "charm" + level: "4" + frequency: "at will" + - + name: "suggestion" + level: "4" + frequency: "at will" + - + name: "Young Red Dragon" + type: "Creature" + level: "10" + 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." + speed: + land: "40 feet" + fly: "120 feet" + traits: + - "CE" + - "Large" + - "Dragon" + - "Fire" + perception: "20" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " smoke vision" + skills: + Acrobatics: "+15" + Arcana: "+17" + Athletics: "+22" + Deception: "+19" + Diplomacy: "+19" + Intimidation: "+21" + Stealth: "+17" + languages: + - "Common" + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+3" + ac: "30," + saves: + will: "+19" + ref: "+18," + fort: "+21," + hp: "210;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " evocation" + - " fire" + action_cost: "Two Actions" + description: "The dragon breathes a blast of flame that deals 11d6 fire damage in a 40-foot cone (DC 30 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one wing Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + automatic_abilities: + - + name: "Smoke Vision" + traits: [] + description: " Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke." + melee: + - + name: "jaws" + to_hit: "+23" + damage: + type: "piercing" + formula: "2d12+12 plus 2d6 fire" + traits: + - "fire" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+23" + damage: + type: "slashing" + formula: "2d10+12" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d12+10" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "wing" + to_hit: "+21" + damage: + type: "slashing" + formula: "1d10+10" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Adult Red Dragon" + type: "Creature" + level: "14" + 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." + speed: + land: "50 feet" + fly: "150 feet" + traits: + - "CE" + - "Huge" + - "Dragon" + - "Fire" + perception: "26" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " smoke vision" + skills: + Acrobatics: "+23" + Arcana: "+25" + Athletics: "+29" + Deception: "+25" + Diplomacy: "+25" + Intimidation: "+27" + Stealth: "+23" + languages: + - "Common" + - "Draconic" + - "Dwarven" + - "Orcish" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+6" + int_mod: "+3" + wis_mod: "+4" + cha_mod: "+5" + ac: "37," + saves: + will: "+26; +1 status to all saves vs. magic" + ref: "+25," + fort: "+28," + hp: "305;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " evocation" + - " fire" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one wing Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + automatic_abilities: + - + name: "Smoke Vision" + traits: [] + description: " Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke." + melee: + - + name: "jaws" + to_hit: "+29" + damage: + type: "piercing" + formula: "3d12+15 plus 2d6 fire" + traits: + - "fire" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+29" + damage: + type: "slashing" + formula: "3d10+15" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+27" + damage: + type: "slashing" + formula: "3d12+13" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "wing" + to_hit: "+27" + damage: + type: "slashing" + formula: "2d10+13" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "suggestion" + level: "4" + - + name: "Ancient Red Dragon" + type: "Creature" + level: "19" + 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." + speed: + land: "60 feet" + fly: "180 feet" + traits: + - "Uncommon" + - "CE" + - "Huge" + - "Dragon" + - "Fire" + perception: "35" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " smoke vision" + skills: + Acrobatics: "+30" + Arcana: "+35" + Athletics: "+37" + Deception: "+35" + Diplomacy: "+35" + Intimidation: "+37" + Stealth: "+33" + languages: + - "Abyssal" + - "Common" + - "Draconic" + - "Dwarven" + - "Jotun" + - "Orcish" + ability_mods: + str_mod: "+9" + dex_mod: "+5" + con_mod: "+8" + int_mod: "+5" + wis_mod: "+6" + cha_mod: "+7" + ac: "45," + saves: + will: "+35; +1 status to all saves vs. magic" + ref: "+32," + fort: "+35," + hp: "425;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " evocation" + - " fire" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one wing Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + - + name: "Manipulate Flames" + traits: + - "arcane" + - " concentrate" + - " transmutation" + 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." + automatic_abilities: + - + name: "Smoke Vision" + traits: [] + description: " Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke." + melee: + - + name: "jaws" + to_hit: "+37" + damage: + type: "piercing" + formula: "4d10+17 plus 3d6 fire" + traits: + - "fire" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+37" + damage: + type: "slashing" + formula: "4d8+17" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+35" + damage: + type: "slashing" + formula: "4d10+15" + traits: + - "magical" + - " reach 25 feet" + action_cost: "One Action" + - + name: "wing" + to_hit: "+35" + damage: + type: "slashing" + formula: "3d8+15" + traits: + - "agile" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "wall of fire" + level: "8" + frequency: "at will" + - + name: "suggestion" + level: "4" + frequency: "at will" + - + name: "Young White Dragon" + type: "Creature" + level: "6" + 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." + speed: + land: "30 feet" + fly: "80 feet; ice climb 30 feet" + traits: + - "CE" + - "Large" + - "Cold" + - "Dragon" + perception: "13" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " snow vision" + skills: + Acrobatics: "+10" + Arcana: "+7" + Athletics: "+16" + Intimidation: "+12" + Stealth: "+14" + languages: + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "23," + saves: + will: "+11" + ref: "+14," + fort: "+16," + hp: "115;" + immunities: "cold, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " cold" + - " evocation" + action_cost: "Two Actions" + description: "The dragon breathes a cloud of frost that deals 7d6 cold damage in a 30-foot cone (DC 24 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon." + - + name: "Ground Slam" + traits: [] + action_cost: "One Action" + description: "The dragon slams into the ground. It can do this if it’s on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 24 Reflex save or fall prone and take 2d6 bludgeoning damage. The dragon can then Step." + - + name: "Ice Climb" + traits: [] + 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: "Shape Ice" + traits: + - "arcane" + - " transmutation" + - " water" + action_cost: "Two Actions" + description: "The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatics check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone." + automatic_abilities: + - + name: "Snow Vision" + traits: [] + description: " Snow doesn’t impair a white dragon’s vision; it ignores concealment from snowfall." + melee: + - + name: "jaws" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d8+9 plus 1d6 cold" + traits: + - "cold" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+17" + damage: + type: "slashing" + formula: "2d6+9" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+15" + damage: + type: "bludgeoning" + formula: "1d8+8" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Adult White Dragon" + type: "Creature" + level: "10" + 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." + speed: + land: "30 feet" + fly: "120 feet; ice climb 30 feet" + traits: + - "CE" + - "Large" + - "Cold" + - "Dragon" + perception: "20" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " snow vision" + skills: + Acrobatics: "+16" + Arcana: "+15" + Athletics: "+23" + Intimidation: "+19" + Stealth: "+18" + languages: + - "Common" + - "Draconic" + ability_mods: + str_mod: "+7" + dex_mod: "+2" + con_mod: "+5" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+1" + ac: "29," + saves: + will: "+17; +1 status to all saves vs. magic" + ref: "+19," + fort: "+22," + hp: "215;" + immunities: "cold, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " cold" + - " evocation" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one tail Strike in any order" + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon" + - + name: "Ground Slam" + traits: [] + 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: "Ice Climb" + traits: [] + 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: "Shape Ice" + traits: + - "arcane" + - " transmutation" + - " water" + 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." + automatic_abilities: + - + name: "Snow Vision" + traits: [] + description: " Snow doesn’t impair a white dragon’s vision; it ignores concealment from snowfall." + melee: + - + name: "jaws" + to_hit: "+23" + damage: + type: "piercing" + formula: "2d10+13 plus 2d6 cold" + traits: + - "cold" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+23" + damage: + type: "slashing" + formula: "2d8+13" + traits: + - "agile" + - " magical" + action_cost: "One Action" + - + name: "tail" + to_hit: "+22" + damage: + type: "bludgeoning" + formula: "2d6+11" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "obscuring mist" + level: "2" + frequency: "at will" + - + name: "Ancient White Dragon" + type: "Creature" + level: "15" + 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." + speed: + land: "40 feet" + fly: "160 feet; ice climb 40 feet" + traits: + - "Uncommon" + - "CE" + - "Huge" + - "Cold" + - "Dragon" + perception: "30" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " snow vision" + skills: + Acrobatics: "+24" + Arcana: "+23" + Athletics: "+31" + Intimidation: "+28" + Stealth: "+26" + languages: + - "Common" + - "Draconic" + - "Jotun" + ability_mods: + str_mod: "+8" + dex_mod: "+3" + con_mod: "+7" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+3" + ac: "36," + saves: + will: "+24; +1 status to all saves vs. magic" + ref: "+26," + fort: "+30," + hp: "330;" + immunities: "cold, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " cold" + - " evocation" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one tail Strike in any order" + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon" + - + name: "Ground Slam" + traits: [] + 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: "Ice Climb" + traits: [] + 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: "Shape Ice" + traits: + - "arcane" + - " transmutation" + - " water" + 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." + automatic_abilities: + - + name: "Snow Vision" + traits: [] + description: " Snow doesn’t impair a white dragon’s vision; it ignores concealment from snowfall." + melee: + - + name: "jaws" + to_hit: "+31" + damage: + type: "piercing" + formula: "3d12+16 plus 3d6 cold" + traits: + - "cold" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+31" + damage: + type: "slashing" + formula: "3d10+16" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+29" + damage: + type: "bludgeoning" + formula: "2d10+14" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "wall of ice" + level: "6" + - + name: "obscuring mist" + level: "2" + - + name: "Young Brass Dragon" + type: "Creature" + level: "7" + 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." + speed: + land: "40 feet" + burrow: "30 feet" + fly: "120 feet" + traits: + - "CG" + - "Large" + - "Dragon" + - "Fire" + perception: "15" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " tremorsense (imprecise) 30 feet" + skills: + Acrobatics: "+13" + Athletics: "+18" + Deception: "+15" + Diplomacy: "+15" + Society: "+14" + languages: + - "Common" + - "Draconic" + - "Gnomish" + - "Halfling" + - "Sylvan" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+3" + int_mod: "+1" + wis_mod: "+1" + cha_mod: "+2" + ac: "25," + saves: + will: "+14" + ref: "+15," + fort: "+16," + hp: "125;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " evocation" + - " fire" + action_cost: "Two Actions" + description: "The brass dragon breathes fire in a 60-foot line that deals 8d6 fire damage (DC 26 basic Reflex save). The dragon can’t use Breath Weapon again for 1d4 rounds." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one jaws Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges Breath Weapon." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+19" + damage: + type: "piercing" + formula: "2d6+8 plus 1d8 fire" + traits: + - "fire" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+19" + damage: + type: "slashing" + formula: "2d6+8" + traits: + - "agile" + action_cost: "One Action" + - + name: "wing" + to_hit: "+17" + damage: + type: "slashing" + formula: "1d8+7" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "speak with animals" + level: "2" + frequency: "constant" + - + name: "Adult Brass Dragon" + type: "Creature" + level: "11" + 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." + speed: + land: "50 feet" + burrow: "30 feet" + fly: "120 feet" + traits: + - "CG" + - "Large" + - "Dragon" + - "Fire" + perception: "21" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " tremorsense (imprecise) 30 feet" + skills: + Acrobatics: "+20" + Athletics: "+23" + Deception: "+20" + Diplomacy: "+20" + Society: "+19" + languages: + - "Auran" + - "Common" + - "Draconic" + - "Gnomish" + - "Halfling" + - "Sylvan" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+4" + cha_mod: "+3" + ac: "31," + saves: + will: "+21; +1 status to all saves vs. magic" + ref: "+20," + fort: "+22," + hp: "215;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " evocation" + - " fire" + 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: "Desert Wind" + traits: + - "air" + - " arcane" + - " concentrate" + - " evocation" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one jaws Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a strike, it recharges Breath Weapon." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+24" + damage: + type: "piercing" + formula: "2d10+12 plus 2d6 fire" + traits: + - "fire" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+24" + damage: + type: "slashing" + formula: "2d10+12" + traits: + - "agile" + - " magical" + action_cost: "One Action" + - + name: "wing" + to_hit: "+22" + damage: + type: "slashing" + formula: "1d12+10" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "speak with animals" + level: "2" + frequency: "constant" + - + name: "Ancient Brass Dragon" + type: "Creature" + level: "16" + 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." + speed: + land: "50 feet" + burrow: "40 feet" + fly: "150 feet" + traits: + - "Uncommon" + - "CG" + - "Huge" + - "Dragon" + - "Fire" + perception: "30" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " tremorsense (imprecise) 60 feet" + skills: + Acrobatics: "+27" + Athletics: "+31" + Deception: "+27" + Diplomacy: "+29" + Society: "+28" + languages: + - "Auran" + - "Common" + - "Draconic" + - "Gnomish" + - "Halfling" + - "Sphinx" + ability_mods: + str_mod: "+7" + dex_mod: "+5" + con_mod: "+6" + int_mod: "+4" + wis_mod: "+4" + cha_mod: "+5" + ac: "39," + saves: + will: "+30; +1 status to all saves vs. magic" + ref: "+29," + fort: "+30," + hp: "325;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " evocation" + - " fire" + action_cost: "Two Actions" + description: "; The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 basic Reflex save).
  • Sleep Gas (arcane, enchantment, incapacitation, sleep); The dragon breathes an 80-foot cone of sleep gas. Each creature within the cone must succeed at a DC 39 Fortitude save or fall unconscious for 1d6 rounds, or 1 minute on a critical failure.
  • " + - + name: "Desert Wind" + traits: + - "air" + - " arcane" + - " concentrate" + - " evocation" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one jaws Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a strike, it recharges Breath Weapon." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+32" + damage: + type: "piercing" + formula: "3d10+15 plus 3d6 fire and 2d6 persistent fire" + traits: + - "fire" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+32" + damage: + type: "slashing" + formula: "3d10+15" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "wing" + to_hit: "+30" + damage: + type: "slashing" + formula: "2d12+13" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "speak with animals" + level: "2" + frequency: "constant" + - + name: "Young Bronze Dragon" + type: "Creature" + level: "9" + 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." + speed: + land: "30 feet" + fly: "120 feet" + swim: "40 feet" + traits: + - "LG" + - "Large" + - "Amphibious" + - "Dragon" + - "Water" + perception: "18" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+16" + Arcana: "+20" + Athletics: "+18" + Diplomacy: "+18" + Intimidation: "+18" + Occultism: "+18" + Society: "+16" + Stealth: "+16" + languages: + - "Aquan" + - "Common" + - "Draconic" + - "Dwarven" + - "Elven" + ability_mods: + str_mod: "+5" + dex_mod: "+1" + con_mod: "+3" + int_mod: "+3" + wis_mod: "+3" + cha_mod: "+3" + ac: "28," + saves: + will: "+19; +1 status to all saves vs. magic" + ref: "+17," + fort: "+19," + hp: "170;" + immunities: "electricity, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " electricity" + - " evocation" + action_cost: "Two Actions" + description: "; The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 basic Reflex save).
  • Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
  • " + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon." + - + name: "Water Mastery" + traits: + - "arcane" + - " transmutation" + - " water" + description: "For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d8+11 plus 1d12 electricity" + traits: + - "electricity" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d8+11" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "1d8+9" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "speak with animals" + level: "2" + frequency: "constant" + - + name: "Adult Bronze Dragon" + type: "Creature" + level: "13" + 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." + speed: + land: "40 feet" + fly: "140 feet" + swim: "50 feet" + traits: + - "LG" + - "Huge" + - "Amphibious" + - "Dragon" + - "Water" + perception: "23" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+22" + Arcana: "+28" + Athletics: "+24" + Diplomacy: "+23" + Intimidation: "+23" + Occultism: "+24" + Stealth: "+22" + languages: + - "Aquan" + - "Common" + - "Draconic" + - "Dwarven" + - "Elven" + - "Gnomish" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+5" + wis_mod: "+4" + cha_mod: "+4" + ac: "34," + saves: + will: "+26; +1 status to all saves vs. magic" + ref: "+23," + fort: "+24," + hp: "260;" + immunities: "electricity, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " electricity" + - " evocation" + action_cost: "Two Actions" + description: "; The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 basic Reflex save).
  • Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
  • " + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon." + - + name: "Water Mastery" + traits: + - "arcane" + - " transmutation" + - " water" + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+28" + damage: + type: "piercing" + formula: "2d12+15 plus 1d12 electricity" + traits: + - "electricity" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+28" + damage: + type: "slashing" + formula: "2d10+15" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+26" + damage: + type: "bludgeoning" + formula: "1d10+13" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "obscuring mist" + level: "2" + frequency: "at will" + - + name: "speak with animals" + level: "2" + frequency: "constant" + - + name: "Ancient Bronze Dragon" + type: "Creature" + level: "18" + 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." + speed: + land: "60 feet" + fly: "200 feet" + swim: "60 feet" + traits: + - "Uncommon" + - "LG" + - "Gargantuan" + - "Amphibious" + - "Dragon" + - "Water" + perception: "32" + senses: + - " darkvision" + - " scent (imprecise) 100 feet" + skills: + Acrobatics: "+28" + Arcana: "+35" + Athletics: "+34" + Diplomacy: "+32" + Intimidation: "+32" + Occultism: "+33" + Society: "+33" + Stealth: "+28" + languages: + - "Aquan" + - "Common" + - "Draconic" + - "Dwarven" + - "Elven" + - "Gnomish" + ability_mods: + str_mod: "+8" + dex_mod: "+4" + con_mod: "+6" + int_mod: "+7" + wis_mod: "+6" + cha_mod: "+6" + ac: "43," + saves: + will: "+34; +1 status to all saves vs. magic" + ref: "+30," + fort: "+32," + hp: "360;" + immunities: "electricity, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " electricity" + - " evocation" + action_cost: "Two Actions" + description: "; The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 basic Reflex save).
  • Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
  • " + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon." + - + name: "Water Mastery" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+35" + damage: + type: "piercing" + formula: "3d12+16 plus 2d12 electricity" + traits: + - "electricity" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+35" + damage: + type: "slashing" + formula: "3d10+16" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+33" + damage: + type: "bludgeoning" + formula: "2d10+14" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "control water" + level: "5" + frequency: "at will" + - + name: "obscuring mist" + level: "2" + frequency: "at will" + - + name: "speak with animals" + level: "2" + frequency: "constant" + - + name: "Young Copper Dragon" + type: "Creature" + level: "8" + 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." + speed: + land: "30 feet" + fly: "120 feet; climb stone 30 feet" + traits: + - "CG" + - "Large" + - "Dragon" + - "Earth" + perception: "16" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+17" + Athletics: "+17" + Crafting: "+14" + Deception: "+15" + Performance: "+16" + Society: "+16" + Stealth: "+17" + languages: + - "Common" + - "Draconic" + - "Gnomish" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+2" + int_mod: "+2" + wis_mod: "+2" + cha_mod: "+3" + ac: "27," + saves: + will: "+16; +1 status to all saves vs. magic" + ref: "+17," + fort: "+16," + hp: "150;" + immunities: "acid, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "acid" + - " arcane" + - " evocation" + action_cost: "Two Actions" + description: "; The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 basic Fortitude save).
  • Slowing Gas (arcane, transmutation); The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude save or be slowed 1 for 1 round (or slowed 2 on a critical failure).
  • " + - + name: "Climb Stone" + traits: [] + description: "The dragon’s climb speed functions only when climbing stone surfaces." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges Breath Weapon." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d8+8 plus 1d8 acid" + traits: + - "acid" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d6+8" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "1d8+7" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Adult Copper Dragon" + type: "Creature" + level: "12" + 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." + speed: + land: "40 feet" + fly: "140 feet; climb stone 40 feet" + traits: + - "CG" + - "Large" + - "Dragon" + - "Earth" + perception: "23" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+21" + Athletics: "+24" + Crafting: "+22" + Deception: "+21" + Performance: "+23" + Society: "+22" + Stealth: "+21" + languages: + - "Common" + - "Draconic" + - "Elven" + - "Gnomish" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+4" + wis_mod: "+3" + cha_mod: "+5" + ac: "33," + saves: + will: "+22; +1 status to all saves vs. magic" + ref: "+22," + fort: "+23," + hp: "235;" + immunities: "acid, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "acid" + - " arcane" + - " evocation" + action_cost: "Two Actions" + description: "; The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 basic Fortitude save).
  • Slowing Gas (arcane, transmutation); The dragon breathes a 80-foot line of slowing gas. Each creature in the area must succeed at a DC 32 Fortitude save or be slowed 1 for 1 round (or slowed 2 on a critical failure).
  • " + - + name: "Climb Stone" + traits: [] + description: "The dragon's climb speed functions only when climbing stone surfaces" + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges Breath Weapon." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+26" + damage: + type: "piercing" + formula: "3d8+12 plus 2d8 acid" + traits: + - "acid" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+26" + damage: + type: "slashing" + formula: "3d8+12" + traits: + - "agile" + - " magical" + action_cost: "One Action" + - + name: "tail" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "2d8+10" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "hideous laughter" + level: "4" + frequency: "at will" + - + name: "shape stone" + level: "4" + frequency: "at will" + - + name: "Ancient Copper Dragon" + type: "Creature" + level: "17" + 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." + speed: + land: "50 feet" + fly: "200 feet; climb stone 50 feet" + traits: + - "Uncommon" + - "CG" + - "Huge" + - "Dragon" + - "Earth" + perception: "30" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+30" + Athletics: "+31" + Crafting: "+31" + Deception: "+29" + Performance: "+31" + Society: "+29" + Stealth: "+30" + languages: + - "Common" + - "Draconic" + - "Dwarven" + - "Elven" + - "Gnomish" + ability_mods: + str_mod: "+8" + dex_mod: "+5" + con_mod: "+5" + int_mod: "+6" + wis_mod: "+5" + cha_mod: "+6" + ac: "41," + saves: + will: "+32; +1 status to all saves vs. magic" + ref: "+32," + fort: "+30," + hp: "345;" + immunities: "acid, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "acid" + - " arcane" + - " evocation" + action_cost: "Two Actions" + description: "; The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 basic Fortitude save).
  • Slowing Gas (arcane, transmutation); The dragon breathes a 100-foot line of slowing gas. Each creature in the area must succeed at a DC 38 Fortitude save or be slowed 1 for 1 round (or slowed 2 on a critical failure).
  • " + - + name: "Climb Stone" + traits: [] + description: "The dragon's climb speed functions only when climbing stone surfaces." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the dragon scores a critical hit with a Strike, it recharges Breath Weapon." + - + name: "Mass Laughter" + traits: + - "arcane" + - " emotion" + - " enchantment" + - " mental" + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+33" + damage: + type: "piercing" + formula: "3d10+16 plus 3d8 acid" + traits: + - "acid" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+33" + damage: + type: "slashing" + formula: "3d10+16" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+31" + damage: + type: "bludgeoning" + formula: "2d10+14" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "hideous laughter" + level: "5" + frequency: "at will" + - + name: "wall of stone" + level: "5" + frequency: "at will" + - + name: "shape stone" + level: "4" + frequency: "at will" + - + name: "Young Gold Dragon" + type: "Creature" + level: "11" + 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." + speed: + land: "40 feet" + fly: "140 feet" + swim: "40 feet" + traits: + - "LG" + - "Large" + - "Dragon" + - "Fire" + perception: "21" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+17" + Arcana: "+18" + Athletics: "+23" + Diplomacy: "+23" + Medicine: "+21" + Religion: "+21" + Society: "+18" + languages: + - "Common" + - "Draconic" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+3" + wis_mod: "+4" + cha_mod: "+4" + ac: "32," + saves: + will: "+22; +1 status to all saves vs. magic" + ref: "+20," + fort: "+22," + hp: "230;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " evocation" + - " fire" + action_cost: "Two Actions" + description: "; The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic Reflex save).
  • Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude save or become enfeebled 1 for 1 minute (or enfeebled 2 on a critical failure).
  • " + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The gold dragon makes two claw Strikes and one horns Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the gold dragon scores a critical hit with a Strike, it recharges Breath Weapon." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+24" + damage: + type: "piercing" + formula: "2d10+12 plus 2d6 fire" + traits: + - "fire" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+24" + damage: + type: "slashing" + formula: "2d10+12" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+22" + damage: + type: "slashing" + formula: "2d10+10" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+22" + damage: + type: "piercing" + formula: "1d12+10" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "locate" + level: "3" + frequency: "gems only" + - + name: "Adult Gold Dragon" + type: "Creature" + level: "15" + 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." + speed: + land: "50 feet" + fly: "180 feet" + swim: "50 feet" + traits: + - "LG" + - "Huge" + - "Dragon" + - "Fire" + perception: "29" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+22" + Arcana: "+24" + Athletics: "+28" + Diplomacy: "+29" + Medicine: "+27" + Religion: "+29" + Society: "+26" + languages: + - "Common" + - "Draconic" + - "Dwarven" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+6" + int_mod: "+5" + wis_mod: "+6" + cha_mod: "+4" + ac: "38," + saves: + will: "+28; +1 status to all saves vs. magic" + ref: "+25," + fort: "+28," + hp: "330;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " evocation" + - "fire" + action_cost: "Two Actions" + description: "; The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic Reflex save).
  • Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude save or become enfeebled 2 for 1 round (or enfeebled 3 on a critical failure).
  • " + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The gold dragon makes two claw Strikes and one horns Strike in any order" + - + name: "Draconic Momentum" + traits: [] + description: "When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+30" + damage: + type: "piercing" + formula: "3d12+15 plus 3d6 fire" + traits: + - "fire" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+30" + damage: + type: "slashing" + formula: "3d10+15" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+28" + damage: + type: "slashing" + formula: "3d10+13" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+28" + damage: + type: "piercing" + formula: "2d12+13" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "sunburst" + level: "7" + - + name: "locate" + level: "3" + frequency: "gems only" + - + name: "Ancient Gold Dragon" + type: "Creature" + level: "20" + 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." + speed: + land: "60 feet" + fly: "200 feet" + swim: "60 feet" + traits: + - "Uncommon" + - "LG" + - "Gargantuan" + - "Dragon" + - "Fire" + perception: "36" + senses: + - " darkvision" + - " scent (imprecise) 80 feet" + skills: + Acrobatics: "+29" + Arcana: "+31" + Athletics: "+35" + Diplomacy: "+35" + Medicine: "+36" + Religion: "+36" + Society: "+35" + languages: + - "Common" + - "Draconic" + - "Dwarven" + - "Elven" + - "Gnomish" + - "Jotun" + - "Sylvan" + ability_mods: + str_mod: "+9" + dex_mod: "+5" + con_mod: "+8" + int_mod: "+7" + wis_mod: "+8" + cha_mod: "+5" + ac: "46," + saves: + will: "+39; +1 status to all saves vs. magic" + ref: "+34," + fort: "+37," + hp: "450;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - " evocation" + - " fire" + action_cost: "Two Actions" + description: "; The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic Reflex save).
  • Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude save or become enfeebled 3 for 1 minute (or enfeebled 4 on a critical failure).
  • " + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The gold dragon makes two claw Strikes and one horns Strike in any order" + - + name: "Draconic Momentum" + traits: [] + description: "When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+38" + damage: + type: "piercing" + formula: "4d12+17 plus 4d6 fire" + traits: + - "fire" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+38" + damage: + type: "slashing" + formula: "4d10+17" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+36" + damage: + type: "slashing" + formula: "4d10+15" + traits: + - "magical" + - " reach 25 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+36" + damage: + type: "piercing" + formula: "2d12+15" + traits: + - "agile" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "sunburst" + level: "10" + - + name: "locate" + level: "3" + frequency: "gems only" + - + name: "Young Silver Dragon" + type: "Creature" + level: "10" + 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." + speed: + land: "40 feet" + fly: "100 feet; cloud walk" + traits: + - "LG" + - "Large" + - "Cold" + - "Dragon" + perception: "20" + senses: + - " darkvision" + - " fog vision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+14" + Athletics: "+22" + Diplomacy: "+18" + Intimidation: "+20" + Medicine: "+20" + Religion: "+18" + Society: "+14" + languages: + - "Aquan" + - "Common" + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+3" + int_mod: "+2" + wis_mod: "+4" + cha_mod: "+4" + ac: "31," + saves: + will: "+21" + ref: "+17," + fort: "+20," + hp: "200;" + immunities: "cold, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " cold" + - " evocation" + action_cost: "Two Actions" + description: "; The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 basic Reflex save).
  • Paralyzing Gas (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude save or be slowed 1 for 1 round (or paralyzed for 1 round on a critical failure).
  • " + - + name: "Cloud Walk" + traits: [] + description: "The silver dragon can tread on clouds or fog as though on solid ground." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The silver dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon." + automatic_abilities: + - + name: "Fog Vision" + traits: [] + description: " The silver dragon ignores the concealed condition from fog and clouds." + melee: + - + name: "jaws" + to_hit: "+23" + damage: + type: "piercing" + formula: "2d10+12 plus 2d6 cold" + traits: + - "cold" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+23" + damage: + type: "slashing" + formula: "2d8+12" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "1d10+10" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Adult Silver Dragon" + type: "Creature" + level: "14" + 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." + speed: + land: "40 feet" + fly: "100 feet; cloud walk" + traits: + - "LG" + - "Huge" + - "Cold" + - "Dragon" + perception: "26" + senses: + - " darkvision" + - " fog vision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+21" + Athletics: "+27" + Diplomacy: "+25" + Intimidation: "+27" + Medicine: "+24" + Religion: "+24" + Society: "+20" + languages: + - "Aquan" + - "Common" + - "Draconic" + - "Dwarven" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+3" + wis_mod: "+4" + cha_mod: "+5" + ac: "37," + saves: + will: "+28; +1 status to all saves vs. magic" + ref: "+23," + fort: "+26," + hp: "295;" + immunities: "cold, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon " + traits: + - "arcane" + - "cold" + - "evocation" + action_cost: "Two Actions" + description: "; The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 basic Reflex save).
  • Paralyzing Gas (arcane, enchantment,incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 40-foot cone must succeed at a DC 35 Fortitude save or be slowed 2 for 1 round (or paralyzed for two rounds on a critical failure).
  • " + - + name: "Cloud Walk" + traits: [] + description: "The silver dragon can tread on clouds or fog as though on solid ground." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The silver dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon." + automatic_abilities: + - + name: "Fog Vision" + traits: [] + description: " The silver dragon ignores the concealed condition from fog and clouds." + melee: + - + name: "jaws" + to_hit: "+29" + damage: + type: "piercing" + formula: "3d10+13 plus 3d6 cold" + traits: + - "cold" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+29" + damage: + type: "slashing" + formula: "3d8+13" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "2d10+11" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Ancient Silver Dragon" + type: "Creature" + level: "19" + 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." + speed: + land: "60 feet" + fly: "180 feet; cloud walk" + traits: + - "Uncommon" + - "LG" + - "Gargantuan" + - "Cold" + - "Dragon" + perception: "32" + senses: + - " darkvision" + - " fog vision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+27" + Athletics: "+38" + Diplomacy: "+34" + Intimidation: "+37" + Medicine: "+33" + Religion: "+32" + Society: "+30" + languages: + - "Aquan" + - "Common" + - "Draconic" + - "Dwarven" + - "Sylvan" + ability_mods: + str_mod: "+9" + dex_mod: "+4" + con_mod: "+5" + int_mod: "+5" + wis_mod: "+5" + cha_mod: "+7" + ac: "45," + saves: + will: "+34; +1 status to all saves vs. magic" + ref: "+31," + fort: "+34," + hp: "410;" + immunities: "cold, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " cold" + - " evocation" + action_cost: "Two Actions" + description: "; The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 basic Reflex save).
  • Paralyzing Gas (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 50-foot cone must succeed at a DC 42 Fortitude save or be paralyzed for 1 round (or paralyzed for 3 rounds on a critical failure).
  • " + - + name: "Cloud Walk" + traits: [] + description: "The silver dragon can tread on clouds or fog as though on solid ground." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The silver dragon makes two claw Strikes and one tail Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon." + automatic_abilities: + - + name: "Fog Vision" + traits: [] + description: " The silver dragon ignores the concealed condition from fog and clouds." + melee: + - + name: "jaws" + to_hit: "+37" + damage: + type: "piercing" + formula: "4d10+17 plus 4d6 cold" + traits: + - "cold" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+37" + damage: + type: "slashing" + formula: "4d8+17" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+35" + damage: + type: "bludgeoning" + formula: "3d10+15" + traits: + - "magical" + - " reach 25 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Dragon Turtle" + type: "Creature" + level: "9" + description: "When sailors warn others of the terrible threats of the open sea, they seldom forget to mention dragon turtles—immense aquatic dragons with rocky shells similar to those of tortoises and flippers powerful enough to overturn hardy vessels. These fearsome creatures enjoy being considered as dangerous as storms or natural disasters by seafaring folk. Dragon turtles delight in amassing treasure, although most prefer to receive tribute from passing sailors and often store their hoards in the shipwrecks of vessels once crewed by those unwilling to surrender their valuables. Dragon turtles are solitary creatures and hunt in regions encompassing a hundred square miles or more. Although they normally eat large fish, they are omnivorous and also eat seaweed or even foolhardy dragon hunters. Experienced sailors keep a keen eye out for dragon turtles, preparing to flee should one approach or offer it treasure in exchange for safe passage." + speed: + land: "20 feet" + swim: "30 feet" + traits: + - "N" + - "Huge" + - "Amphibious" + - "Dragon" + perception: "18" + senses: + - " darkvision" + skills: + Athletics: "+21" + Diplomacy: "+16" + Intimidation: "+18" + Stealth: "+13" + Survival: "+17" + languages: + - "Aquan" + - "Common" + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+0" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+1" + ac: "29," + saves: + will: "+16" + ref: "+15," + fort: "+19," + hp: "140;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "air" + - " fire" + - " primal" + action_cost: "Two Actions" + description: "The dragon turtle breathes a massive blast of steam that deals 10d6 fire damage to creatures within a 50-foot cone (DC 27 basic Reflex save). This steam blast affects creatures within the water, as well as outside. The dragon turtle can’t use its Breath Weapon again for 1d4 rounds or until it takes a critical hit (whichever comes first)." + - + name: "Capsize" + traits: + - "attack" + - " move" + action_cost: "One Action" + description: "The dragon turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The dragon turtle must succeed at an Athletics check with a DC of 30 or the pilot’s Sailing Lore DC, whichever is higher." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon turtle makes two Claw Strikes and one Jaws Strike in any order." + automatic_abilities: [] + melee: + - + name: "Jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d12+9" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "Claw" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d8+9" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Drakauthix" + type: "Creature" + level: "9" + description: "The drakauthix is a massive fungus that floats through the heights of the largest Darklands caverns, propelled by bladders that spray air and spores. A voracious but slow-moving hunter, the drakauthix prefers to ambush meaty creatures from above, using its hooked appendages to pull its victims upward to feed. The drakauthix’s digestive process is entirely external—it clings to victims, and its spore-laden surface slowly feeds on and grows through the flesh before the spore-infested carcass is discarded. As the infested body strikes the ground below, it bursts and releases a cloud of spores, unleashing a host of young called sporelings that immediately scuttle up the cavern walls to cling to its ceiling and grow." + speed: + fly: "20 feet" + traits: + - "N" + - "Huge" + - "Fungus" + perception: "17" + senses: + - " darkvision" + - " sporesight (imprecise) 60 feet" + skills: + Acrobatics: "+15" + Athletics: "+20" + Stealth: "+17" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+2" + con_mod: "+6" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "25," + saves: + will: "+15" + ref: "+13," + fort: "+21," + hp: "190;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Reel In" + traits: [] + action_cost: "One Action" + description: "15 feet closer to itself." + - + name: "Spore Tendrils" + traits: [] + action_cost: "One Action" + description: "by the drakauthix takes a –4 circumstance penalty to this save." + - + name: "Whirlwind of Hooks" + traits: [] + action_cost: "Two Actions" + description: "The drakauthix whirls, whipping creatures around it. The drakauthix makes a tentacle Strike against every creature within its reach." + automatic_abilities: + - + name: "Sporesight" + traits: [] + description: " The drakauthix exudes a cloud of spores that it uses to see. This is an imprecise sense that functions only in areas without strong wind currents. Sporesight does not function underwater." + melee: + - + name: "Tentacle" + to_hit: "+20" + damage: + type: "piercing" + formula: "3d8+9 plus Improved Grab" + traits: + - "reach 30 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "River Drake" + type: "Creature" + level: "3" + description: "Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river sh, they are actually distant relatives of the black dragon. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water’s surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger." + speed: + land: "20 feet" + fly: "50 feet" + swim: "30 feet" + traits: + - "NE" + - "Medium" + - "Amphibious" + - "Dragon" + - "Water" + perception: "9" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+11" + Athletics: "+10" + Intimidation: "+6" + Stealth: "+9" + Survival: "+7" + languages: + - "Draconic" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "-1" + ac: "19," + saves: + will: "+7" + ref: "+9," + fort: "+11," + hp: "45;" + immunities: "paralyzed, unconscious" + resistances: "acid 10" + proactive_abilities: + - + name: "Caustic Mucus" + traits: + - "acid" + - " arcane" + - " evocation" + action_cost: "Two Actions" + description: "The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take 4d6 acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6 persistent acid damage and take a –5-foot status penalty to their Speed. This Speed reduction ends with the persistent acid damage. The river drake can’t use Caustic Mucus again for 1d6 rounds." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The river drake makes one Fangs Strike and two Tail Strikes in any order." + - + name: "Speed Surge" + traits: + - "move" + action_cost: "One Action" + description: "The river drake moves up to twice its Speed. It can do this three times per day" + automatic_abilities: [] + melee: + - + name: "Fangs" + to_hit: "+12" + damage: + type: "piercing" + formula: "2d8+3" + traits: [] + action_cost: "One Action" + - + name: "Tail" + to_hit: "+12" + damage: + type: "bludgeoning" + formula: "2d6+3" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Flame Drake" + type: "Creature" + level: "5" + description: "The distant kin of red dragons, flame drakes thankfully lack the intelligence and ambition of their larger cousins, but are no less territorial or violent. Flame drakes dwell near volcanoes and magma, but it’s not unheard of for one to drift into nearby areas like forests or wooded hills. Their scales are usually some shade of red, occasionally fading to smoky blacks and grays along the edges of their wings and the tips of their tails." + speed: + land: "20 feet" + fly: "50 feet" + traits: + - "CE" + - "Large" + - "Dragon" + - "Fire" + perception: "12" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + - " smoke vision" + skills: + Acrobatics: "+10" + Athletics: "+12" + Stealth: "+9" + Survival: "+10" + languages: + - "Draconic" + ability_mods: + str_mod: "+5" + dex_mod: "+1" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+3" + cha_mod: "+0" + ac: "22," + saves: + will: "+10" + ref: "+10," + fort: "+12," + hp: "75;" + immunities: "fire, paralyzed, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The flame drake makes two Fangs Strikes and one Tail Strike in any order." + - + name: "Fireball Breath" + traits: + - "arcane" + - " evocation" + - " fire" + action_cost: "Two Actions" + description: "The flame drake expels a ball of flame to a range of 180 feet that explodes in a 20-foot burst. Creatures in the burst take 6d6 fire damage (DC 22 basic Reflex save). The flame drake can’t use Fireball Breath again for 1d6 rounds." + - + name: "Speed Surge" + traits: + - "move" + action_cost: "One Action" + description: "The fire drake moves up to twice its Speed. It can do this three times per day." + automatic_abilities: + - + name: "Smoke Vision" + traits: [] + description: " Smoke doesn’t impair a flame drake’s vision; it ignores concealment from smoke." + melee: + - + name: "Fangs" + to_hit: "+14" + damage: + type: "piercing" + formula: "2d8+5 plus 1d6 fire" + traits: [] + action_cost: "One Action" + - + name: "Tail" + to_hit: "+14" + damage: + type: "bludgeoning" + formula: "2d6+5" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Jungle Drake" + type: "Creature" + level: "6" + description: "Believed to be related to green dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please." + speed: + land: "20 feet" + fly: "50 feet; woodland stride" + traits: + - "NE" + - "Large" + - "Dragon" + - "Earth" + perception: "13" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+15" + Athletics: "+13" + Stealth: "+13" + Survival: "+11" + languages: + - "Draconic" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+4" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+1" + ac: "23," + saves: + will: "+11" + ref: "+13," + fort: "+17," + hp: "90;" + immunities: "disease, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The jungle drake makes one Fangs Strike and two Stinger Strikes in any order." + - + name: "Jungle Drake Venom" + traits: + - "poison" + description: "Saving Throw Fortitude DC 24; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round)" + - + name: "Predatory Grab" + traits: [] + description: "As Grab, but the jungle drake’s Grab does not end if it moves away. Instead, it carries the grabbed creature with it. A jungle drake can’t Fly while grabbing a creature unless that creature can also Fly." + - + name: "Speed Surge" + traits: + - "move" + action_cost: "One Action" + description: "The jungle drake moves up to twice its Speed. It can do this three times per day." + - + name: "Spit Venom" + traits: + - "poison" + action_cost: "Two Actions" + description: "A jungle drake can spit a sticky glob of its venom to a range of 50 feet that explodes in a 10-foot burst. Those in the burst must succeed at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake can’t use Spit Venom again for 1d6 rounds." + - + name: "Woodland Stride" + traits: [] + description: "from non-magical foliage." + automatic_abilities: [] + melee: + - + name: "Fangs" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d10+7 plus predatory grab" + traits: [] + action_cost: "One Action" + - + name: "Stinger" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d6+7 plus Jungle Drake Venom" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Wyvern" + type: "Creature" + level: "6" + description: "A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern’s resilient body allows it to crash talons-first into large prey without serious risk to itself. A wyvern uses its momentum to stun its target before injecting it with searing venom or carrying it over the side of a nearby cliff. Because a wyvern lacks the strength to haul its prey all the way to its nest intact, it is far more likely to lift and drop its victim over a gully or canyon and let gravity do its work before it descends to pick apart the carcass." + speed: + land: "20 feet" + fly: "60 feet" + traits: + - "NE" + - "Large" + - "Dragon" + perception: "13" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+14" + Athletics: "+15" + Stealth: "+12" + languages: + - "Draconic" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+3" + cha_mod: "+0" + ac: "24," + saves: + will: "+13" + ref: "+12," + fort: "+16," + hp: "95;" + immunities: "paralyzed, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Powerful Dive" + traits: + - "move" + action_cost: "Two Actions" + description: "The wyvern Flies up to its fly Speed and must both move forward at least 20 feet and descend at least 10 feet. If it ends the movement within melee reach of at least one enemy its size or smaller, it can make a claw Strike against that enemy. If the claw hits, as a free action the wyvern can either automatically Grab the target or knock it prone." + - + name: "Punishing Momentum" + traits: [] + action_cost: "One Action" + description: "The wyvern can Fly at half Speed while holding the creature in its claws, carrying that creature along with it and dropping it at the end of its movement. Alternatively, the wyvern can Strike the creature with its stinger with a +2 circumstance bonus." + - + name: "Wyvern Poison" + traits: + - "poison" + description: "Saving Throw Fortitude DC 22; Maximum Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round)" + automatic_abilities: [] + melee: + - + name: "Fangs" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d12+5" + traits: [] + action_cost: "One Action" + - + name: "Claw" + to_hit: "+17" + damage: + type: "slashing" + formula: "2d8+5 plus Grab" + traits: [] + action_cost: "One Action" + - + name: "Stinger" + to_hit: "+15" + damage: + type: "piercing" + formula: "2d6+5 plus wyvern venom" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Frost Drake" + type: "Creature" + level: "7" + description: "Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, small bears, and tundra-dwelling people. Related as they are to white dragons, these drakes share many habits and facets of their disposition with their draconic cousins. Indeed, just as white dragons are among the most bestial and craven of dragonkind, frost drakes are among the most depraved and openly malicious of the drakes. They are also especially insolent, and are less likely to back down from a flight compared to other drakes. Many frost drakes have met their ends trying to enact cruelties beyond their means, such as singly taking on an entire castle or well-fortified township. Although a frost drake can wreak much destruction on its own, tales of village-dwelling northerners banding together to defend their homes from these rogue menaces are fairly common." + speed: + land: " ice climb 20 feet" + burrow: "20 feet (snow only)" + fly: "50 feet" + traits: + - "CE" + - "Large" + - "Cold" + - "Dragon" + perception: "14" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + - " snow vision" + skills: + Acrobatics: "+15" + Athletics: "+17" + Intimidation: "+14" + Stealth: "+15" + languages: + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-1" + wis_mod: "+3" + cha_mod: "+1" + ac: "25," + saves: + will: "+14" + ref: "+15," + fort: "+17," + hp: "115;" + immunities: "old, paralyzed, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The frost drake makes two Fangs Strikes and one Tail Strike in any order." + - + name: "Freezing Mist Breath" + traits: + - "arcane" + - " cold" + - " evocation" + action_cost: "Two Actions" + description: "The frost drake spits a ball of liquid up to 60 feet that explodes into a 20-foot burst cloud of freezing mist. Those in the burst take 8d6 cold damage (DC 25 basic Reflex save). The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds. It can’t use Freezing Mist Breath again for 1d6 rounds." + - + name: "Ice Climb" + traits: [] + description: "from ice and snow and doesn’t risk falling when crossing ice." + - + name: "Speed Surge" + traits: + - "move" + action_cost: "One Action" + description: "The frost drake moves up to twice its Speed. It can do this three times per day." + automatic_abilities: + - + name: "Snow Vision" + traits: [] + description: " Snow doesn’t impair a frost drake’s vision; it ignores concealment from\nsnowfall." + melee: + - + name: "Fangs" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d12+8 plus 1d6 cold" + traits: [] + action_cost: "One Action" + - + name: "Tail" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d10+8" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Desert Drake" + type: "Creature" + level: "8" + description: "Distant cousins of blue dragons that lack their relatives’ magical talents and intelligence, these desert-dwelling drakes are nonetheless dangerous ambush predators, preying upon isolated desert travelers and outposts for food and supplies. They retain their true-blooded forebears’ resistance to electricity and affinity for sandy environs. Desert drakes’ scales range in coloration from rust-brown to light tan and ocher shades, mimicking the colors of the dunes they call home." + speed: + land: "20 feet; burrow 20 feet (sand only)" + fly: "50 feet" + traits: + - "NE" + - "Large" + - "Dragon" + - "Earth" + perception: "15" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+17" + Athletics: "+18" + Intimidation: "+13" + Stealth: "+15" + Survival: "+15" + languages: + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+5" + int_mod: "-1" + wis_mod: "+3" + cha_mod: "+1" + ac: "27," + saves: + will: "+13" + ref: "+15," + fort: "+17," + hp: "135;" + immunities: "paralyzed, unconscious" + resistances: "electricity 16" + proactive_abilities: + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The desert drake makes two Fangs Strikes and one Tail Strike in any order." + - + name: "Sandstorm Breath" + traits: + - "arcane" + - " electricity" + - " evocation" + action_cost: "Two Actions" + description: "The desert drake spits a ball of electrically charged sand to a range of 60 feet that explodes into a cloud with a 15-foot-radius burst. Creatures in the area take 9d6 electricity damage (DC 27 basic Reflex save). The cloud remains for 1d4 rounds, granting concealment to everything within. The desert drake can’t use Sandstorm Breath again for 1d6 rounds." + - + name: "Speed Surge" + traits: + - "move" + action_cost: "One Action" + description: "The desert drake moves up to twice its Speed. It can do this three times per day." + - + name: "Surprise Attacker" + traits: [] + description: "to the desert drake." + automatic_abilities: [] + melee: + - + name: "Fangs" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d12+8 plus 1d6 electricity" + traits: [] + action_cost: "One Action" + - + name: "Tail" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "2d10+8 plus Push 5 feet" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Drow Fighter" + type: "Creature" + level: "1" + description: "Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies." + speed: + land: "30 feet" + traits: + - "CE" + - "Medium" + - "Drow" + - "Elf" + - "Humanoid" + perception: "6" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Athletics: "+5" + Intimidation: "+3" + Stealth: "+7" + languages: + - "Elven" + - "Undercommon" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+0" + ac: "18," + saves: + will: "+4; +1 status to all saves vs. magic, +2 status to all saves vs. mental" + ref: "+9," + fort: "+7," + hp: "18;" + immunities: "sleep" + resistances: "None" + proactive_abilities: + - + name: "Quick Draw" + traits: [] + action_cost: "One Action" + description: "action, then Strikes with that weapon." + - + name: "Skewer" + traits: [] + action_cost: "Two Actions" + description: "." + automatic_abilities: + - + name: "Light Blindness" + traits: [] + description: "
    Items hand crossbow (10 bolts), leather armor, lethargy poison (2 doses), rapier" + melee: + - + name: "Rapier" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+2" + traits: + - "deadly 1d8" + - " disarm" + - " finesse" + action_cost: "One Action" + - + name: "Main-gauche" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4+2" + traits: + - "agile" + - " disarm" + - " finesse" + - " parry" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "Hand Crossbow" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+1 plus lethargy poison" + traits: + - "range increment 60 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "darkness" + level: "2" + frequency: "at will" + - + name: "faerie fire" + level: "2" + frequency: "at will" + - + name: "Drow Rogue" + type: "Creature" + level: "2" + description: "Loners at heart, drow rogues trust no one—least of all fellow slayers. Thees drow rely on awareness and adaptation to survive the cutthroat nature of their society." + speed: + land: "30 feet" + traits: + - "CE" + - "Medium" + - "Drow" + - "Elf" + - "Humanoid" + perception: "6" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Deception: "+7" + Society: "+4" + Stealth: "+10" + Thievery: "+8" + languages: + - "Elven" + - "Undercommon" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+0" + cha_mod: "+1" + ac: "19," + saves: + will: "+6; +1 status to all saves vs. magic, +2 status to all saves vs. mental" + ref: "+10," + fort: "+6," + hp: "26;" + immunities: "sleep" + resistances: "None" + proactive_abilities: + - + name: "Quick Draw" + traits: [] + action_cost: "One Action" + description: "action, then Strikes with that weapon." + - + name: "Sneak Attack" + traits: [] + description: "creatures." + automatic_abilities: + - + name: "Light Blindness" + traits: [] + description: "
    Items hand crossbow (10 bolts), lethargy poison (2 doses), shortsword, studded leather armor" + melee: + - + name: "Shortsword" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + - + name: "Hand Crossbow" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6 plus lethargy poison" + traits: + - "range increment 60 feet" + - " reload 1" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "darkness" + level: "2" + frequency: "at will" + - + name: "faerie fire" + level: "2" + frequency: "at will" + - + name: "Drow Priestess" + type: "Creature" + level: "3" + description: "Many drow priestesses venerate demon lords and other foul divinities." + speed: + land: "30 feet" + traits: + - "CE" + - "Medium" + - "Drow" + - "Elf" + - "Humanoid" + perception: "9" + senses: + - " darkvision" + skills: + Deception: "+8" + Intimidation: "+8" + Religion: "+9" + Society: "+5" + Stealth: "+7" + languages: + - "Abyssal" + - "Elven" + - "Undercommon" + ability_mods: + str_mod: "+1" + dex_mod: "+2" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+4" + cha_mod: "+1" + ac: "20 (22 with shield raised)," + saves: + will: "+11; +1 status to all saves vs. magic, +2 status to all saves vs. mental" + ref: "+7," + fort: "+8," + hp: "39;" + immunities: "sleep" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Light Blindness" + traits: [] + description: "
    Items chain mail, hand crossbow (10 bolts), lethargy poison (4 doses), rapier, religious symbol, steel shield (Hardness 5, HP 20, BT 10)" + melee: + - + name: "Rapier" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+2" + traits: + - "deadly 1d8" + - " disarm" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "Hand Crossbow" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6 plus lethargy poison" + traits: + - "range increment 60 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "darkness" + level: "4" + - + name: "dispel magic" + level: "3" + frequency: "x3" + - + name: "levitate" + level: "3" + frequency: "x3" + - + name: "darkness" + level: "2" + frequency: "at will" + - + name: "faerie fire" + level: "2" + frequency: "at will" + - + name: "command" + level: "1" + frequency: "at will" + - + name: "Duergar Sharpshooter" + type: "Creature" + level: "0" + description: "Duergar sharpshooters serve both as ranged support for slaver parties and as snipers posted on towers overlooking quarries and other areas where enslaved workers toil away the hours. Duergar sharpshooters also specialize in nonlethal methods of ranged combat—tactics they are often called upon to use when quelling slave riots or capturing escaped slaves." + speed: + land: "20 feet" + traits: + - "LE" + - "Medium" + - "Duergar" + - "Dwarf" + - "Humanoid" + perception: "4" + senses: + - " darkvision" + skills: + Athletics: "+3" + Stealth: "+5" + languages: + - "Common" + - "Dwarven" + - "Undercommon" + ability_mods: + str_mod: "+1" + dex_mod: "+3" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "-2" + ac: "17," + saves: + will: "+4; +2 status to saves vs. magic" + ref: "+7," + fort: "+7," + hp: "16" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Bola Bolt" + traits: [] + description: ". This check can be attempted either by the target or a creature adjacent to the target." + automatic_abilities: [] + melee: + - + name: "Light Mace" + to_hit: "+5" + damage: + type: "bludgeoning" + formula: "1d4+1" + traits: + - "agile" + - " finesse" + - " shove" + action_cost: "One Action" + - + name: "Crossbow" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d8 or bola bolt" + traits: + - "range increment 120 feet" + - " reload 1" + action_cost: "One Action" + ranged: [] + spell_dc: "12" + innate_spells: [] + - + name: "Duergar Bombardier" + type: "Creature" + level: "1" + description: "Alchemy intrigues many duergars, and their cruel traditions often motivate them to experiment on slaves. Eager to inflict pain and justify the abuse as a method of expanding knowledge, duergar bombardiers often accompany slaver bands so they can have the first chance to select their next test subjects from captured victims. To duergar bombardiers, the lob of each bomb represents a new opportunity to observe how their targets react and record the results to enhance future modifications to their alchemical concoctions." + speed: + land: "20 feet" + traits: + - "LE" + - "Medium" + - "Duergar" + - "Dwarf" + - "Humanoid" + perception: "4" + senses: + - " darkvision" + skills: + Acrobatics: "+6" + Crafting: "+6" + Occultism: "+6" + Stealth: "+6" + Survival: "+4" + languages: + - "Common" + - "Dwarven" + - "Undercommon" + ability_mods: + str_mod: "+1" + dex_mod: "+3" + con_mod: "+2" + int_mod: "+3" + wis_mod: "+1" + cha_mod: "-1" + ac: "18," + saves: + will: "+4; +2 status to all saves vs. magic" + ref: "+8," + fort: "+7," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Alchemical Formulas" + traits: + - "1st" + description: " lesser acid flask, lesser alchemist fire, lesser tanglefoot bag" + - + name: "Far Lobber" + traits: [] + description: "The duergar bombardier has a range increment of 30 feet with their bombs instead of 20 feet." + - + name: "Quick Alchemy" + traits: + - "see Alchemical Formulas" + action_cost: "One Action" + description: ". This item has the infused trait, but it remains potent only until the start of the duergar bombardier’s next turn." + - + name: "Quick Bomber" + traits: [] + action_cost: "One Action" + description: "The duergar can use Interact to draw a bomb, then Strike with it." + automatic_abilities: + - + name: "Infused Items" + traits: [] + description: " A duergar bombardier’s items listed as infused last for 24 hours, or until the next time they make their daily preparations.
    Items alchemist's tools, infused lesser acid flask (2), infused lesser alchemist's fire (2), studded leather armor, warhammer, infused reagents (2)" + melee: + - + name: "Warhammer" + to_hit: "+4" + damage: + type: "bludgeoning" + formula: "1d8+1" + traits: + - "shove" + action_cost: "One Action" + ranged: + - + name: "Bomb" + to_hit: "+8" + traits: + - "range increment 30 feet" + - " splash" + action_cost: "One Action" + spell_dc: "17" + innate_spells: [] + - + name: "Duergar Taskmaster" + type: "Creature" + level: "2" + description: "Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as duergar taskmasters, these leaders often issue commands to duergar subordinates and slaves in the same breath, treating the two almost as if they were interchangeable. As a result, duergar taskmasters are loathed by both slave and slaver alike." + speed: + land: "20 feet" + traits: + - "LE" + - "Medium" + - "Duergar" + - "Dwarf" + - "Humanoid" + perception: "8" + senses: + - " darkvision" + skills: + Athletics: "+7" + Deception: "+7" + Intimidation: "+7" + Occultism: "+5" + Religion: "+6" + Survival: "+6" + languages: + - "Common" + - "Dwarven" + - "Undercommon" + ability_mods: + str_mod: "+2" + dex_mod: "+0" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+3" + ac: "18," + saves: + will: "+8; +2 status to all saves vs. magic, iron mind" + ref: "+4," + fort: "+8," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Take Them Down!" + traits: [] + action_cost: "One Action" + description: "that are within 20 feet of the duergar taskmaster gain a +1 status bonus to attack rolls and damage rolls until the end of the duergar taskmaster’s next turn." + automatic_abilities: [] + melee: + - + name: "Maul" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d12+2" + traits: + - "shove" + action_cost: "One Action" + ranged: [] + spell_dc: "18" + innate_spells: [] + - + name: "Dullahan" + type: "Creature" + level: "7" + description: "Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue living. When closing in for the kill, the dullahan first whispers its victim’s name, then swiftly collects its prize, casting a pall of dread upon all who witness the grim execution." + speed: + land: "20 feet" + traits: + - "Uncommon" + - "LE" + - "Medium" + - "Undead" + perception: "14" + senses: + - " lifesense 60 feet" + skills: + Athletics: "+15" + Intimidation: "+17" + Stealth: "+13" + Survival: "+15" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+2" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+4" + ac: "28," + saves: + will: "+17" + ref: "+15," + fort: "+13," + hp: "95 (fast healing 5);" + immunities: "fear, death effects, disease, poison, paralyzed, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Head Hunter" + traits: [] + description: ". If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target. These effects remain only while the dullahan holds the weapon." + - + name: "Reap" + traits: [] + action_cost: "Two Actions" + description: "The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan’s frightful presence must attempt a new save, even if they are temporarily immune." + - + name: "Summon Steed" + traits: [] + action_cost: "Two Actions" + description: "with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed." + automatic_abilities: [] + melee: + - + name: "keen longsword" + to_hit: "+18" + damage: + type: "slashing" + formula: "1d8+10" + traits: + - "magical" + - " versatile P" + action_cost: "One Action" + - + name: "keen returning hatchet" + to_hit: "+17" + damage: + type: "slashing" + formula: "1d6+10" + traits: + - "agile" + - " sweep" + action_cost: "One Action" + - + name: "fist" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "1d4+10" + traits: + - "agile" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "keen returning hatchet" + to_hit: "+14" + damage: + type: "slashing" + formula: "2d8+10" + traits: + - "agile" + - " thrown 10 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Eagle" + type: "Creature" + level: "-1" + description: "These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees or steep cliffs that provide a commanding view of the surrounding area. They avoid nesting too near civilization, but some remote cultures train eagles as hunting companions." + speed: + land: "10 feet" + fly: "60 feet" + traits: + - "N" + - "Small" + - "Animal" + perception: "6" + senses: + - " low-light vision" + skills: + Acrobatics: "+6" + languages: "" + ability_mods: + str_mod: "+0" + dex_mod: "+3" + con_mod: "+1" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "+1" + ac: "16," + saves: + will: "+2" + ref: "+6," + fort: "+4," + hp: "6" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Eagle Dive" + traits: [] + action_cost: "Two Actions" + description: "The eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+6" + damage: + type: "piercing" + formula: "1d6" + traits: + - "finesse" + action_cost: "One Action" + - + name: "talon" + to_hit: "+6" + damage: + type: "slashing" + formula: "1d4" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Giant Eagle" + type: "Creature" + level: "3" + description: "No mere animals, giant eagles have a keen intellect and a strong sense of honor. As guardians of their mountain homes, giant eagles attempt to prevent the encroachment of civilization upon wild land and the predations of wicked humanoid settlements. Unlike ordinary eagles, which tend to be solitary creatures, giant eagles congregate within aeries holding up to a dozen members and work together to protect their domains." + speed: + land: "10 feet" + fly: "60 feet" + traits: + - "NG" + - "Large" + - "Beast" + perception: "11" + senses: + - " low-light vision" + skills: + Nature: " " + Acrobatics: "+11" + Athletics: "+8" + languages: + - "Auran" + - "Sylvan" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+2" + ac: "19," + saves: + will: "+9" + ref: "+11," + fort: "+6," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Eagle Dive" + traits: [] + action_cost: "Two Actions" + description: "The giant eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike." + - + name: "Snatch" + traits: [] + description: "A giant eagle can Fly at half Speed while it has a creature grabbed or restrained in its talons, carrying that creature along with it." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+12" + damage: + type: "piercing" + formula: "2d8+5" + traits: [] + action_cost: "One Action" + - + name: "talon" + to_hit: "+12" + damage: + type: "slashing" + formula: "1d10+5 plus Grab" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Electric Eel" + type: "Creature" + level: "1" + description: "Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be dangerous to larger creatures searching for their next meals." + speed: + land: "5 feet" + swim: "30 feet" + traits: + - "N" + - "Small" + - "Animal" + - "Aquatic" + perception: "4" + senses: + - " low-light vision" + skills: + Athletics: "+6" + Stealth: "+7" + languages: "" + ability_mods: + str_mod: "+1" + dex_mod: "+2" + con_mod: "+2" + int_mod: "-5" + wis_mod: "+1" + cha_mod: "-1" + ac: "16," + saves: + will: "+4" + ref: "+7," + fort: "+7," + hp: "18;" + immunities: "None" + resistances: "electricity 7" + proactive_abilities: + - + name: "Stunning Shock" + traits: + - "incapacitation" + description: "A creature critically hit by the electric eel’s tail must attempt a DC 17 Fortitude save.
    Critical Success The creature is unaffected.
    Success The creature is stunned 1.
    Failure The creature is stunned 2.
    Critical Failure The creature is stunned 3." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+6" + damage: + type: "piercing" + formula: "1d6+3" + traits: [] + action_cost: "One Action" + - + name: "tail" + to_hit: "+6" + damage: + type: "bludgeoning" + formula: "1d4+1 plus 1d4 electricity and stunning shock" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Giant Moray Eel" + type: "Creature" + level: "5" + description: "Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make them dangerous to divers and fishermen. Giant moray eels have rubbery hides that secrete a layer of mucus, making them difficult to harm with some weapons." + speed: + land: "10 feet" + swim: "40 feet" + traits: + - "N" + - "Large" + - "Animal" + - "Aquatic" + perception: "11" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+9" + Athletics: "+13" + Stealth: "+13" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "21," + saves: + will: "+9" + ref: "+13," + fort: "+14," + hp: "65;" + immunities: "None" + resistances: "bludgeoning 5, piercing 5" + proactive_abilities: + - + name: "Pharyngeal Jaws" + traits: [] + action_cost: "Two Actions" + description: "The giant moray eel uses its second set of jaws to pull the prey into its gullet. The eel deals 1d6+4 piercing damage to the grabbed creature and gains a +2 circumstance bonus to its Swallow Whole attempts and to the DC for the creature to Escape. This effect ends if the target Escapes or the giant moray eel Swallows it Whole." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Small, 1d6+6 bludgeoning, Rupture 12" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+15" + damage: + type: "piercing" + formula: "2d6+8 plus Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Elananx" + type: "Creature" + level: "6" + description: "These strange, fey felines resemble large, broad bobcats from a distance, but a closer view reveals something amiss. Their forms ripple and billow with heat, and their eyes glow from within as if they contain tiny, flickering flames. The pungent scent of rotting leaves smoldering in a bonfire clings to their fur. Yet those who have the chance to watch elananxes hunt or attack prey witness the greatest indication that these creatures are something more than mere predators, for they act with cruel and savvy instincts, reveling in the pain they infiict." + speed: + land: "30 feet" + traits: + - "NE" + - "Medium" + - "Fey" + - "Fire" + perception: "14" + senses: + - " darkvision" + skills: + Acrobatics: "+14" + Athletics: "+14" + Survival: "+14" + languages: + - "Sylvan" + ability_mods: + str_mod: "+4" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-3" + wis_mod: "+2" + cha_mod: "-2" + ac: "24," + saves: + will: "+12" + ref: "+16," + fort: "+12," + hp: "95;" + immunities: "fire" + resistances: "None" + proactive_abilities: + - + name: "Pack Attack" + traits: [] + description: "The elananx’s Strikes deal an extra 1d6 damage to creatures within the reach of at least two of its allies." + - + name: "Pounce" + traits: [] + action_cost: "One Action" + description: "The elananx Strides and makes a Strike at the end of that movement. If the elananx began this action hidden, it remains hidden until after the attack." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+16" + damage: + type: "piercing" + formula: "2d6+8 and 1d6 fire" + traits: + - "magical" + action_cost: "One Action" + - + name: "claw" + to_hit: "+16" + damage: + type: "slashing" + formula: "2d6+8" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Zephyr Hawk" + type: "Creature" + level: "3" + description: "Zephyr hawks drift among the currents of the Plane of Air in great flocks." + speed: + fly: "50 feet" + traits: + - "N" + - "Small" + - "Air" + - "Elemental" + perception: "7" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+13" + Stealth: "+11" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "-4" + wis_mod: "+0" + cha_mod: "+0" + ac: "21," + saves: + will: "+7" + ref: "+13," + fort: "+6," + hp: "36;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Circling Attack" + traits: [] + action_cost: "Two Actions" + description: "The zephyr hawk Flies up to half its Speed, makes two wing Strikes, then Flies up to half its Speed again to return to its original location. The second half of this movement doesn’t trigger reactions. Both attacks count toward the zephyr hawk’s multiple attack penalty, but the penalty doesn’t increase until after it makes both attacks." + automatic_abilities: [] + melee: + - + name: "wing" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d8+4" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Living Whirlwind" + type: "Creature" + level: "5" + description: "A living whirlwind resembles a roughly humanoid-shaped dust devil." + speed: + fly: "50 feet; swiftness" + traits: + - "N" + - "Medium" + - "Air" + - "Elemental" + perception: "10" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+16" + Stealth: "+14" + languages: + - "Auran" + ability_mods: + str_mod: "+3" + dex_mod: "+5" + con_mod: "+2" + int_mod: "-2" + wis_mod: "+1" + cha_mod: "+0" + ac: "24," + saves: + will: "+10" + ref: "+16," + fort: "+9," + hp: "50;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Swiftness" + traits: [] + description: "The living whirlwind’s movement doesn’t trigger reactions." + automatic_abilities: [] + melee: + - + name: "gust" + to_hit: "+14" + damage: + type: "bludgeoning" + formula: "2d6+7 plus Push 5 feet" + traits: + - "finesse" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Invisible Stalker" + type: "Creature" + level: "7" + description: "Invisible stalkers have a poor opinion of mortals due to the unsavory nature of the violent tasks summoners usually call them to the Material Plane to perform." + speed: + land: "25 feet" + fly: "25 feet" + traits: + - "N" + - "Medium" + - "Air" + - "Elemental" + perception: "16" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+16" + Stealth: "+18" + Survival: "+15" + languages: + - "Auran" + ability_mods: + str_mod: "+3" + dex_mod: "+6" + con_mod: "+3" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "+0" + ac: "26," + saves: + will: "+11" + ref: "+18," + fort: "+14," + hp: "70;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Sneak Attack" + traits: [] + description: "creatures." + - + name: "Swift Tracker" + traits: [] + description: "The invisible stalker moves at full Speed while Tracking." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "1d10+5" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Storm Lord" + type: "Creature" + level: "9" + description: "Storm lords wage battles to claim important territory within the Plane of Air." + speed: + fly: "75 feet; swiftness" + traits: + - "N" + - "Large" + - "Air" + - "Elemental" + perception: "18" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+20" + Stealth: "+18" + languages: + - "Auran" + ability_mods: + str_mod: "+4" + dex_mod: "+7" + con_mod: "+4" + int_mod: "-1" + wis_mod: "+3" + cha_mod: "+0" + ac: "30," + saves: + will: "+16" + ref: "+20," + fort: "+15," + hp: "120;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Swiftness" + traits: [] + description: "The storm lord’s movement doesn’t trigger reactions." + automatic_abilities: [] + melee: + - + name: "gust" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "2d12+10 plus Push 5 feet" + traits: + - "finesse" + - " reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "lightning lash" + to_hit: "+20" + damage: + type: "electricity" + formula: "2d12+4" + traits: + - "range increment 50 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Elemental Hurricane" + type: "Creature" + level: "11" + description: "Elemental hurricanes embody the ferocity of violent windstorms." + speed: + fly: "100 feet; swiftness" + traits: + - "N" + - "Huge" + - "Air" + - "Elemental" + perception: "20" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+24" + Stealth: "+22" + languages: + - "Auran" + ability_mods: + str_mod: "+6" + dex_mod: "+7" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+0" + ac: "32," + saves: + will: "+18" + ref: "+24," + fort: "+19," + hp: "140;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "air" + action_cost: "Two Actions" + description: "The elemental breathes a 30-foot cone of air. Creatures in the cone must succeed at a DC 29 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage. The elemental hurricane can’t use Breath Weapon again for 1d4 rounds.
    Critical Success The creature is unaffected.
    Success The creature is Pushed 20 feet.
    Failure The creature is Pushed 40 feet.
    Critical Failure The creature is Pushed 40 feet and knocked prone." + - + name: "Swiftness" + traits: [] + description: "The elemental’s movement doesn’t trigger reactions." + automatic_abilities: [] + melee: + - + name: "gust" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "2d10+12 plus Push 10 feet" + traits: + - "finesse" + - " reach 20 feet" + action_cost: "One Action" + ranged: + - + name: "lightning lash" + to_hit: "+24" + damage: + type: "electricity" + formula: "2d12+6" + traits: + - "range increment 75 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Sod Hound" + type: "Creature" + level: "3" + description: "Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles." + speed: + land: "30 feet" + burrow: "20 feet; earth glide" + traits: + - "N" + - "Small" + - "Earth" + - "Elemental" + perception: "9" + senses: + - " crystal sense (imprecise) 60 feet" + - " darkvision" + skills: + Nature: " " + Athletics: "+11" + Survival: "+9 " + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "-1" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "19," + saves: + will: "+7" + ref: "+6," + fort: "+12," + hp: "44;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Earth Glide" + traits: [] + description: "The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing." + automatic_abilities: + - + name: "Crystal Sense" + traits: [] + range: "60 feet" + description: " A sod hound can sense crystals or gems within as if using the scent ability" + melee: + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d10+6 plus Knockdown" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Living Landslide" + type: "Creature" + level: "5" + description: "Living landslides resemble humanoids made of earth and gravel." + speed: + land: "25 feet" + burrow: "25 feet; earth glide" + traits: + - "N" + - "Medium" + - "Earth" + - "Elemental" + perception: "12" + senses: + - " darkvision" + - " tremorsense (imprecise) 60 feet" + skills: + Nature: " " + Athletics: "+14" + Stealth: "+8" + languages: + - "Terran" + ability_mods: + str_mod: "+5" + dex_mod: "-1" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+1" + cha_mod: "-1" + ac: "21," + saves: + will: "+10" + ref: "+8," + fort: "+15," + hp: "90;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Earth Glide" + traits: [] + description: "The living landslide can Burrow through any earthen matter, including rock. When it does so, the living landslide moves at its full burrow Speed, leaving no tunnels or signs of its passing." + automatic_abilities: + - + name: "Earthbound" + traits: [] + description: " When not touching solid ground, the living landslide is slowed 1 and can’t use reactions." + melee: + - + name: "fist" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "2d8+8" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Xorn" + type: "Creature" + level: "7" + description: "These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious." + speed: + land: "20 feet" + burrow: "20 feet; earth glide" + traits: + - "N" + - "Medium" + - "Earth" + - "Elemental" + perception: "15" + senses: + - " darkvision" + - " tremorsense (imprecise) 60 feet" + skills: + Nature: " " + Athletics: "+17" + Stealth: "+11" + Survival: "+15" + languages: + - "Common" + - "Terran" + ability_mods: + str_mod: "+6" + dex_mod: "+0" + con_mod: "+5" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+0" + ac: "25 all-around vision," + saves: + will: "+13" + ref: "+11," + fort: "+18," + hp: "115;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "cold 5, electricity 5, fire 5;" + proactive_abilities: + - + name: "Claw Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The xorn makes three claw Strikes; no more than two can be against the same target. These attacks count toward the xorn’s multiple attack penalty, but the penalty doesn’t increase until after all the attacks have been made." + - + name: "Earth Glide" + traits: [] + description: "The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing." + automatic_abilities: [] + melee: + - + name: "jaw" + to_hit: "+18" + damage: + type: "piercing" + formula: "2d10+8" + traits: + - "deadly 1d10" + action_cost: "One Action" + - + name: "claw" + to_hit: "+18" + damage: + type: "slashing" + formula: "2d6+8" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Stone Mauler" + type: "Creature" + level: "9" + description: "These towering heaps of earth can inflict tremendous damage up close and from afar." + speed: + land: "35 feet" + burrow: "35 feet; earth glide" + traits: + - "N" + - "Large" + - "Earth" + - "Elemental" + perception: "16" + senses: + - " darkvision" + - " tremorsense (imprecise) 80 feet" + skills: + Nature: " " + Athletics: "+21" + Stealth: "+12" + languages: + - "Terran" + ability_mods: + str_mod: "+6" + dex_mod: "-1" + con_mod: "+7" + int_mod: "-1" + wis_mod: "+3" + cha_mod: "-1" + ac: "27," + saves: + will: "+19" + ref: "+15," + fort: "+23," + hp: "180;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Earth Glide" + traits: [] + description: "The stone mauler can Burrow through any earthen matter, including rock. When it does so, the stone mauler moves at its full burrow Speed, leaving no tunnels or signs of its passing." + automatic_abilities: + - + name: "Earthbound" + traits: [] + description: " When not touching solid ground, a stone mauler is slowed 1 and can’t use reactions." + melee: + - + name: "fist" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "2d10+10 plus Push 10 feet" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "2d12+6" + traits: + - "brutal" + - " range increment 80 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Elemental Avalanche" + type: "Creature" + level: "11" + description: "Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt." + speed: + land: "25 feet" + burrow: "25 feet; earth glide" + traits: + - "N" + - "Huge" + - "Earth" + - "Elemental" + perception: "20" + senses: + - " darkvision" + - " tremorsense (imprecise) 90 feet" + skills: + Nature: " " + Athletics: "+24" + Stealth: "+14" + languages: + - "Terran" + ability_mods: + str_mod: "+7" + dex_mod: "-1" + con_mod: "+8" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "-1" + ac: "32," + saves: + will: "+21" + ref: "+17," + fort: "+26," + hp: "215;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Earth Glide" + traits: [] + description: "The elemental avalanche can Burrow through any earthen matter, including rock. When it does so, the elemental avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing." + - + name: "Trample" + traits: [] + description: "Large or smaller, fist, DC 30" + automatic_abilities: + - + name: "Earthbound" + traits: [] + description: " When not touching solid ground, the elemental avalanche is slowed 1, can’t use reactions, and can’t Trample." + melee: + - + name: "fist" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "2d12+11" + traits: [] + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "2d12+7" + traits: [] + action_cost: "One Action" + spell_dc: "None" + - + name: "Cinder Rat" + type: "Creature" + level: "3" + description: "These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh." + speed: + land: "40 feet" + traits: + - "N" + - "Small" + - "Elemental" + - "Fire" + perception: "9" + senses: + - " darkvision" + - " smoke vision" + skills: + Nature: " " + Acrobatics: "+10" + Stealth: "+10" + Survival: "+9" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "18," + saves: + will: "+6" + ref: "+12," + fort: "+9," + hp: "45;" + immunities: "bleed, fire, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Smoke Vision" + traits: [] + description: " The cinder rat ignores the concealed condition from smoke." + melee: + - + name: "jaws" + to_hit: "+10" + damage: + type: "fire" + formula: "1d8+4 plus 1d4 persistent fire" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Living Wildfire" + type: "Creature" + level: "5" + description: "Living wildfires appear as humanoids made of living fire." + speed: + land: "50 feet" + traits: + - "N" + - "Medium" + - "Elemental" + - "Fire" + perception: "10" + senses: + - " darkvision" + - " smoke vision" + skills: + Nature: " " + Acrobatics: "+13" + languages: + - "Ignan" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-2" + wis_mod: "+3" + cha_mod: "+0" + ac: "22," + saves: + will: "+10" + ref: "+15," + fort: "+11," + hp: "80 (explosion);" + immunities: "bleed, fire, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Smoke Vision" + traits: [] + description: " The living wildfire ignores the concealed condition from smoke." + melee: + - + name: "tendril" + to_hit: "+15" + damage: + type: "fire" + formula: "2d6+6 plus 2d4 persistent fire" + traits: + - "agile" + - " finesse" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "fire mote" + to_hit: "+15" + damage: + type: "fire" + formula: "2d6+3" + traits: + - "range increment 60 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Salamander" + type: "Creature" + level: "7" + description: "Salamanders have serpentine lower torsos, but humanoid upper bodies with toothy reptilian snouts. Their affinity for cruelty and violence puts them in close alliance with the demons of the Abyss." + speed: + land: "20 feet" + traits: + - "CE" + - "Medium" + - "Elemental" + - "Fire" + perception: "15" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+12" + Athletics: "+17" + Crafting: "+15" + Deception: "+12" + Intimidation: "+14" + Society: "+13" + languages: + - "Common" + - "Ignan" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+2" + wis_mod: "+2" + cha_mod: "+1" + ac: "26," + saves: + will: "+13" + ref: "+16," + fort: "+15," + hp: "125;" + immunities: "bleed, fire, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Armor of Flames" + traits: [] + action_cost: "One Action" + description: "The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes 2d6 persistent fire damage unless it succeeds at a DC 25 Reflex save." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d8+4 bludgeoning plus 1d6 fire, DC 25" + automatic_abilities: [] + melee: + - + name: "ranseur" + to_hit: "+18" + damage: + type: "piercing" + formula: "2d10+7" + traits: + - "disarm" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "1d8+7 plus 1d6 fire and Grab" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Firewyrm" + type: "Creature" + level: "9" + description: "Firewyrms live in tubes of molten lava found throughout the Plane of Fire." + speed: + land: "60 feet" + traits: + - "N" + - "Huge" + - "Elemental" + - "Fire" + perception: "16" + senses: + - " darkvision" + - " smoke vision" + skills: + Nature: " " + Acrobatics: "+20" + languages: + - "Ignan" + ability_mods: + str_mod: "+5" + dex_mod: "+5" + con_mod: "+4" + int_mod: "-1" + wis_mod: "+3" + cha_mod: "+0" + ac: "28," + saves: + will: "+15" + ref: "+20," + fort: "+18," + hp: "165 (explosion);" + immunities: "bleed, fire, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " fire" + - " primal" + action_cost: "Two Actions" + description: "The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire and 2d8 persistent fire damage to every creature within the cone (DC 28 basic Reflex save). The firewyrm can’t use Breath Weapon again for 1d4 rounds." + automatic_abilities: + - + name: "Smoke Vision" + traits: [] + description: " The firewyrm ignores the concealed condition from smoke." + melee: + - + name: "tail" + to_hit: "+20" + damage: + type: "fire" + formula: "2d8+11 plus 2d8 persistent fire" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "fire mote" + to_hit: "+20" + damage: + type: "fire" + formula: "2d8+6" + traits: + - "range increment 60 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Elemental Inferno" + type: "Creature" + level: "11" + description: "Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos." + speed: + land: "70 feet" + traits: + - "N" + - "Huge" + - "Elemental" + - "Fire" + perception: "20" + senses: + - " darkvision" + - " smoke vision" + skills: + Nature: " " + Acrobatics: "+21" + languages: + - "Ignan" + ability_mods: + str_mod: "+6" + dex_mod: "+6" + con_mod: "+5" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+0" + ac: "31," + saves: + will: "+19" + ref: "+23," + fort: "+21," + hp: "210 (explosion);" + immunities: "bleed, fire, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Blue Flames" + traits: [] + description: "When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn." + - + name: "Inferno Leap" + traits: + - "fire" + action_cost: "Two Actions" + description: "The elemental inferno jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. At any point during the jump, flames explode from the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature within the area (DC 30 basic Reflex save). The elemental inferno can’t Inferno Leap again for 1d4 rounds." + automatic_abilities: + - + name: "Smoke Vision" + traits: [] + description: " The elemental inferno ignores the concealed condition from smoke." + melee: + - + name: "tendril" + to_hit: "+24" + damage: + type: "fire" + formula: "2d10+12 plus 3d8 persistent fire" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "fire mote" + to_hit: "+24" + damage: + type: "fire" + formula: "2d10+6" + traits: + - "range increment 60 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Air Mephit" + type: "Creature" + level: "1" + 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." + speed: + land: "20 feet" + fly: "40 feet" + traits: + - "N" + - "Small" + - "Air" + - "Elemental" + perception: "3" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+7" + Stealth: "+7" + languages: + - "Auran" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+0" + int_mod: "-2" + wis_mod: "+0" + cha_mod: "+0" + ac: "16," + saves: + will: "+7" + ref: "+19," + fort: "+3," + hp: "12 (fast healing 2 (in open air));" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "air" + - " arcane" + 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." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+9" + damage: + type: "slashing" + formula: "1d6+1" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "blur" + level: "2" + - + name: "Earth Mephit" + type: "Creature" + level: "1" + description: "Earth mephits are humorless and trudge about their tasks with little enthusiasm. They are somewhat more stout than other mephits, and their dark-brown or gray bodies are always coated with layers of dirt and filth. An earth mephit can fly, just as any other mephit, but the act of flight is uncomfortable and unnerving to them—they rarely ascend higher than 5 feet off the ground if they can help it." + speed: + land: "20 feet" + burrow: "20 feet" + fly: "15 feet" + traits: + - "N" + - "Small" + - "Earth" + - "Elemental" + perception: "3" + senses: + - " darkvision" + - " tremorsense (imprecise) 30 feet" + skills: + Nature: " " + Athletics: "+6" + Stealth: "+2" + languages: + - "Terran" + ability_mods: + str_mod: "+3" + dex_mod: "-1" + con_mod: "+2" + int_mod: "-2" + wis_mod: "+0" + cha_mod: "-1" + ac: "15," + saves: + will: "+3" + ref: "+4," + fort: "+8," + hp: "20 (fast healing 2 (while underground));" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " earth" + action_cost: "Two Actions" + description: "The earth mephit breathes rocks in a 15-foot cone that deals 2d6 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). The earth mephit can’t use Breath Weapon again for 1d4 rounds." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d6+3" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "meld into stone" + level: "3" + - + name: "Fire Mephit" + type: "Creature" + level: "1" + description: "Fire mephits are conniving and quick to anger. They aren’t evil, but they delight in inflicting pain, and their love of burning things pushes them the closest to this alignment of all mephits. They have bright-orange skin, and wisps of flame flicker along their wings as they fiap through the air. The rivalry between fire and water mephits is notorious, and these creatures loathe working together for any amount of time." + speed: + land: "20 feet" + fly: "25 feet" + traits: + - "N" + - "Small" + - "Elemental" + - "Fire" + perception: "3" + senses: + - " darkvision" + - " smoke vision" + skills: + Nature: " " + Acrobatics: "+7" + Deception: "+7" + languages: + - "Ignan" + ability_mods: + str_mod: "+0" + dex_mod: "+4" + con_mod: "+0" + int_mod: "-2" + wis_mod: "+0" + cha_mod: "+2" + ac: "17," + saves: + will: "+7" + ref: "+9," + fort: "+3," + hp: "16 (fast healing 2 (while touching fire));" + immunities: "bleed, fire, paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " fire" + action_cost: "Two Actions" + description: "The fire mephit breathes flames in a 15-foot cone that deals 2d4 fire and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save). The fire mephit can’t use Breath Weapon again for 1d4 rounds." + automatic_abilities: + - + name: "Smoke Vision" + traits: [] + description: " The fire mephit ignores the concealed condition from smoke." + melee: + - + name: "jaws" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6 and 1d4 fire" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Water Mephit" + type: "Creature" + level: "1" + description: "Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Just as fire mephits are the ones who cleave closest to evil without fully crossing over into true villainy, water mephits are the friendliest of the mephits and therefore the closest to good. Still, one should take care in making assumptions about a water mephit’s benevolence, for no one can reliably count on them to keep their inborn need for pranks and trickery at bay for long. Water mephits have blue-green skin that shimmers in light like sh scales. Though water mephits’ wings look more like webbed fins than limbs capable of flight, they can flap their wings to fly through the air as easily as any other mephit. Water mephits prefer to swim, when possible, and they leave the water only when they must." + speed: + land: "20 feet" + fly: "25 feet" + swim: "25 feet" + traits: + - "N" + - "Small" + - "Aquatic" + - "Elemental" + - "Water" + perception: "3" + senses: + - " darkvision" + skills: + Nature: " " + Athletics: "+6" + Stealth: "+6" + languages: + - "Aquan" + ability_mods: + str_mod: "+1" + dex_mod: "+3" + con_mod: "+1" + int_mod: "-2" + wis_mod: "+0" + cha_mod: "+0" + ac: "16," + saves: + will: "+4" + ref: "+11," + fort: "+7," + hp: "20 (fast healing 2 (while underwater));" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "acid 3, fire 3" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "acid" + - " arcane" + action_cost: "Two Actions" + description: "The water mephit breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save). The water mephit can’t use Breath Weapon again for 1d4 rounds." + - + name: "Drench" + traits: + - "abjuration" + - " arcane" + - " water" + action_cost: "One Action" + description: "The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier)." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d6+1" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+9" + innate_spells: [] + - + name: "Brine Shark" + type: "Creature" + level: "3" + description: "Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water." + speed: + land: "15 feet" + swim: "50 feet" + traits: + - "N" + - "Medium" + - "Aquatic" + - "Elemental" + - "Water" + perception: "8" + senses: + - " darkvision" + skills: + Nature: " " + Athletics: "+10" + Stealth: "+11" + Survival: "+8" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "+0" + ac: "19," + saves: + will: "+6" + ref: "+11," + fort: "+9," + hp: "45;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "fire 5" + proactive_abilities: + - + name: "Deep Plunge" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d12+7 plus Grab" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Living Waterfall" + type: "Creature" + level: "5" + description: "Living waterfalls are humanoid-shaped columns of churning water." + speed: + land: "20 feet" + swim: "60 feet" + traits: + - "N" + - "Large" + - "Aquatic" + - "Elemental" + - "Water" + perception: "10" + senses: + - " darkvision" + skills: + Nature: " " + Athletics: "+13" + Stealth: "+12" + languages: + - "Aquan" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+3" + int_mod: "-2" + wis_mod: "+1" + cha_mod: "+0" + ac: "20," + saves: + will: "+10" + ref: "+12," + fort: "+14," + hp: "90;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "fire 5" + proactive_abilities: + - + name: "Drench" + traits: + - "abjuration" + - " primal" + - " water" + action_cost: "One Action" + description: "The elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier)." + automatic_abilities: + - + name: "Water-Bound" + traits: [] + description: " When not touching water, the living waterfall is slowed 1 and can’t use reactions." + melee: + - + name: "wave" + to_hit: "+15" + damage: + type: "bludgeoning" + formula: "2d8+7 plus Push or Pull 5 feet" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Quatoid" + type: "Creature" + level: "7" + description: "Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles." + speed: + land: "25 feet" + swim: "25 feet" + traits: + - "LN" + - "Small" + - "Aquatic" + - "Elemental" + - "Water" + perception: "18" + senses: + - " darkvision" + skills: + Nature: " " + Athletics: "+15" + Diplomacy: "+12" + Occultism: "+17" + Society: "+17" + Stealth: "+13" + languages: + - "Aquan" + - "Common" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+0" + int_mod: "+4" + wis_mod: "+3" + cha_mod: "+1" + ac: "25," + saves: + will: "+18" + ref: "+15," + fort: "+13," + hp: "120;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "bludgeoning 5, fire 5" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d12+6 bludgeoning, DC 25" + automatic_abilities: [] + melee: + - + name: "tentacle" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "2d12+6 plus Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+17" + innate_spells: [] + - + name: "Tidal Master" + type: "Creature" + level: "9" + description: "Tidal masters use their power over waves and water to drown their enemies." + speed: + land: "30 feet" + swim: "80 feet" + traits: + - "N" + - "Large" + - "Aquatic" + - "Elemental" + - "Water" + perception: "18" + senses: + - " darkvision" + skills: + Nature: " " + Athletics: "+20" + Stealth: "+19" + languages: + - "Aquan" + ability_mods: + str_mod: "+5" + dex_mod: "+5" + con_mod: "+5" + int_mod: "-1" + wis_mod: "+3" + cha_mod: "+0" + ac: "28," + saves: + will: "+15" + ref: "+21," + fort: "+18," + hp: "155;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "fire 10" + proactive_abilities: + - + name: "Drench" + traits: + - "abjuration" + - " primal" + - " water" + action_cost: "One Action" + description: "The elemental puts out all fires in a 10-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier)." + automatic_abilities: + - + name: "Water-Bound" + traits: [] + description: " When not touching water, the tidal master is slowed 1 and can’t use reactions." + melee: + - + name: "wave" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "2d12+11 plus Push or Pull 10 feet" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Elemental Tsunami" + type: "Creature" + level: "11" + description: "Elemental tsunamis are huge and destructive." + speed: + land: "35 feet" + swim: "100 feet" + traits: + - "N" + - "Huge" + - "Aquatic" + - "Elemental" + - "Water" + perception: "22" + senses: + - " darkvision" + skills: + Nature: " " + Athletics: "+23" + Stealth: "+23" + languages: + - "Aquan" + ability_mods: + str_mod: "+6" + dex_mod: "+6" + con_mod: "+6" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+0" + ac: "31," + saves: + will: "+19" + ref: "+22," + fort: "+21," + hp: "195;" + immunities: "bleed, paralyzed, poison, sleep" + resistances: "fire 10" + proactive_abilities: + - + name: "Drench" + traits: + - "abjuration" + - " primal" + - " water" + action_cost: "One Action" + description: "The elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier)." + - + name: "Surge" + traits: + - "DC 31 basic Fortitude save" + action_cost: "Two Actions" + description: ". A creature that fails this save is Pushed 20 feet. The elemental tsunami then retracts to its former space. The elemental tsunami can’t Surge again for 1d4 rounds." + automatic_abilities: + - + name: "Water-Bound" + traits: [] + description: " When not touching water, the elemental tsunami is slowed 1 and can’t use reactions." + melee: + - + name: "wave" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "2d12+12 plus Push or Pull 10 feet" + traits: + - "reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Elephant" + type: "Creature" + level: "7" + description: "Those who live near elephants have learned to be wary of angering the beasts, but even with precautions in place, elephants sometimes still rampage. There is little an individual person can do when even a single elephant becomes enraged. Furthermore, a herd of angry or frightened elephants can easily destroy an entire village." + speed: + land: "40 feet" + traits: + - "N" + - "Huge" + - "Animal" + perception: "13" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+17" + Survival: "+15" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+0" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "23," + saves: + will: "+13" + ref: "+11," + fort: "+18," + hp: "130" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Grabbing Trunk" + traits: [] + description: "creature along with it." + - + name: "Trample" + traits: [] + description: "Large or smaller, foot, DC 24" + automatic_abilities: [] + melee: + - + name: "tusk" + to_hit: "+16" + damage: + type: "piercing" + formula: "3d8+9" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "trunk" + to_hit: "+18" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "foot" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "2d10+9" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Mammoth" + type: "Creature" + level: "10" + description: "Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies while using their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound lands rely on the mammoth’s strength to help them survive." + speed: + land: "45 feet" + traits: + - "N" + - "Huge" + - "Animal" + perception: "18" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+22" + Survival: "+19" + languages: "" + ability_mods: + str_mod: "+8" + dex_mod: "+1" + con_mod: "+5" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-2" + ac: "29," + saves: + will: "+18; +2 status to all saves vs. cold" + ref: "+15," + fort: "+21," + hp: "190" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Dual Tusks" + traits: [] + action_cost: "One Action" + description: "The mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth’s multiple attack penalty, and the penalty doesn’t increase until after both attacks." + - + name: "Grabbing Trunk" + traits: [] + description: "creature along with it." + - + name: "Trample" + traits: [] + description: "Large or smaller, foot, DC 28" + automatic_abilities: [] + melee: + - + name: "tusk" + to_hit: "+22" + damage: + type: "piercing" + formula: "3d8+12" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "trunk" + to_hit: "+22" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "foot" + to_hit: "+22" + damage: + type: "bludgeoning" + formula: "2d10+12" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Ether Spider" + type: "Creature" + level: "5" + description: "Ether spiders are deadly predators from the Ethereal Plane resembling giant arachnids. Rather than building webs of silk, ether spiders shape the raw essence of the Ethereal Plane, weaving it in complex patterns that drift through the misty void. From these ethereal nests, whole families of ether spiders can scout the adjacent Material Plane, watching for easy prey in dark or remote corners of the land of mortals. Once an ether spider has spotted a meal, it anchors its nest and waits on the Ethereal Plane for its prey to draw near. As soon as its victim is within reach, the ether spider shifts to the Material Plane, clamps its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its venom works through the creature’s system. Ether spiders move between the planes with ease, making them extremely dangerous to those who cannot see or attack ethereal enemies." + speed: + land: "40 feet" + climb: "20 feet" + traits: + - "N" + - "Large" + - "Beast" + - "Ethereal" + perception: "12" + senses: + - " darkvision" + skills: + Nature: " " + Occultism: "e" + Athletics: "+12" + Stealth: "+15" + languages: + - "Aklo" + ability_mods: + str_mod: "+5" + dex_mod: "+4" + con_mod: "+3" + int_mod: "-2" + wis_mod: "+1" + cha_mod: "+7" + ac: "21," + saves: + will: "+10" + ref: "+15," + fort: "+12," + hp: "75" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Ether Spider Venom" + traits: + - "poison" + description: "Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and clumsy 1 (1 round); Stage 2 2d6 poison damage, clumsy 2 and slowed 1 (1 round); Stage 3 3d6 poison damage, clumsy 3 and slowed 2 (1 round)" + - + name: "Ethereal Step" + traits: [] + action_cost: "One Action" + description: "The ether spider shifts to either the Ethereal Plane or the Material Plane. The ether spider can remain on the Ethereal Plane indefinitely without ill effect. While there, it can see clearly onto the Material Plane with a range of 60 feet. On its first round in an encounter, the ether spider can use this ability once as a free action." + - + name: "Ethereal Web Trap" + traits: + - "Escape DC 22" + description: "." + - + name: "Web Burst" + traits: [] + action_cost: "Two Actions" + description: ", as ethereal web trap, unless it succeeds at a DC 22 Reflex save." + automatic_abilities: [] + melee: + - + name: "fangs" + to_hit: "+15" + damage: + type: "piercing" + formula: "1d10+7 plus ether spider venom and Grab" + traits: + - "magical" + action_cost: "One Action" + ranged: + - + name: "web" + to_hit: "+14" + traits: + - "magical" + - " range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Ettin" + type: "Creature" + level: "6" + description: "Two heads aren’t always better than one. The slovenly, violent giants known as ettins are proof enough of that." + speed: + land: "35 feet" + traits: + - "CE" + - "Large" + - "Giant" + - "Humanoid" + perception: "16" + senses: + - " low-light vision" + skills: + Athletics: "+16" + Intimidation: "+10" + languages: + - "Goblin" + - "Jotun" + - "Orcish" + ability_mods: + str_mod: "+6" + dex_mod: "-1" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "+0" + ac: "21," + saves: + will: "+12" + ref: "+11," + fort: "+16," + hp: "110" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Independent Brains" + traits: [] + description: " Each of an ettin’s heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head’s turn, that head gets 2 actions and 1 reaction. Each brain controls one of the ettin’s arms, but both can move the legs. Any ability that would sever an ettin’s head (such as the vorpal weapon property) doesn’t cause the ettin to die if it still has its other head, but does cause it to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the ettin’s heads.
    Items flail (2)" + melee: + - + name: "flail" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "2d6+10" + traits: + - "disarm" + - " reach 10 feet" + - " sweep" + - " trip" + action_cost: "One Action" + - + name: "fist" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "1d6+10" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Faerie Dragon" + type: "Creature" + level: "2" + description: "Although they are much smaller than their larger dragon cousins, faerie dragons have the many of the same physiological attributes, including long necks, toothy maws, sinuous tails, and sharp claws. They flit about on iridescent butterfly wings, the coloring of which changes based on where they live, giving them a natural camouflage. Unlike their larger kin, an adult faerie dragon remains the same size throughout its lifespan. The only visual clue to the age of a faerie dragon is the sheen on its scales, a glimmer that becomes more lustrous the older it gets." + speed: + land: "15 feet" + fly: "40 feet" + swim: "20 feet" + traits: + - "Uncommon" + - "CG" + - "Tiny" + - "Dragon" + perception: "16" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Deception: "+8" + Diplomacy: "+8" + Nature: "+4" + Stealth: "+10" + languages: + - "Common" + - "Draconic" + - "Sylvan" + ability_mods: + str_mod: "-2" + dex_mod: "+4" + con_mod: "+0" + int_mod: "+2" + wis_mod: "+0" + cha_mod: "+2" + ac: "18," + saves: + will: "+11" + ref: "+12," + fort: "+5," + hp: "30;" + immunities: "paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " evocation" + - " poison" + action_cost: "Two Actions" + description: "The dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must succeed at a DC 18 Fortitude save or become stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute. The faerie dragon can’t use Breath Weapon again for 1d4 rounds." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d4" + traits: + - "magical" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Grothlut" + type: "Creature" + level: "3" + description: "Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torsos are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, perhaps as the last remnants of their shattered human consciousness pleads to be free from their horrid warped form." + speed: + land: "20 feet" + traits: + - "N" + - "Medium" + - "Aberration" + - "Mindless" + perception: "5" + senses: + - " darkvision" + skills: + Athletics: "+11" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "-2" + con_mod: "+4" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-3" + ac: "19," + saves: + will: "+7" + ref: "+5," + fort: "+11," + hp: "50;" + immunities: "acid, mental" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d10+8" + traits: + - "agile" + action_cost: "One Action" + ranged: + - + name: "digestive spew" + to_hit: "+7" + damage: + type: "acid" + formula: "2d6 damage plus 1d6 splash acid damage" + traits: + - "acid" + - " range increment 15 feet" + - " splash" + action_cost: "One Action" + spell_dc: "None" + - + name: "Drider" + type: "Creature" + level: "6" + description: "The first fleshwarping process mastered by the drow remains both their most successful and most infamous: the drider. Fusing the body of a drow with that of a giant spider, driders are a sexually dimorphic fleshwarp—the only fleshwarp known to be able to produce young. While female driders have the upper torsos of elegant drow women with mouths featuring sharp poisoned fangs, male driders have hideous, mutated countenances that further blend the humanoid form with that of a spider; the difference in appearance is perhaps a reflection on the matriarchal nature of drow society. In combat, all driders are equally dangerous." + speed: + land: "30 feet" + climb: "20 feet" + traits: + - "CE" + - "Large" + - "Aberration" + perception: "13" + senses: + - " darkvision" + skills: + Arcana: "+14" + Athletics: "+12" + Intimidation: "+14" + Religion: "+13" + Stealth: "+15" + languages: + - "Elven" + - "Undercommon" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+3" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+4" + ac: "24," + saves: + will: "+15; +1 status to all saves vs. magic" + ref: "+13," + fort: "+13," + hp: "95;" + immunities: "sleep" + resistances: "None" + proactive_abilities: + - + name: "Drider Venom" + traits: + - "poison" + description: "Saving Throw DC 23 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and enfeebled 1 (1 round)" + - + name: "Web Trap" + traits: + - "Escape DC 21" + description: "." + automatic_abilities: [] + melee: + - + name: "glaive" + to_hit: "+16" + damage: + type: "slashing" + formula: "1d8+10" + traits: + - "deadly 1d8" + - " forceful" + - " reach 10 feet" + action_cost: "One Action" + - + name: "fangs" + to_hit: "+16" + damage: + type: "piercing" + formula: "1d6+10 plus drider venom" + traits: [] + action_cost: "One Action" + ranged: + - + name: "composite longbow" + to_hit: "+16" + damage: + type: "piercing" + formula: "1d8+8" + traits: + - "deadly d10" + - " magical" + - " propulsive" + - " range increment 100 feet" + - " reload 0" + - " volley 50 feet" + action_cost: "One Action" + - + name: "web" + to_hit: "+15" + traits: + - "range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "clairvoyance" + level: "4" + - + name: "suggestion" + level: "4" + - + name: "clairaudience" + level: "3" + - + name: "dispel magic" + level: "3" + - + name: "levitate" + level: "3" + - + name: "darkness" + level: "2" + frequency: "at will" + - + name: "faerie fire" + level: "2" + frequency: "at will" + - + name: "Snapping Flytrap" + type: "Creature" + level: "3" + description: "The snapping flytrap is a ravenous, carnivorous plant that is quick to bite at any creature that passes by. Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks." + speed: + land: "15 feet" + traits: + - "N" + - "Large" + - "Mindless" + - "Plant" + perception: "7" + senses: + - " tremorsense (imprecise) 30 feet" + skills: + Athletics: "+11" + Stealth: "+10" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "-2" + ac: "18," + saves: + will: "+7" + ref: "+8," + fort: "+12," + hp: "50;" + immunities: "mental" + resistances: "acid 5;" + proactive_abilities: + - + name: "Focused Assault" + traits: [] + action_cost: "Two Actions" + description: "The flytrap attacks a single target with both its leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can’t use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap’s multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has." + - + name: "Hungry Flurry" + traits: [] + action_cost: "Two Actions" + description: "The flytrap makes two leaf Strikes at a –2 penalty, each against a different target. These attacks count toward the flytrap’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all its attacks." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5" + automatic_abilities: [] + melee: + - + name: "leaf" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+2 plus 1d6 acid and Improved Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Giant Flytrap" + type: "Creature" + level: "10" + description: "Because they blend in so well with surrounding foliage, giant flytraps can use the element of surprise to make quick strikes against unsuspecting adventurers and forest travelers." + speed: + land: "25 feet" + traits: + - "N" + - "Huge" + - "Mindless" + - "Plant" + perception: "17" + senses: + - " tremorsense (imprecise) 60 feet" + skills: + Athletics: "+23" + Stealth: "+21" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+5" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+3" + cha_mod: "-2" + ac: "29," + saves: + will: "+15" + ref: "+17," + fort: "+21," + hp: "185;" + immunities: "mental" + resistances: "acid 10;" + proactive_abilities: + - + name: "Focused Assault" + traits: [] + action_cost: "Two Actions" + description: "The flytrap attacks a single target with all four of its leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can’t use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap’s multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has." + - + name: "Hungry Flurry" + traits: [] + action_cost: "Two Actions" + description: "The flytrap makes four leaf Strikes at a –2 penalty, each against a different target. These attacks count toward the flytrap’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all its attacks." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17" + automatic_abilities: [] + melee: + - + name: "leaf" + to_hit: "+23" + damage: + type: "piercing" + formula: "2d8+7 plus 2d6 acid and Improved Grab" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Gargoyle" + type: "Creature" + level: "4" + description: "Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with bat-like wings, but individual gargoyles show a great deal of variation, with some appearing more or less humanoid and others resembling no known creature. A gargoyle’s features are not flxed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike." + speed: + land: "25 feet" + fly: "40 feet" + traits: + - "CE" + - "Medium" + - "Beast" + - "Earth" + perception: "10" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+10" + Athletics: "+9" + Stealth: "+12" + Deception: " " + languages: + - "Common" + - "Terran" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "-2" + ac: "21," + saves: + will: "+10" + ref: "+10," + fort: "+13," + hp: "40;" + immunities: "None" + resistances: "physical 5 (except adamantine)" + proactive_abilities: + - + name: "Statue" + traits: + - "concentrate" + action_cost: "One Action" + description: "Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 32 on Deception checks and DCs to pass as a statue." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+13" + damage: + type: "piercing" + formula: "2d8+3" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+13" + damage: + type: "slashing" + formula: "2d6+3" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Janni" + type: "Creature" + level: "4" + description: "Jann are genies composed of all four elements, meaning they are not quite home on any of the Elemental Planes. Instead, jann reside on the Material Plane, making only brief forays to the other parts of the Inner Sphere. Although they are human in size and appearance, jann are not at all related to humans and bristle at any claims to this effect. They are a proud people and take great care to maintain their honor—restoring that honor with the edge of a sword, if necessary." + speed: + land: "20 feet" + fly: "15 feet" + traits: + - "N" + - "Medium" + - "Elemental" + - "Genie" + perception: "11" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+8" + Arcana: "+10" + Crafting: "+8" + Deception: "+7" + Survival: "+11" + languages: + - "Common" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+2" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+1" + ac: "20," + saves: + will: "+11" + ref: "+10," + fort: "+12," + hp: "60;" + immunities: "None" + resistances: "fire 5" + proactive_abilities: + - + name: "Change Size" + traits: + - "arcane" + - " concentrate" + - " polymorph" + - " transmutation" + action_cost: "Two Actions" + description: "Frequency Once per day. Effect The janni changes a creature’s size. This works as a 4th-level enlarge or shrink spell but can target an unwilling creature (DC 21 Fortitude save negates)." + automatic_abilities: [] + melee: + - + name: "scimitar" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d6+10" + traits: + - "forceful +1" + - " sweep" + action_cost: "One Action" + - + name: "fist" + to_hit: "+14" + damage: + type: "bludgeoning" + formula: "1d4+10" + traits: + - "agile" + - " magical" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "composite shortbow" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d6+5" + traits: + - "deadly 1d10" + - " propulsive" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "plane shift" + level: "7" + frequency: "to Astral Plane, Elemental Planes, or Material Plane only" + - + name: "create food" + level: "2" + frequency: "x3" + - + name: "invisibility" + level: "2" + frequency: "x3" + - + name: "speak with animals" + level: "2" + frequency: "x3" + - + name: "Djinni" + type: "Creature" + level: "5" + description: "Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady wines. Of all geniekind, they are most likely to approach humans and other mortals, interacting with them on friendly terms. Still, djinn are proud of their genie heritage and have a tendency to be patronizing toward mortals, a habit that has earned them a reputation for arrogance.
    Djinn get along with jann and marids, but they find shaitans too stiff and harbor undying hatred for efreet. Although djinn are formidable combatants, they despise war and prefer to eschew violence in favor of dealing with their opponents using magic or subterfuge (making an exception, of course, when they encounter efreet)." + speed: + land: "25 feet" + fly: "40 feet" + traits: + - "Uncommon" + - "CG" + - "Large" + - "Air" + - "Elemental" + - "Genie" + perception: "13" + senses: + - " darkvision" + - " detect magic" + skills: + Nature: " " + Acrobatics: "+14" + Arcana: "+11" + Athletics: "+11" + Crafting: "+9" + Deception: "+11" + Diplomacy: "+13" + Society: "+9" + Stealth: "+12" + languages: + - "Auran" + - "Common" + ability_mods: + str_mod: "+4" + dex_mod: "+5" + con_mod: "+2" + int_mod: "+2" + wis_mod: "+2" + cha_mod: "+4" + ac: "22," + saves: + will: "+11" + ref: "+14," + fort: "+9," + hp: "71;" + immunities: "acid" + resistances: "mental 5, sonic 5" + proactive_abilities: + - + name: "Hurricane Blast" + traits: + - "air" + - " arcane" + - " evocation" + action_cost: "One Action" + description: "Frequency Once per round. Effect The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude save. On a success, it avoids being moved, and on a critical failure it falls prone in addition to being moved. Creatures with the air trait are immune." + automatic_abilities: [] + melee: + - + name: "scimitar" + to_hit: "+15" + damage: + type: "slashing" + formula: "1d6+10" + traits: + - "forceful +1" + - " reach 10 feet" + - " sweep" + action_cost: "One Action" + - + name: "fist" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "1d4+10" + traits: + - "agile" + - " finesse" + - " magical" + - " nonlethal" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "crashing wind" + to_hit: "+15" + damage: + type: "bludgeoning" + formula: "1d8+6" + traits: + - "air" + - " arcane" + - " evocation" + - " range increment 20 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "plane shift" + level: "7" + frequency: "at will; to Astral Plane, Elemental Planes, or Material Plane only" + - + name: "creation" + level: "4" + - + name: "gaseous form" + level: "4" + - + name: "illusory creature" + level: "3" + - + name: "illusory object" + level: "3" + - + name: "enhance victuals" + level: "2" + frequency: "at will" + - + name: "invisibility" + level: "2" + frequency: "at will" + - + name: "detect magic" + level: "3" + frequency: "constant" + - + name: "Shaitan" + type: "Creature" + level: "7" + description: "Hailing from the Plane of Earth, shaitans are proud and brazen genies. They value physical skill and love bargaining, games of chance, and working with metal and stone. Immense gemstones and veins of precious metal crisscross their home plane, and the industrious shaitans have built a vast mercantile empire from these abundant natural resources." + speed: + land: "20 feet" + burrow: "45 feet" + climb: "20 feet; earth glide" + traits: + - "Uncommon" + - "LN" + - "Large" + - "Earth" + - "Elemental" + - "Genie" + perception: "15" + senses: + - " darkvision" + - " detect magic" + - " tremorsense (imprecise) 60 feet" + skills: + Nature: "+15" + Athletics: "+19" + Crafting: "+14" + Deception: "+16" + Society: "+14" + languages: + - "Common" + - "Terran" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+4" + int_mod: "+3" + wis_mod: "+2" + cha_mod: "+3" + ac: "25," + saves: + will: "+15" + ref: "+12," + fort: "+18," + hp: "110;" + immunities: "None" + resistances: "electricity 10" + proactive_abilities: + - + name: "Earth Glide" + traits: [] + description: "The shaitan can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing." + - + name: "Shove into Stone" + traits: + - "arcane" + - " earth" + - " transmutation" + description: "When the shaitan Pushes a creature into a stone barrier, the target must succeed at a DC 22 Reflex save or become merged with the barrier (as meld with stone). The victim can attempt to Escape (DC 28)." + automatic_abilities: [] + melee: + - + name: "falchion" + to_hit: "+20" + damage: + type: "slashing" + formula: "1d10+12" + traits: + - "forceful +1" + - " magical" + - " reach 10 feet" + - " sweep" + action_cost: "One Action" + - + name: "fist" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "1d4+12 plus Push 10 feet and shove into stone" + traits: + - "agile" + - " magical" + - " nonlethal" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "plane shift" + level: "7" + frequency: "to Astral Plane, Elemental Planes, or Material Plane only" + - + name: "veil" + level: "5" + frequency: "self only" + - + name: "wall of stone" + level: "5" + frequency: "self only" + - + name: "shape stone" + level: "4" + frequency: "at will" + - + name: "glitterdust" + level: "2" + frequency: "x2" + - + name: "detect magic" + level: "4" + frequency: "constant" + - + name: "Efreeti" + type: "Creature" + level: "9" + description: "The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar travelers from across the multiverse. They are cruel slavers, vengeful warmongers, and sinister wish-masters; there are many tales of mortals who made pacts with efreet only to have their words twisted to suit a genie’s capricious and malevolent whims.
    Efreet do not readily treat with other genies; they share an eternal feud with the djinn, disdain marids, regard jann as weaklings unworthy of the genie title, and only occasionally tolerate alliances with shaitans. At 12 feet tall and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen victims with a glance." + speed: + land: "25 feet" + fly: "35 feet" + traits: + - "Uncommon" + - "LE" + - "Large" + - "Elemental" + - "Fire" + - "Genie" + perception: "17" + senses: + - " darkvision" + - " detect magic" + skills: + Nature: " " + Arcana: "+14" + Athletics: "+22" + Crafting: "+14" + Deception: "+19" + Diplomacy: "+17" + Intimidation: "+19" + Society: "+14" + languages: + - "Common" + - "Ignan" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+4" + ac: "28," + saves: + will: "+20" + ref: "+17," + fort: "+18," + hp: "175;" + immunities: "fire" + resistances: "None" + proactive_abilities: + - + name: "Burning Grasp" + traits: + - "fire" + description: "When the efreeti grabs a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns as long as it remains grabbed." + - + name: "Change Size" + traits: + - "arcane" + - " concentrate" + - " polymorph" + - " transmutation" + action_cost: "Two Actions" + description: "Frequency Once per day. Effect The efreeti changes a creature’s size. This works as a 4th-level enlarge or shrink spell but can target an unwilling creature (DC 29 Fortitude save negates)." + - + name: "Combat Grab" + traits: [] + action_cost: "One Action" + description: "The efreeti makes a melee Strike while keeping one hand free. If the Strike hits, the target is grabbed in the efreeti’s free hand." + automatic_abilities: [] + melee: + - + name: "scimitar" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d6+11 plus 2d6 fire" + traits: + - "fire" + - " forceful +2" + - " magical" + - " reach 10 feet" + - " sweep" + action_cost: "One Action" + - + name: "fist" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "1d4+11 plus 2d6 fire" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+19" + innate_spells: + - + name: "plane shift" + level: "7" + frequency: "at will; to Astral Plane, Elemental Planes, or Material Plane only" + - + name: "illusory object" + level: "5" + - + name: "gaseous form" + level: "4" + frequency: "x2" + - + name: "invisibility" + level: "4" + frequency: "x2" + - + name: "detect magic" + level: "5" + frequency: "constant" + - + name: "Marid" + type: "Creature" + level: "9" + description: "Marids are capricious but powerful genies from the Plane of Water; among geniekind, they are rivaled in power only by the fiery efreet. Marids embody the strength of the ocean’s waves and currents, but they also have a gentler side, loving performance and art such as dancing, music, and storytelling.
    Marids regard efreet with hostility but rarely encounter them in their native environment. They get along with djinn, jann, and shaitans, although the latter consider marids flighty and annoying, associating only long enough to close trade deals. Marid society has strict rules of hospitality, and many marid cities have a magically sealed foreign quarter where marid shahzadas conduct business with air-breathers." + speed: + land: "20 feet" + swim: "40 feet" + traits: + - "Uncommon" + - "CN" + - "Large" + - "Elemental" + - "Genie" + - "Water" + perception: "18" + senses: + - " darkvision" + - " detect alignment" + - " detect magic" + - " wavesense (imprecise) 60 feet" + skills: + Nature: "+18" + Athletics: "+20" + Crafting: "+16" + Diplomacy: "+19" + Performance: "+16" + Society: "+14" + Stealth: "+18" + languages: + - "Aquan" + - "Common" + ability_mods: + str_mod: "+5" + dex_mod: "+5" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+3" + ac: "28," + saves: + will: "+17" + ref: "+21," + fort: "+18," + hp: "145;" + immunities: "None" + resistances: "fire 10" + proactive_abilities: + - + name: "Change Shape" + traits: + - "arcane" + - " concentrate" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The marid can take on the appearance of any water elemental or humanoid. This ability doesn’t change the marid’s Speed or its attack and damage bonuses with its Strikes." + - + name: "Rush of Water" + traits: + - "arcane" + - " evocation" + - " water" + action_cost: "Two Actions" + description: "The marid releases a jet of water in a 60-foot line, dealing 9d6 bludgeoning damage (DC 28 basic Reflex save). A creature that fails its save is also pushed 10 feet (20 feet on a critical failure). The marid can’t use Rush of Water again for 1d4 rounds." + - + name: "Skewer" + traits: + - "4d6 on a critical hit" + action_cost: "One Action" + description: "." + automatic_abilities: [] + melee: + - + name: "trident" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d8+11" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "fist" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "1d4+11" + traits: + - "agile" + - " magical" + - " nonlethal" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "trident" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d8+11" + traits: + - "magical" + - " thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "plane shift" + level: "7" + frequency: "at will; to Astral Plane, Elemental Planes, or Material Plane only" + - + name: "control water" + level: "5" + frequency: "at will" + - + name: "hallucinatory terrain" + level: "5" + frequency: "at will" + - + name: "hydraulic push" + level: "4" + frequency: "at will" + - + name: "hydraulic torrent" + level: "4" + frequency: "at will" + - + name: "solid fog" + level: "4" + frequency: "at will" + - + name: "blur" + level: "2" + frequency: "at will" + - + name: "illusory object" + level: "2" + frequency: "at will" + - + name: "detect magic" + level: "5" + frequency: "constant" + - + name: "detect alignment" + level: "5" + frequency: "constant" + - + name: "detect alignment" + level: "1" + frequency: "constant" + - + name: "Ghost Commoner" + type: "Creature" + level: "4" + description: "The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal." + speed: + fly: "25 feet" + traits: + - "CE" + - "Medium" + - "Ghost" + - "Incorporeal" + - "Spirit" + - "Undead" + perception: "10" + senses: + - " darkvision" + skills: + Religion: "r" + Stealth: "+12" + languages: + - "Common" + ability_mods: + str_mod: "-5" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+2" + ac: "20," + saves: + will: "+8" + ref: "+11," + fort: "+8," + hp: "30 (negative healing, rejuvenation);" + immunities: "death effects, disease, paralyzed, poison, precision, unconscious" + resistances: "all damage 5 (except force," + proactive_abilities: + - + name: "Frightful Moan" + traits: + - "auditory" + - " divine" + - " emotion" + - " enchantment" + - " fear" + - " mental" + action_cost: "One Action" + description: "DC 21" + automatic_abilities: + - + name: "Site Bound" + traits: [] + description: "" + melee: + - + name: "ghostly hand" + to_hit: "+13" + damage: + type: "negative" + formula: "2d6+2" + traits: + - "agile" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Ghost Mage" + type: "Creature" + level: "10" + description: "A wizard who died with a major project left undone might become a ghost mage, constantly seeking to finish its task in undeath." + speed: + fly: "25 feet" + traits: + - "CE" + - "Medium" + - "Ghost" + - "Incorporeal" + - "Spirit" + - "Undead" + perception: "17" + senses: + - " darkvision" + skills: + Religion: "r" + Arcana: "+22" + Intimidation: "+22" + Stealth: "+21" + languages: + - "Common" + - "Draconic" + ability_mods: + str_mod: "-5" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+6" + wis_mod: "+3" + cha_mod: "+6" + ac: "27," + saves: + will: "+22" + ref: "+19," + fort: "+16," + hp: "135 (negative healing, rejuvenation);" + immunities: "death effects, disease, paralyzed, poison, precision, unconscious" + resistances: "all damage 10 (except force," + proactive_abilities: + - + name: "Frightful Moan" + traits: + - "auditory" + - " divine" + - " emotion" + - " enchantment" + - " fear" + - " mental" + action_cost: "One Action" + description: "DC 29" + - + name: "Telekinetic Assault" + traits: + - "divine" + - " evocation" + action_cost: "Two Actions" + description: "DC 29" + automatic_abilities: + - + name: "Site Bound" + traits: [] + description: "" + melee: + - + name: "ghostly hand" + to_hit: "+21" + damage: + type: "negative" + formula: "2d8+12" + traits: + - "agile" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+23" + innate_spells: + - + name: "cone of cold" + level: "5" + - + name: "hallucination" + level: "5" + - + name: "phantasmal killer" + level: "4" + - + name: "suggestion" + level: "4" + - + name: "blindness" + level: "3" + - + name: "dispel magic" + level: "3" + - + name: "nondetection" + level: "3" + - + name: "telekinetic maneuver" + level: "2" + frequency: "x2" + - + name: "ray of enfeeblement" + level: "1" + frequency: "x2" + - + name: "Ghoul" + type: "Creature" + level: "1" + description: "Ghouls are ravenous undead who haunt graveyards and eat corpses." + speed: + land: "30 feet" + burrow: "5 feet" + traits: + - "CE" + - "Medium" + - "Ghoul" + - "Undead" + perception: "7" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Athletics: "+4" + Stealth: "+7" + Survival: "+5" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+2" + ac: "16," + saves: + will: "+5" + ref: "+9," + fort: "+4," + hp: "20 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Consume Flesh" + traits: + - "manipulate" + action_cost: "One Action" + description: "Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The ghoul devours a chunk of the corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse only once." + - + name: "Ghoul Fever" + traits: + - "disease" + description: "Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight." + - + name: "Paralysis" + traits: + - "incapacitation" + - " occult" + - " necromancy" + description: "Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save." + - + name: "Swift Leap" + traits: + - "move" + action_cost: "One Action" + description: "The ghoul jumps up to half its Speed. This movement doesn’t trigger reactions." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+1 plus ghoul fever and paralysis" + traits: + - "finesse" + action_cost: "One Action" + - + name: "claw" + to_hit: "+9" + damage: + type: "slashing" + formula: "1d4+1 plus paralysis" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Ghast" + type: "Creature" + level: "2" + description: "Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful kin of ghouls. They are relentless in the pursuit of their prey." + speed: + land: "30 feet" + burrow: "5 feet" + traits: + - "CE" + - "Medium" + - "Ghoul" + - "Undead" + perception: "8" + senses: + - " darkvision" + skills: + Acrobatics: "+10" + Athletics: "+7" + Stealth: "+10" + Survival: "+8" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+3" + ac: "18," + saves: + will: "+8" + ref: "+10," + fort: "+6," + hp: "30 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Consume Flesh" + traits: + - "manipulate" + action_cost: "One Action" + description: "Requirements The ghast is adjacent to the corpse of a creature that died within the last hour. Effect The ghast devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once." + - + name: "Ghast Fever" + traits: + - "disease" + description: "Saving Throw Fortitude DC 16; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight" + - + name: "Paralysis" + traits: + - "incapacitation" + - " occult" + - " necromancy" + description: "Any living creature (including elves) hit by a ghast's attack must succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save." + - + name: "Swift Leap" + traits: + - "move" + action_cost: "One Action" + description: "The ghast jumps up to half its Speed. This movement doesn’t trigger reactions." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d6+5 plus ghast fever and paralysis" + traits: + - "finesse" + action_cost: "One Action" + - + name: "claw" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d4+5 plus paralysis" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Hill Giant" + type: "Creature" + level: "7" + description: "Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A hill giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot." + speed: + land: "35 feet" + traits: + - "CE" + - "Large" + - "Earth" + - "Giant" + - "Humanoid" + perception: "13" + senses: + - " low-light vision" + skills: + Athletics: "+19" + Intimidation: "+11" + languages: + - "Common" + - "Jotun" + ability_mods: + str_mod: "+6" + dex_mod: "+0" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "+0" + ac: "24," + saves: + will: "+13" + ref: "+12," + fort: "+17," + hp: "140" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + - + name: "Wide Swing" + traits: [] + action_cost: "One Action" + description: "The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the hill giant’s multiple attack penalty." + automatic_abilities: [] + melee: + - + name: "greatclub" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "1d10+14" + traits: + - "backswing" + - " reach 10 feet" + - " shove" + action_cost: "One Action" + - + name: "fist" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "1d6+4" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "1d8+14" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Stone Giant" + type: "Creature" + level: "8" + description: "Stone giants are stoic, reclusive herders and artists who have a rich history and collection of traditions. They dwell in caves in tall mountains and craggy ranges, where their grayish skin allows them to blend in with their surroundings and go unnoticed by imperceptive adventurers. Those benign travelers who come across a tribe of stone giants need not worry much, however, for stone giants do not actively invite confrontation or strife. They are, by and large, a peaceful people who seek wisdom through exploration of nature and long meditations on the elements of the natural world. Their elders are the wisest of stone giants, and use their charisma and druidic magic to lead their tribes to prosperity and harmony with nature." + speed: + land: "35 feet" + traits: + - "N" + - "Large" + - "Earth" + - "Giant" + - "Humanoid" + perception: "16" + senses: + - " darkvision" + skills: + Acrobatics: "+14" + Athletics: "+20" + Intimidation: "+14" + Stealth: "+14" + languages: + - "Common" + - "Jotun" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+0" + ac: "27," + saves: + will: "+14" + ref: "+14," + fort: "+18," + hp: "150" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Big Swing" + traits: [] + action_cost: "Two Actions" + description: "The stone giant makes a greatclub Strike. The target is Pushed up to 10 feet on a hit or up to 20 feet on a critical hit. If the target collides with a solid object or lands on the ground, it takes bludgeoning damage as though it had fallen the distance it moved." + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + automatic_abilities: [] + melee: + - + name: "greatclub" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "2d10+12" + traits: + - "backswing" + - " magical" + - " reach 10 feet" + - " shove" + action_cost: "One Action" + - + name: "fist" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "2d6+14" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "2d6+12" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Frost Giant" + type: "Creature" + level: "9" + description: "Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who claim an expanse of tundra and defend it at all costs to nomadic hordes that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity and prowess in battle—massive brutes who proclaim themselves jarl and demand absolute obedience from their followers. If at any time a frost giant wishes to be a jarl, all they must do is issue a challenge to the current jarl and face off in mortal combat, after which the reigning champion continues leading the clan or the victorious challenger assumes control." + speed: + land: "30 feet; ice stride" + traits: + - "CE" + - "Large" + - "Cold" + - "Giant" + - "Humanoid" + perception: "17" + senses: + - " low-light vision" + skills: + Athletics: "+23" + Crafting: "+18" + Intimidation: "+18" + Stealth: "+17" + Acrobatics: " " + languages: + - "Common" + - "Jotun" + ability_mods: + str_mod: "+6" + dex_mod: "+0" + con_mod: "+5" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+0" + ac: "29," + saves: + will: "+16" + ref: "+16," + fort: "+23," + hp: "150;" + immunities: "cold" + resistances: "None" + proactive_abilities: + - + name: "Chill Breath" + traits: + - "cold" + - " evocation" + - " primal" + action_cost: "One Action" + description: "The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the cone must attempt a DC 28 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 28). The giant can’t use Chill Breath again for 1d4 rounds." + - + name: "Ice Stride" + traits: [] + description: "checks to keep from falling on slippery ice." + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + - + name: "Wide Swing" + traits: [] + action_cost: "One Action" + description: "The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the frost giant’s multiple attack penalty." + automatic_abilities: [] + melee: + - + name: "greataxe" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d12+12" + traits: + - "magical" + - " reach 10 feet" + - " sweep" + action_cost: "One Action" + - + name: "fist" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "2d8+12" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "2d10+9" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Fire Giant" + type: "Creature" + level: "10" + description: "The most militaristic of all giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, and finding new ways to dominate their enemies. As a result, their social and political structures are grounded firmly in martial hierarchies, with a strict emphasis on following the orders of one’s superior, no matter if you are accountable to a lowly soldier or report to a powerful officer. As soon as a fire giant can walk, they are fitted with their first suit of forged armor. This armor is constantly remolded and replaced as the fire giant matures, both to ensure they are comfortable with steel against their skin and also to teach the giant as early as possible that they bear the burden of fighting to protect their traditions and way of life. To a fire giant, death is the flame in which the future is forged." + speed: + land: "25 feet" + traits: + - "LE" + - "Large" + - "Fire" + - "Giant" + - "Humanoid" + perception: "18" + senses: + - " low-light vision" + skills: + Athletics: "+25" + Crafting: "+22" + Intimidation: "+23" + languages: + - "Common" + - "Jotun" + ability_mods: + str_mod: "+7" + dex_mod: "+0" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+2" + cha_mod: "+0" + ac: "31," + saves: + will: "+18" + ref: "+16," + fort: "+23," + hp: "175;" + immunities: "fire" + resistances: "None" + proactive_abilities: + - + name: "Flaming Stroke" + traits: + - "evocation" + - " fire" + - " primal" + action_cost: "Two Actions" + description: "The fire giant imbues its blade with flames and makes a greatsword Strike with a –2 circumstance penalty against each creature in a 15-foot line. It makes only one attack roll and compares the result to each creature’s AC. This Strike deals an additional 1d6 fire damage and counts as one attack for the fire giant’s multiple attack penalty." + - + name: "Throw Rock" + traits: + - "fire" + action_cost: "One Action" + description: "A rock thrown by a fire giant deals an additional 1d6 fire damage on a hit." + automatic_abilities: [] + melee: + - + name: "greatsword" + to_hit: "+24" + damage: + type: "slashing" + formula: "2d12+13" + traits: + - "magical" + - " reach 10 feet" + - " versatile P" + action_cost: "One Action" + - + name: "fist" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "2d8+13" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "2d8+13 plus 1d6 fire" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Cloud Giant" + type: "Creature" + level: "11" + 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." + speed: + land: "30 feet" + traits: + - "N" + - "Huge" + - "Air" + - "Giant" + - "Humanoid" + perception: "22" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+26" + Crafting: "+21" + Diplomacy: "+24" + Intimidation: "+26" + Performance: "+21" + languages: + - "Common" + - "Jotun" + ability_mods: + str_mod: "+7" + dex_mod: "+0" + con_mod: "+5" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+1" + ac: "30," + saves: + will: "+21" + ref: "+18," + fort: "+25," + hp: "220" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + - + name: "Wind Strike" + traits: + - "air" + - " evocation" + - " primal" + 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." + automatic_abilities: [] + melee: + - + name: "ranseur" + to_hit: "+25" + damage: + type: "piercing" + formula: "2d10+13" + traits: + - "disarm" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "fist" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "2d8+13" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "2d10+13" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "solid fog" + level: "4" + - + name: "levitate" + level: "3" + frequency: "at will" + - + name: "Storm Giant" + type: "Creature" + level: "13" + description: "Storm giants are looming but benevolent stewards of sea and sky, often serving as the natural guardians of tropical islands, coastlines, or rocky archipelagos. Storm giants tend to rapidly shift in mood and behavior, one moment engaging in peaceful negotiation, the next unleashing unbridled ferocity against their foes. In this way, they embody both the fury of a raging tempest and the calm of a hurricane’s eye. This can make them valuable allies who race to the aid of those in need, but their allies remain must be alert and mindful of their mood, as the giants can be quick to anger or aggressive when caution is most appropriate." + speed: + land: "35 feet" + swim: "30 feet" + traits: + - "CG" + - "Huge" + - "Amphibious" + - "Giant" + - "Humanoid" + perception: "24" + senses: + - " low-light vision" + skills: + Acrobatics: "+20" + Athletics: "+27" + Crafting: "+24" + Intimidation: "+24" + Performance: "+22" + languages: + - "Auran" + - "Common" + - "Draconic" + - "Jotun" + ability_mods: + str_mod: "+8" + dex_mod: "+1" + con_mod: "+6" + int_mod: "+3" + wis_mod: "+5" + cha_mod: "+2" + ac: "34," + saves: + will: "+23" + ref: "+21," + fort: "+28," + hp: "235;" + immunities: "electricity" + resistances: "None" + proactive_abilities: + - + name: "Lightning Blade" + traits: + - "electricity" + - " evocation" + - " primal" + description: "The storm giant raises one hand to the sky, channeling a bolt of lightning into the blade held in the other. The giant makes a greatsword Strike with a –2 circumstance penalty against each creature within its reach. It makes only one attack roll and compares the result against each creature’s AC. This Strike deals an additional 3d12 electricity damage and counts as two attacks for the giant’s multiple attack penalty." + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + - + name: "Wide Swing" + traits: [] + action_cost: "One Action" + description: "The storm giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant’s multiple attack penalty." + automatic_abilities: [] + melee: + - + name: "greatsword" + to_hit: "+28" + damage: + type: "slashing" + formula: "2d12+16 plus 1d6 electricity" + traits: + - "magical" + - " reach 15 feet" + - " versatile P" + action_cost: "One Action" + - + name: "fist" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "2d8+16 plus 1d6 electricity" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+37" + damage: + type: "bludgeoning" + formula: "2d10+16" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "chain lightning" + level: "6" + frequency: "x3" + - + name: "levitate" + level: "3" + frequency: "at will" + - + name: "freedom of movement" + level: "4" + frequency: "constant" + - + name: "Rune Giant" + type: "Creature" + level: "16" + description: "Magically crafted and bred by ancient wizards, rune giants are anathema to and tyrants among their own kind, who were given power to command and magically control other giants. The rune giants themselves served even more powerful masters—potent wizards known as runelords—and in so doing commanded entire armies of giants on behalf of the runelords’ empires. In the eons since these empires collapsed, rune giants have persisted as a people of their own, though to the outside world they’re little more than fabled horrors whispered of late at night by superstitious giants. Rune giants usually dwell in the most remote and rugged of towering mountain ranges, but they can also be found in immense ruins atop lost islands, glacial valleys, or even more remote or magical regions." + speed: + land: "45 feet;" + traits: + - "Uncommon" + - "LE" + - "Gargantuan" + - "Evil" + - "Giant" + - "Humanoid" + perception: "28" + senses: + - " low-light vision" + skills: + Arcana: "+28" + Athletics: "+32" + Crafting: "+28" + Intimidation: "+28" + Society: "+27" + languages: + - "Common" + - "Jotun" + - "Terran" + ability_mods: + str_mod: "+9" + dex_mod: "+2" + con_mod: "+7" + int_mod: "+2" + wis_mod: "+6" + cha_mod: "+4" + ac: "38," + saves: + will: "+28" + ref: "+26," + fort: "+33," + hp: "330;" + immunities: "fire" + resistances: "None" + proactive_abilities: + - + name: "Command Giants" + traits: [] + description: "When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35." + - + name: "Demand" + traits: + - "arcane" + - " enchantment" + - " mental" + action_cost: "Free Action" + description: "When a rune giant casts its innate sending spell, it can also cast suggestion on the target." + - + name: "Flashing Runes" + traits: + - "arcane" + - " evocation" + - " light" + action_cost: "Free Action" + description: "Trigger The rune giant uses an arcane ability or casts an arcane spell. Effect The runes on the giant’s body flash as they produce magical energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude save.
    Critical Success The creature is unaffected.
    Success The creature is dazzled for 1 round.
    Failure The creature is blinded for 1 round." + - + name: "Invoke Rune" + traits: + - "arcane" + - " concentrate" + - " electricity" + - " evocation" + action_cost: "One Action" + description: "The rune giant invokes one of the runes on its body, causing the rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage to all creatures in the cone (DC 37 basic Reflex save).
    A glowing copy of the invoked rune appears on a single weapon the giant holds, granting the weapon one effect listed below of the giant’s choice. The giant can’t use Invoke Rune again for 1d4 rounds. The effect on the weapon lasts for 1 minute. If the giant places a new rune on a weapon, any previously placed rune immediately vanishes, ending its effect. " + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + - + name: "Wide Swing" + traits: [] + action_cost: "One Action" + description: "The rune giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant’s multiple attack penalty." + automatic_abilities: [] + melee: + - + name: "greatsword" + to_hit: "+33" + damage: + type: "slashing" + formula: "3d12+17" + traits: + - "magical" + - " reach 20 feet" + - " versatile P" + action_cost: "One Action" + - + name: "longspear" + to_hit: "+32" + damage: + type: "piercing" + formula: "2d8+17" + traits: + - "magical" + - " reach 25 feet" + action_cost: "One Action" + - + name: "fist" + to_hit: "+31" + damage: + type: "bludgeoning" + formula: "3d8+17" + traits: + - "agile" + - " reach 20 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+31" + damage: + type: "bludgeoning" + formula: "2d12+17" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "charm" + level: "8" + - + name: "suggestion" + level: "8" + - + name: "dominate" + level: "6" + frequency: "x3" + - + name: "true seeing" + level: "6" + frequency: "x3" + - + name: "sending" + level: "5" + - + name: "charm" + level: "4" + frequency: "at will" + - + name: "suggestion" + level: "4" + frequency: "at will" + - + name: "air walk" + level: "4" + frequency: "constant" + - + name: "Gibbering Mouther" + type: "Creature" + level: "5" + description: "Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering mouthers are among the strangest creatures found either aboveground or below. Perpetually ravenous, these aberrations are always seeking their next meals, ever eating but never sated. With a nominal intelligence, gibbering mouthers can understand and even speak Aklo, but they do so in an intelligible manner only rarely. Instead, their innumerable mouths constantly jabber and babble in a stream of sound that disrupts the thought patterns of other creatures in the area." + speed: + land: "10 feet" + swim: "20 feet" + traits: + - "N" + - "Medium" + - "Aberration" + perception: "15" + senses: + - " darkvision" + skills: + Acrobatics: "+12" + Athletics: "+13" + languages: + - "Aklo" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+4" + int_mod: "-3" + wis_mod: "+3" + cha_mod: "+0" + ac: "21 all-around vision," + saves: + will: "+10" + ref: "+12," + fort: "+15," + hp: "120;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Burn Eyes" + traits: + - "or blinded for 1 round on a critical failure" + description: "." + - + name: "Engulf" + traits: [] + action_cost: "One Action" + description: "DC 22, 3d8 piercing, Escape DC 22, Rupture 8" + - + name: "Ground Manipulation" + traits: + - "occult" + - " transmutation" + action_cost: "Two Actions" + description: "The gibbering mouther causes stone and earth under its body to grow soft and muddy, remaining so for 1 minute after the mouther moves off the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "2d8+5 plus 1d4 persistent bleed damage and Grab" + traits: + - "finesse" + action_cost: "One Action" + ranged: + - + name: "spittle" + to_hit: "+14" + damage: + type: "acid" + formula: "4d6 and burn eyes" + traits: + - "range 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Gimmerling" + type: "Creature" + level: "12" + description: "Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is se eing these traps sprung or the weapons wielded. When on the Material Plane, they are frequently found in urban areas, particularly slums or other parts of town where they can either go unnoticed or be easily forgotten—and have plenty of victims to choose from." + speed: + land: "30 feet; trickster’s step" + traits: + - "Uncommon" + - "LE" + - "Small" + - "Fey" + perception: "21" + senses: + - " hungersense (imprecise) 30 feet" + - " low-light vision" + skills: + Crafting: "+23" + Deception: "+25" + Nature: "+21" + Stealth: "+25" + Thievery: "+25" + languages: + - "Aklo" + - "Common" + - "Sylvan" + ability_mods: + str_mod: "+4" + dex_mod: "+7" + con_mod: "+4" + int_mod: "+5" + wis_mod: "+3" + cha_mod: "+4" + ac: "34," + saves: + will: "+19" + ref: "+25," + fort: "+22," + hp: "235;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " polymorph" + - " primal" + - " transmutation" + action_cost: "One Action" + description: "The gimmerling changes into its natural form or that of any humanoid. In humanoid form, it loses its treacherous aura, and its equipment appears to be trinkets or toys. As a humanoid that lacks claws or fangs, it loses the matching Strike. If it loses its claw Strike, it gains a fist Strike that is identical except that it deals bludgeoning damage." + - + name: "Disarm" + traits: [] + action_cost: "Two Actions" + description: "The gimmerling knocks a held or carried weapon to the ground in the target’s space." + - + name: "Sneak Attack" + traits: [] + description: "creatures." + - + name: "Trickster's Step" + traits: [] + description: "The gimmerling ignores difficult terrain and doesn’t trigger traps with its movement." + automatic_abilities: + - + name: "Hungersense" + traits: [] + description: " Hungersense allows the gimmerling to sense creatures that require food to live.
    Items +1 striking hand crossbow (20 bolts)" + melee: + - + name: "claw" + to_hit: "+26" + damage: + type: "slashing" + formula: "2d8+7 plus Disarm" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+26" + damage: + type: "piercing" + formula: "3d8+7 plus 2d6 poison" + traits: + - "finesse" + action_cost: "One Action" + ranged: + - + name: "hand crossbow" + to_hit: "+28" + damage: + type: "piercing" + formula: "2d6+3 plus 2d6 poison" + traits: + - "range increment 60 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "None" + - + name: "Gnoll Hunter" + type: "Creature" + level: "2" + description: "Gnoll hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down escaped slaves." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Gnoll" + - "Humanoid" + perception: "7" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Athletics: "+8" + Intimidation: "+4" + Stealth: "+7" + Survival: "+5" + languages: + - "Gnoll" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "18," + saves: + will: "+7" + ref: "+7," + fort: "+8," + hp: "29" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pack Attack" + traits: [] + description: "A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies." + - + name: "Rugged Travel" + traits: [] + description: "A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides." + automatic_abilities: [] + melee: + - + name: "battle axe" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d8+4" + traits: + - "sweep" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d8+2" + traits: + - "agile" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6" + traits: + - "deadly 1d10" + - " range increment 60 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Gnoll Cultist" + type: "Creature" + level: "3" + description: "Gnoll cultists serve as their clans’ spiritual guides and conduits to the divine. As often as not, their influence drives entire gnoll civilizations to commit atrocious acts of violence and enslavement. Lamashtu and Rovagug are favored deities of gnoll cultists, and many gnolls believe their kind was in fact birthed from the womb of the Mother of Monsters. Some gnoll clans worship lesser-known demon lords or entire pantheons of sinister patrons." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Gnoll" + - "Humanoid" + perception: "8" + senses: + - " darkvision" + skills: + Intimidation: "+7" + Medicine: "+7" + Religion: "+10" + Stealth: "+7" + Survival: "+8" + languages: + - "Abyssal" + - "Common" + - "Gnoll" + ability_mods: + str_mod: "+2" + dex_mod: "+2" + con_mod: "+0" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+2" + ac: "19," + saves: + will: "+10" + ref: "+6," + fort: "+8," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pack Attack" + traits: [] + description: "A gnoll cultist deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll cultist's allies." + - + name: "Rugged Travel" + traits: [] + description: "A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides." + automatic_abilities: [] + melee: + - + name: "falchion" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d10+3" + traits: + - "forceful" + - " sweep" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Gnoll Sergeant" + type: "Creature" + level: "4" + description: "When gnolls band together to form hunting or raiding parties, the strongest among them is often designated the leader or sergeant. These gnolls train extensively in the art of war. Their skill at arms and the respect they command make them powerful adversaries. In smaller clans or single family units, a gnoll sergeant might also serve as the group’s leader in other affairs, such as sorting out domestic disputes or negotiating with rival gnoll clans." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Gnoll" + - "Humanoid" + perception: "10" + senses: + - " darkvision" + skills: + Athletics: "+13" + Intimidation: "+9" + Stealth: "+11" + Survival: "+10" + languages: + - "Common" + - "Gnoll" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+0" + ac: "21," + saves: + will: "+8" + ref: "+10," + fort: "+12," + hp: "60" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Bark Orders" + traits: + - "auditory" + - " linguistic" + action_cost: "One Action" + description: "The gnoll sergeant commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step." + - + name: "Pack Attack" + traits: [] + description: "A gnoll sergeant deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll sergeant's allies." + - + name: "Rugged Travel" + traits: [] + description: "A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides." + automatic_abilities: [] + melee: + - + name: "scimitar" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d6+7" + traits: + - "forceful" + - " sweep" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d6+7" + traits: + - "agile" + action_cost: "One Action" + ranged: + - + name: "composite shortbow" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "deadly 1d10" + - " propulsive" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Goblin Warrior" + type: "Creature" + level: "-1" + description: "The frontline fighters of goblin tribes prefer to fight in large groups—especially when they can outnumber their foes at least three to one." + speed: + land: "25 feet" + traits: + - "CE" + - "Small" + - "Goblin" + - "Humanoid" + perception: "2" + senses: + - " darkvision" + skills: + Acrobatics: "+5" + Athletics: "+2" + Nature: "+1" + Stealth: "+5" + languages: + - "Goblin" + ability_mods: + str_mod: "+0" + dex_mod: "+3" + con_mod: "+1" + int_mod: "+0" + wis_mod: "-1" + cha_mod: "+1" + ac: "16," + saves: + will: "+3" + ref: "+7," + fort: "+5," + hp: "6" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "dogslicer" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d6" + traits: + - "agile" + - " backstabber" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6" + traits: + - "deadly 1d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Goblin Commando" + type: "Creature" + level: "1" + description: "The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates." + speed: + land: "25 feet" + traits: + - "CE" + - "Small" + - "Goblin" + - "Humanoid" + perception: "5" + senses: + - " darkvision" + skills: + Acrobatics: "+6" + Athletics: "+6" + Intimidation: "+5" + Nature: "+5" + Stealth: "+6" + languages: + - "Common" + - "Goblin" + ability_mods: + str_mod: "+3" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+0" + cha_mod: "+2" + ac: "17," + saves: + will: "+5" + ref: "+8," + fort: "+7," + hp: "18" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "horsechopper" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d8+3" + traits: + - "reach 10 feet" + - " trip" + - " versatile P" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6" + traits: + - "deadly 1d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Goblin Pyro" + type: "Creature" + level: "1" + description: "Some goblins take their people’s admiration of fire fully into the realm of deadly obsession. These pyromaniacs can be a great boon to a band of goblin raiders eager to torch their enemies and wreak havoc. More often, however, their presence is a double-edged sword; in the heat of the moment, goblin pyros sometimes lose sight of their tribe’s goals and simply set fire to anything that will burn—including their own allies." + speed: + land: "25 feet" + traits: + - "CE" + - "Small" + - "Goblin" + - "Humanoid" + perception: "4" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Stealth: "+7" + languages: + - "Common" + - "Goblin" + ability_mods: + str_mod: "+0" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "-1" + cha_mod: "+3" + ac: "17," + saves: + will: "+4" + ref: "+9," + fort: "+5," + hp: "15" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "torch" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d4 plus 1 fire" + traits: + - "fire" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Goblin War Chanter" + type: "Creature" + level: "1" + description: "While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are undeniably catchy, though whether they are actually enjoyable is entirely subjective." + speed: + land: "25 feet" + traits: + - "CE" + - "Small" + - "Goblin" + - "Humanoid" + perception: "5" + senses: + - " darkvision" + skills: + Acrobatics: "+6" + Deception: "+7" + Occultism: "+4" + Performance: "+7" + Stealth: "+6" + languages: + - "Common" + - "Goblin" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+2" + int_mod: "+1" + wis_mod: "+0" + cha_mod: "+4" + ac: "17," + saves: + will: "+5" + ref: "+8," + fort: "+7," + hp: "16" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Goblin Song" + traits: + - "concentrate" + action_cost: "One Action" + description: "The war chanter sings annoying goblin songs, distracting foes with silly and repetitive lyrics. The chanter attempts a Performance check against the Will DCs of up to two enemies within 30 feet. This has the usual traits and restrictions for a Performance check.
    Critical Success The target takes a -1 status penalty to Perception checks and Will saves for 1 minute.
    Success As critical success, but the target is affected for only one round.
    Critical Failure The target is temporarily immune to Goblin Song for 1 hour." + automatic_abilities: [] + melee: + - + name: "dogslicer" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d6+2" + traits: + - "agile" + - " backstabber" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6" + traits: + - "deadly 1d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Goblin Dog" + type: "Creature" + level: "1" + description: "Goblins’ eponymous pets aren’t true canines at all, but rather large, blunt-nosed rodents with thin bodies and long legs. As cowardly as they are ugly, goblin dogs prefer to lurk behind bushes or in deep shadows, pouncing upon lone or wounded prey. Goblin dogs frequently lair and roam in packs, but they are likely to flee from a fight if injured, even if it means abandoning their pack-mates." + speed: + land: "40 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "6" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+6" + Stealth: "+7" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-1" + ac: "17," + saves: + will: "+5" + ref: "+8," + fort: "+8," + hp: "17" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Goblin Pox" + traits: + - "disease" + description: "Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day)." + - + name: "Scratch" + traits: + - "manipulate" + action_cost: "Two Actions" + description: "The goblin dog vigorously scratches itself, exposing all adjacent creatures to goblin pox." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+3 plus goblin pox" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Gogiteth" + type: "Creature" + level: "12" + description: "A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who witness it. Hives of these skittering monsters haunt the lowest reaches of the Darklands, competing with cave worms and other subterranean horrors for food and resources. A gogiteth is rarely seen alone, as these oversized vermin learned long ago that the best means of survival is sticking close to others of their own kind. Even the haughty drow know to seek cover when a gogiteth is spotted, for where there is one, a swarm is sure to follow." + speed: + land: "40 feet; climb 30 feet" + traits: + - "CE" + - "Huge" + - "Aberration" + perception: "21" + senses: + - " darkvision" + skills: + Acrobatics: "+19" + Athletics: "+24" + Stealth: "+21" + Survival: "+17" + languages: + - "Undercommon" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+1" + cha_mod: "+0" + ac: "31 all-around vision," + saves: + will: "+20" + ref: "+22," + fort: "+25," + hp: "250;" + immunities: "None" + resistances: "poison 10" + proactive_abilities: + - + name: "Carry Off Prey" + traits: [] + description: "The gogiteth can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "3d6+12 bludgeoning, DC 32" + - + name: "Skittering Assault" + traits: [] + action_cost: "Two Actions" + description: "The gogiteth Strides three times. Once per Stride, it can attempt a leg Strike against a creature in its reach at any point during the Stride; it must make each attack against a different creature, but it doesn’t apply its multiple attack penalty until after making all its Strikes. If any of the Strikes result in a critical failure, Skittering Assault ends." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+26" + damage: + type: "piercing" + formula: "3d10+12 plus Improved Grab" + traits: [] + action_cost: "One Action" + - + name: "leg" + to_hit: "+26" + damage: + type: "piercing" + formula: "3d6+12" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Flesh Golem" + type: "Creature" + level: "8" + description: "Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories and charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first flesh golem is believed to have been a misguided attempt to create from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a flesh golem if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "N" + - "Large" + - "Construct" + - "Golem" + - "Mindless" + perception: "12" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+19" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "-1" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "26," + saves: + will: "+15" + ref: "+14," + fort: "+18," + hp: "140;" + immunities: "bleed, disease, death effects, electricity, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "physical 5 (except adamantine)" + proactive_abilities: + - + name: "Berserk Slam" + traits: [] + action_cost: "One Action" + description: "." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "2d10+7" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Alchemical Golem" + type: "Creature" + level: "9" + 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." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "N" + - "Large" + - "Alchemical" + - "Construct" + - "Golem" + - "Mindless" + perception: "15" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+22" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+4" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "27," + saves: + will: "+15" + ref: "+19," + fort: "+20," + hp: "150;" + immunities: "acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "physical 12 (except adamantine or bludgeoning)" + proactive_abilities: + - + name: "Alchemical Injection" + traits: + - "or exposes the target to the sickness effect" + - " as appropriate" + description: "." + - + name: "Generate Bomb" + traits: + - "manipulate" + action_cost: "One Action" + description: "The golem fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Determine the type of bomb created by rolling 1d6 on the alchemical chambers list above. On a roll of 1–4, it creates the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost vial from chamber 2, bottled lightning from chamber 3, or alchemist’s fire from chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison damage and 3 poison splash damage with no other effects. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves." + automatic_abilities: [] + melee: + - + name: "syringe" + to_hit: "+22" + damage: + type: "piercing" + formula: "2d10+6 plus alchemical injection" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "bomb" + to_hit: "+20" + traits: + - "magical" + - " thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Clay Golem" + type: "Creature" + level: "10" + 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." + speed: + land: "20 feet" + traits: + - "Uncommon" + - "N" + - "Large" + - "Construct" + - "Golem" + - "Mindless" + perception: "16" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+24" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "-1" + con_mod: "+6" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "29," + saves: + will: "+17" + ref: "+16," + fort: "+23," + hp: "175;" + immunities: "acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "physical 10 (except adamantine)" + proactive_abilities: + - + name: "Berserk Slam" + traits: [] + action_cost: "One Action" + description: "." + - + name: "Cursed Wound" + traits: + - "divine" + - " curse" + - " necromancy" + 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." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "2d10+12 plus cursed wound" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Stone Golem" + type: "Creature" + level: "11" + description: "Stone golems are slow and steady constructs typically carved from marble or granite. They’re often made to serve as works of art when at rest, so some golem crafters employ master sculptors to ensure the constructs make beautiful statues. Older stone golems might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn’t adversely impact the golems’ functionality." + speed: + land: "20 feet" + traits: + - "Uncommon" + - "N" + - "Large" + - "Construct" + - "Golem" + - "Mindless" + perception: "17" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+26" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "-1" + con_mod: "+4" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "30," + saves: + will: "+19" + ref: "+18," + fort: "+24," + hp: "175;" + immunities: "acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "physical 10 (except adamantine)" + proactive_abilities: + - + name: "Impose Paralysis" + traits: + - "incapacitation" + description: "Trigger The stone golem hits a slowed creature. Effect The creature must succeed at a DC 30 Fortitude save or become paralyzed for 1 round." + - + name: "Inexorable March" + traits: [] + action_cost: "One Action" + description: "The stone golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem’s fist." + - + name: "Slowing Pulse" + traits: + - "arcane" + - " concentrate" + - " transmutation" + action_cost: "One Action" + description: "Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude save or be slowed 1 for 1 minute. The golem can’t use Slowing Pulse again for 1d4 rounds." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "2d10+13" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Iron Golem" + type: "Creature" + level: "13" + description: "Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don’t rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren’t destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents." + speed: + land: "20 feet" + traits: + - "Uncommon" + - "N" + - "Large" + - "Construct" + - "Golem" + - "Mindless" + perception: "21" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+30" + languages: "" + ability_mods: + str_mod: "+8" + dex_mod: "-1" + con_mod: "+4" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "34," + saves: + will: "+22" + ref: "+21," + fort: "+26," + hp: "190;" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "physical 15 (except adamantine)" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "arcane" + - " necromancy" + - " poison" + action_cost: "Two Actions" + description: "The iron golem exhales poisonous gas in a 10-foot radius centered on the corner of one of the iron golem’s squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem’s poison. The golem can’t use its Breath Weapon again for 1d4 rounds." + - + name: "Inexorable March" + traits: [] + action_cost: "One Action" + description: "The iron golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem’s fist." + - + name: "Iron Golem Poison" + traits: + - "poison" + description: "Any drained value from this poison is reduced by 1 every hour. Saving Throw DC 33 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3 (1 round)." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+28" + damage: + type: "bludgeoning" + formula: "3d10+12" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Adamantine Golem" + type: "Creature" + level: "18" + 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." + speed: + land: "30 feet" + traits: + - "Rare" + - "N" + - "Huge" + - "Construct" + - "Golem" + - "Mindless" + perception: "26" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+38" + languages: "" + ability_mods: + str_mod: "+9" + dex_mod: "-1" + con_mod: "+9" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "42," + saves: + will: "+29" + ref: "+27," + fort: "+33," + hp: "255 (repair mode);" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "physical 20 (except" + proactive_abilities: + - + name: "Destructive Strike" + traits: [] + 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: "Inexorable March" + traits: [] + action_cost: "One Action" + description: "The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem’s fist." + - + name: "Self-Repair" + traits: + - "manipulate" + action_cost: "One Action" + description: "The golem repairs itself, regaining 30 Hit Points." + - + name: "Vent" + traits: + - "fire" + 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." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+35" + damage: + type: "bludgeoning" + formula: "3d10+17 plus destructive strike" + traits: + - "deadly 3d12" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Graveknight" + type: "Creature" + level: "10" + description: "Graveknights are undead warriors granted unlife by a cursed suit of armor.

    Creating Graveknights

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

    Graveknight Abilities

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

    Alternate Graveknight Abilities

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

    Graveknight Armor

    Wearing graveknight armor is very risky, for the graveknight’s essence rapidly parasitizes the new wearer, accelerating the graveknight’s rejuvenation. This agonizing transformation inevitably kills the host, transforming their flesh into the graveknight’s new body. Removing the curse allows a character to remove the armor, but if it ever wears the armor again, the curse returns. If the wearer dies from another cause while wearing the armor, or if the graveknight’s rejuvenation completes before the wearer dies from the curse, the wearer immediately progresses to stage 3.
    Graveknight’s Curse (arcane, curse, necromancy) This curse affects anyone who wears a graveknight’s armor for at least 1 hour. Saving Throw Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor’s graveknight." + speed: + land: "25 feet" + traits: + - "LE" + - "Large" + - "Undead" + perception: "19" + senses: + - " darkvision" + skills: + Religion: "+19" + Athletics: "+23" + Intimidation: "+22" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+4" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+5" + ac: "31," + saves: + will: "+18" + ref: "+19," + fort: "+21," + hp: "175 (negative healing, rejuvenation);" + immunities: "death effects, disease, paralyzed, poison, precision, unconscious, plus one energy type (the same chosen for ruinous weapons below)." + resistances: "None" + proactive_abilities: + - + name: "Devastating Blast" + traits: + - "arcane" + - " cold" + - " evocation" + action_cost: "Two Actions" + description: "6d12 cold, DC 29" + - + name: "Graveknight's Curse" + traits: [] + description: "DC 33" + - + name: "Phantom Mount" + traits: + - "arcane" + - " conjuration" + description: "HP 58; AC 27, Fort +17, Ref +15, Will +14." + - + name: "Weapon Master" + traits: [] + description: "" + automatic_abilities: [] + melee: + - + name: "frost greatsword" + to_hit: "+24" + damage: + type: "slashing" + formula: "2d12+10 plus 1d6 cold" + traits: + - "cold" + - " magical" + - " versatile P" + action_cost: "One Action" + - + name: "fist" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "2d6+10 plus 1d6 cold" + traits: + - "agile" + - " cold" + action_cost: "One Action" + ranged: + - + name: "frost composite longbow" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d8+6 plus 1d6 cold" + traits: + - "cold" + - " deadly 1d10" + - " magical" + - " range increment 100 feet" + - " reload 0" + - " volley 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Mitflit" + type: "Creature" + level: "-1" + description: "Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits have lost most of their ancestral gremlin magic, leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship in the other base creatures of the world, and forge bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within mitflits’ personalities, and they rarely rebel or rail out unless their rage hits a breaking point." + speed: + land: "20 feet; climb 20 feet" + traits: + - "LE" + - "Small" + - "Fey" + - "Gremlin" + perception: "4" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+5" + Diplomacy: "+1 " + Nature: "+3" + Stealth: "+5" + Thievery: "+5" + languages: + - "Undercommon" + ability_mods: + str_mod: "-1" + dex_mod: "+3" + con_mod: "+0" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "-1" + ac: "15," + saves: + will: "+4" + ref: "+7," + fort: "+2," + hp: "10;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Vengeful Anger" + traits: + - "emotion" + - " mental" + description: "As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it." + automatic_abilities: + - + name: "Self-Loathing" + traits: + - "emotion" + - "mental" + description: " mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
    Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
    Items dart (10), shortsword" + - + name: "Vermin Empathy" + traits: [] + description: " Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
    Items dart (10), shortsword" + melee: + - + name: "shortsword" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6-1" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "dart" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d4-1" + traits: + - "agile" + - " range increment 20 feet" + - " thrown" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "speak with animals" + level: "2" + frequency: "at will; arthropods only" + - + name: "bane" + level: "1" + - + name: "Pugwampi" + type: "Creature" + level: "0" + description: "Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures—something that happens often due to the supernatural aura of ill fortune these gremlins project. They enjoy preparing pranks involving spikes, excrement, pits full of spiders, and the like. Pugwampis are somewhat deaf and thus often yell loudly to each other when not hiding. Many pugwampis worship gnolls as gods and aspire to be more like gnolls, although gnolls hate pugwampis even more than most creatures do, due to their sycophantic fawning." + speed: + land: "25 feet" + traits: + - "NE" + - "Tiny" + - "Fey" + - "Gremlin" + perception: "6" + senses: + - " (–" + skills: + Crafting: "+2" + Deception: "+2" + Nature: "+4" + Stealth: "+5" + Thievery: "+5" + languages: + - "Gnoll" + - "Undercommon" + ability_mods: + str_mod: "-3" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "-2" + ac: "16," + saves: + will: "+6" + ref: "+8," + fort: "+5," + hp: "17;" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "shortsword" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d6-3" + traits: + - "agile" + - " finesse" + - " magical" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6" + traits: + - "deadly 1d10" + - " magical" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "speak with animals" + level: "2" + frequency: "at will" + - + name: "Jinkin" + type: "Creature" + level: "1" + description: "Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment." + speed: + land: "30 feet" + traits: + - "CE" + - "Tiny" + - "Fey" + - "Gremlin" + perception: "7" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Crafting: "+5 " + Deception: "+5" + Nature: "+5" + Stealth: "+7" + Thievery: "+7" + languages: + - "Undercommon" + ability_mods: + str_mod: "-2" + dex_mod: "+4" + con_mod: "+0" + int_mod: "+2" + wis_mod: "+2" + cha_mod: "+2" + ac: "17," + saves: + will: "+7" + ref: "+10," + fort: "+6," + hp: "19;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Sneak Attack" + traits: [] + description: "creatures." + - + name: "Tinker" + traits: + - "curse" + - " primal" + - " transmutation" + description: "A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber." + automatic_abilities: [] + melee: + - + name: "shortsword" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6-2" + traits: + - "agile" + - " finesse" + - " magical" + - " versatile S" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Griffon" + type: "Creature" + level: "4" + description: "Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion and the head, wings, and forelimbs of a great bird of prey—typically an eagle, but some instead bear the features of a hawk, falcon, or even osprey or vulture. In rare cases, the griffon’s hindquarters may resemble those of a different great cat, such as a leopard or tiger. The variations seem to conform to the environment in which the griffon lives—for instance, the especially rare griffons of northern Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy owl—though this is not always the case. Some griffons lack wings altogether. These wingless griffons, known as alces, result from a rare mutation. Among a clutch of other griffons, the alce is typically considered the runt, so few of these offshoots survive their fledgling stage. Those alces that do make it to adulthood tend to be tougher, more violent, and more aloof than most griffons." + speed: + land: "25 feet; fly 60 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "11" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+11" + Athletics: "+12" + Survival: "+9" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-1" + ac: "21," + saves: + will: "+7" + ref: "+13," + fort: "+13," + hp: "60" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Flying Strafe" + traits: [] + action_cost: "Two Actions" + description: "The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty." + - + name: "Pounce" + traits: [] + action_cost: "One Action" + description: "The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+14" + damage: + type: "piercing" + formula: "2d8+4" + traits: + - "deadly 1d10" + action_cost: "One Action" + - + name: "talon" + to_hit: "+14" + damage: + type: "piercing" + formula: "2d6+4" + traits: + - "agile" + action_cost: "One Action" + - + name: "wing" + to_hit: "+14" + damage: + type: "bludgeoning" + formula: "2d6+4" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Grikkitog" + type: "Creature" + level: "14" + description: "Grikkitogs, also known as “hungry earth,” are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger. A young grikkitog is a formless apparition until it corrupts an earth elemental host, forming the grikkitog’s core. A grikkitog can then infest the earth and stone nearby with its voracious essence, forming maws and eyes all around it. These creatures are particularly dangerous to small creatures that lair within gaps and holes among rocks, as well as mountain climbers searching for the perfect handhold." + speed: + land: "20 feet; burrow 20 feet" + traits: + - "NE" + - "Huge" + - "Aberration" + - "Earth" + perception: "29" + senses: + - " darkvision" + - " manifold vision" + - " tremorsense (imprecise) 30 feet" + skills: + Athletics: "+28" + Deception: "+27" + Survival: "+25" + languages: + - "Terran" + ability_mods: + str_mod: "+8" + dex_mod: "+4" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+5" + cha_mod: "+5" + ac: "36," + saves: + will: "+24" + ref: "+23," + fort: "+28," + hp: "200;" + immunities: "None" + resistances: "10 (except adamantine)" + proactive_abilities: + - + name: "Barbed Maw" + traits: [] + description: ", the victim takes 3d8 persistent bleed damage and the grikkitog feeds upon its flesh. The creature is immobilized until the grikkitog ends the effect as a free action or the target succeeds at a DC 38 check to Escape. The grikkitog can immobilize any number of creatures with these maws." + - + name: "Earth Glide" + traits: [] + description: "The grikkitog can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing." + automatic_abilities: + - + name: "Implant Core" + traits: + - "manipulate" + description: "he grikkitog implants its core into an adjacent section of earth or stone, melding seamlessly and changing its visual appearance to match the surrounding rock. It’s immobilized but automatically succeeds at its Deception check to Impersonate the stone around it; creatures actively searching for it can still attempt Perception checks against its Deception DC as normal. A grikkitog can release its implantation as a free action, which has the manipulate trait. A grikkitog’s infestation aura and manifold vision are only active while implanted.
    Manifold Vision While its core is implanted, the grikkitog can see through the eyes it creates throughout the area of its infestation aura, gaining the benefits of all-around \u001cvision." + - + name: "Manifold Vision" + traits: [] + description: " While its core is implanted, the grikkitog can see through the eyes it creates throughout the area of its infestation aura, gaining the benefits of all-around \u001cvision." + melee: + - + name: "jaws" + to_hit: "+29" + damage: + type: "piercing" + formula: "3d12+14 plus barbed maw" + traits: + - "magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Grim Reaper" + type: "Creature" + level: "21" + description: "The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down and finishes creatures that have evaded death for far too long. Sometimes the Grim Reaper comes without warning, while at others it comes to finish the work that other creatures could not. The Grim Reaper serves no god, fiend, or aeon. It is both despised and feared by psychopomps and celestials, but few—if any—dare to stand in its way. Like some eternal plague, it kills those who try to cure the multiverse of its presence. It stands alone and holds only its own council, and the pleading and reasoning of mortals and immortals alike fall on deaf ears once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal ears and inscrutable to the mortal mind, but no matter the reason, the result is unyielding and final." + speed: + land: "50 feet" + fly: "75 feet" + traits: + - "Unique" + - "NE" + - "Medium" + - "Undead" + perception: "41" + senses: + - " darkvision" + - " see invisibility" + - " status sight" + - " true seeing" + skills: + Acrobatics: "+43" + Athletics: "+38" + Deception: "+40" + Intimidation: "+43" + Religion: "+39" + Society: "+36" + Stealth: "+43" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+8" + dex_mod: "+10" + con_mod: "+8" + int_mod: "+5" + wis_mod: "+7" + cha_mod: "+8" + ac: "47," + saves: + will: "+38; +1 status to all saves vs. magic" + ref: "+41," + fort: "+37," + hp: "320 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "all damage 15" + proactive_abilities: + - + name: "Death Strike" + traits: + - "death" + description: "A creature critically hit by any of the grim reaper’s attacks or that critically fails against any of its spells must succeed at a DC 47 Fortitude save or die." + - + name: "Energy Drain" + traits: + - "to a maximum of doomed 3" + description: "." + - + name: "Final Death" + traits: [] + description: "A creature killed by the grim reaper can’t be brought back to life by any means short of divine intervention." + - + name: "Infuse Weapon" + traits: + - "divine" + - " evocation" + description: "Any scythe gains the agile trait, can’t be disarmed, and becomes a +3 major striking keen scythe while the grim reaper wields it. If the grim reaper Strikes a creature with a weakness to any specific type of damage, the scythe’s damage counts as that type of damage, in addition to slashing." + automatic_abilities: + - + name: "Death’s Grace" + traits: [] + description: "" + - + name: "Status Sight" + traits: [] + description: " The grim reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see.
    Items scythe" + melee: + - + name: "keen scythe" + to_hit: "+40" + damage: + type: "slashing" + formula: "4d10+23 plus death strike and energy drain" + traits: + - "agile" + - " deadly 3d10" + - " magical" + - " reach 10 feet" + - " trip" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+37" + innate_spells: + - + name: "finger of death" + level: "10" + frequency: "x4" + - + name: "plane shift" + level: "7" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "haste" + level: "6" + frequency: "constant" + - + name: "see invisibility" + level: "6" + frequency: "constant" + - + name: "haste" + level: "3" + frequency: "constant" + - + name: "see invisibility" + level: "3" + frequency: "constant" + - + name: "see invisibility" + level: "2" + frequency: "constant" + - + name: "Lesser Death" + type: "Creature" + level: "16" + description: "No one is quite sure what lesser deaths are, though some claim that they are avatars of the grim reaper. Unlike that strange hunter, however, lesser deaths hunt in packs on rare occasions. More often than not, they manifest from cursed magic items. Other times, they are just the enactors of death, hunting in the same way the grim reaper does— silently, with neither remorse nor quarter. Rarely, multiple lesser deaths work together to cull a large population, their scythes cutting through crowds and leaving entire cities devoid of life, inspiring (hopefully) false rumors of multiple grim reapers." + speed: + land: "50 feet" + fly: "40 feet" + traits: + - "Rare" + - "NE" + - "Medium" + - "Undead" + perception: "32" + senses: + - " darkvision" + - " see invisibility" + - " status sight" + - " true seeing" + skills: + Acrobatics: "+33" + Athletics: "+28" + Deception: "+30" + Intimidation: "+32" + Religion: "+30" + Society: "+26" + Stealth: "+35" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+6" + dex_mod: "+9" + con_mod: "+6" + int_mod: "+4" + wis_mod: "+6" + cha_mod: "+6" + ac: "39," + saves: + will: "+32; +1 status to all saves vs. magic" + ref: "+33," + fort: "+30," + hp: "255 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Infuse Weapon" + traits: + - "divine" + - " evocation" + description: "Any scythe gains the agile trait, can’t be disarmed, and becomes a +3 major striking keen scythe while the grim reaper wields it. If the grim reaper Strikes a creature with a weakness to any specific type of damage, the scythe’s damage counts as that type of damage, in addition to slashing." + automatic_abilities: + - + name: "Death’s Grace" + traits: [] + description: "" + - + name: "Status Sight" + traits: [] + description: " The lesser death automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see.
    Items scythe" + melee: + - + name: "keen scythe" + to_hit: "+32" + damage: + type: "slashing" + formula: "3d10+14 plus 1d12 negative" + traits: + - "agile" + - " deadly 2d10" + - " magical" + - " reach 10 feet" + - " trip" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "haste" + level: "6" + frequency: "constant" + - + name: "see invisibility" + level: "6" + frequency: "constant" + - + name: "haste" + level: "3" + frequency: "constant" + - + name: "see invisibility" + level: "3" + frequency: "constant" + - + name: "see invisibility" + level: "2" + frequency: "constant" + - + name: "Gug" + type: "Creature" + level: "10" + description: "A gug’s most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its eyes on either side of its head-jaw are small but keen. Bony ridges protect its eyes from the frantic flailing of its prey, as it prefers meals of raw and writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore." + speed: + land: "40 feet" + climb: "20 feet" + traits: + - "CE" + - "Large" + - "Aberration" + perception: "19" + senses: + - " darkvision" + skills: + Acrobatics: "+19" + Athletics: "+23" + Stealth: "+19" + Survival: "+17" + languages: + - "Undercommon" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+6" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+0" + ac: "30," + saves: + will: "+19" + ref: "+17," + fort: "+22," + hp: "175" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Eerie Flexibility" + traits: [] + description: "Despite its size, the gug’s multiple joints allow it to fit through tight spaces as if it were a Medium creature. While Squeezing, it can move at its full Speed." + - + name: "Furious Claws" + traits: [] + action_cost: "Two Actions" + description: "The gug makes up to four claw Strikes, each against a different target. These attacks all count toward the gug’s multiple attack penalty, but the penalty doesn’t increase until after the gug makes all its attacks." + - + name: "Rend" + traits: [] + action_cost: "One Action" + description: "claw" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+23" + damage: + type: "piercing" + formula: "2d12+13" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+23" + damage: + type: "slashing" + formula: "2d8+13" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Guthallath" + type: "Creature" + level: "19" + description: "A guthallath is an enormous construct created long ago by some unknown empire, probably as a war machine. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time such a relic is buried up to its neck, covered in moss and stranded in some forgotten place. Yet, every so often, one of these harbingers of destruction reactivates in response to some unknown stimulus or rallying call, and when this happens, woe be unto any who stand in its way." + speed: + land: "40 feet" + burrow: "50 feet" + traits: + - "Rare" + - "N" + - "Gargantuan" + - "Construct" + perception: "30" + senses: + - " darkvision" + - " true seeing" + skills: + Crafting: "r" + Acrobatics: "+25" + Athletics: "+40" + languages: "" + ability_mods: + str_mod: "+10" + dex_mod: "+2" + con_mod: "+8" + int_mod: "-4" + wis_mod: "+0" + cha_mod: "-1" + ac: "43," + saves: + will: "+30" + ref: "+32," + fort: "+38," + hp: "325;" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "physical 15 (except adamantine)" + proactive_abilities: + - + name: "Annihilation Beams" + traits: + - "DC 41 Fortitude" + action_cost: "Two Actions" + description: ". There is no additional effect on creatures in any area where the beams overlap. The guthallath can’t use this ability again for 1d4 rounds." + - + name: "Deadly Throw" + traits: [] + action_cost: "One Action" + description: "The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 41 basic Reflex save." + - + name: "Powerful Blows" + traits: [] + description: "If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure." + - + name: "Trample" + traits: [] + description: "Huge or smaller, foot, DC 45" + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+38" + damage: + type: "bludgeoning" + formula: "4d12+18 plus Improved Grab or Improved Push 20 feet" + traits: + - "deadly 3d12" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "foot" + to_hit: "+38" + damage: + type: "bludgeoning" + formula: "4d8+18 plus Improved Knockdown" + traits: + - "deadly 3d12" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Sea Hag" + type: "Creature" + level: "3" + description: "Sea hags kill and eat fishers and sailors who come near their lairs, torment coastal dwellers with dark promises and vague threats, and enjoy the act of causing distress and discord in small towns. They generally avoid making their lairs too close to civilization, however, to avoid drawing enemies to their homes. Sea hags are known for tempting desperate victims into tragic and inescapable bargains, deals which the hag has already secretly stacked in her favor. Despite their voracious appetites, sea hags appear hideously emaciated, and unlike more powerful hags, they lack the ability to magically disguise their form." + speed: + land: "25 feet" + swim: "35 feet" + traits: + - "CE" + - "Medium" + - "Amphibious" + - "Hag" + - "Humanoid" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Athletics: "+11" + Deception: "+10" + Occultism: "+8" + Stealth: "+8" + languages: + - "Aklo" + - "Common" + - "Jotun" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+3" + ac: "19," + saves: + will: "+10; +1 status to all saves vs. magic" + ref: "+8," + fort: "+11," + hp: "45;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Dread Gaze" + traits: + - "curse" + - " emotion" + - " fear" + - " mental" + - " occult" + action_cost: "Two Actions" + description: "The hag gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 20). The target does not need to be able to see the sea hag.
    Critical Success No effect.
    Success Frightened 1.
    Failure Frightened 1 and slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.
    Critical Failure Frightened 2 and slowed 1 for 1 minute. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies." + automatic_abilities: + - + name: "Coven" + traits: + - "necromancy" + - "occult" + description: "he sea hag can make a bargain with a willing creature, who must be of sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its voice—in exchange for a boon or a promise from the sea hag. As long as the sea hag keeps her end of the bargain, the only way to restore the lost quality is to defeat the sea hag or make another bargain for its return." + - + name: "Sea Hag’s Bargain" + traits: [] + description: "" + melee: + - + name: "claw" + to_hit: "+12" + damage: + type: "slashing" + formula: "1d10+4" + traits: + - "agile" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Green Hag" + type: "Creature" + level: "4" + description: "Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag’s twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination." + speed: + land: "25 feet" + swim: "25 feet" + traits: + - "CE" + - "Medium" + - "Hag" + - "Humanoid" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+9" + Athletics: "+11" + Deception: "+10" + Nature: "+8" + Occultism: "+8" + Stealth: "+9" + languages: + - "Aklo" + - "Common" + - "Jotun" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+3" + int_mod: "+2" + wis_mod: "+2" + cha_mod: "+4" + ac: "21," + saves: + will: "+12; +1 status to all saves vs. magic" + ref: "+11," + fort: "+11," + hp: "70;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Betraying Touch" + traits: [] + action_cost: "One Action" + description: "The green hag touches a creature that doesn’t realize the hag is an enemy. The betrayed creature is affected by the hag’s enfeebling humors and takes a –4 circumstance penalty to their saving throw against that effect." + - + name: "Change Shape" + traits: + - "concentrate" + - " occult" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The green hag can take on the appearance of any Medium humanoid woman. This doesn’t change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning)." + - + name: "Enfeebling Humors" + traits: + - "necromancy" + - " occult" + description: "A creature damaged by a hag’s claw must succeed at a DC 20 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it’s enfeebled 2 for 1 day." + - + name: "Exhale Miasma" + traits: + - "necromancy" + - " occult" + action_cost: "Two Actions" + description: "The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attempting a save as normal). She can’t use Exhale Miasma again for 1d4 rounds." + automatic_abilities: + - + name: "Coven" + traits: [] + description: " A green hag adds entangle, outcast’s curse, and wall of thorns to her coven’s spells." + melee: + - + name: "claw" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d10+5 plus enfeebling humors" + traits: + - "agile" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "20" + spell_attack_to_hit: "+14" + innate_spells: + - + name: "invisibility" + level: "2" + frequency: "at will" + - + name: "tree shape" + level: "2" + frequency: "at will" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "water breathing" + level: "5" + frequency: "constant" + - + name: "pass without trace" + level: "5" + frequency: "constant" + - + name: "water breathing" + level: "2" + frequency: "constant" + - + name: "pass without trace" + level: "2" + frequency: "constant" + - + name: "pass without trace" + level: "1" + frequency: "constant" + - + name: "Annis Hag" + type: "Creature" + level: "6" + 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." + speed: + land: "40 feet" + traits: + - "CE" + - "Large" + - "Hag" + - "Humanoid" + perception: "15" + senses: + - " darkvision" + skills: + Acrobatics: "+10" + Athletics: "+14" + Deception: "+11" + Diplomacy: "+9" + Intimidation: "+11" + Stealth: "+14" + languages: + - "Aklo" + - "Common" + - "Jotun" + ability_mods: + str_mod: "+6" + dex_mod: "+4" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+4" + cha_mod: "+3" + ac: "24," + saves: + will: "+14; +1 status to all saves vs. magic" + ref: "+12," + fort: "+16," + hp: "85;" + immunities: "None" + resistances: "physical 5 (except bludgeoning)" + proactive_abilities: + - + name: "Bonds of Iron" + traits: + - "attack" + - " conjuration" + - " occult" + 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: "Change Shape" + traits: + - "concentrate" + - " occult" + - " polymorph" + - " transmutation" + 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: "Rend" + traits: [] + action_cost: "One Action" + description: "claw" + automatic_abilities: + - + name: "Coven" + traits: [] + description: " An annis hag adds earthbind, passwall, and spellwrack to her coven’s spells." + melee: + - + name: "claw" + to_hit: "+16" + damage: + type: "cold" + formula: "2d8+6 iron slashing plus Grab" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Night Hag" + type: "Creature" + level: "9" + description: "Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as heartstones. They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim’s will and ability to resist, until their soul is forfeit." + speed: + land: "25 feet" + traits: + - "NE" + - "Medium" + - "Fiend" + - "Hag" + - "Humanoid" + perception: "18" + senses: + - " darkvision" + skills: + Society: "h" + Arcana: "+18" + Deception: "+18" + Diplomacy: "+18" + Intimidation: "+14" + Occultism: "+20" + Religion: "+20" + languages: + - "Abyssal" + - "Aklo" + - "Celestial" + - "Common" + - "Infernal" + ability_mods: + str_mod: "+5" + dex_mod: "+4" + con_mod: "+6" + int_mod: "+4" + wis_mod: "+5" + cha_mod: "+3" + ac: "28," + saves: + will: "+18; +2 status to all saves vs. magic, –2 to all saves if the night hag does not have her" + ref: "+17," + fort: "+19," + hp: "170;" + immunities: "sleep" + resistances: "mental 10;" + proactive_abilities: + - + name: "Abyssal Plague" + traits: + - "disease" + description: "A creature can’t recover from drained until abyssal plague is cured. Saving Throw DC 28 Fortitude; Stage 1 Drained 1 (1 day); Stage 2 Drained increases by 2 (1 day)" + - + name: "Change Shape" + traits: + - "concentrate" + - " occult" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The night hag can take on the appearance of any Medium female humanoid. This doesn’t change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning)." + - + name: "Dream Haunting" + traits: + - "enchantment" + - " occult" + - " mental" + description: "If a night hag is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim’s back until dawn. The creature endures tormenting dreams as the hag casts nightmare on it, and is exposed to abyssal plague. Any drained caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting." + - + name: "Spell Ambush" + traits: [] + description: "to the night hag takes a –2 circumstance penalty to checks and DCs to defend against her spells." + automatic_abilities: + - + name: "Coven" + traits: [] + description: " A night hag adds dominate, nightmare, scrying, and spellwrack to her coven’s spells.
    Nightmare Rider When a night hag rides a nightmare, the nightmare also gains the night hag’s status bonus to saves against magic, and both the hag and rider benefit when the night hag uses her heartstone’s ethereal jaunt innate spell.
    Items heartstone" + - + name: "Nightmare Rider" + traits: [] + description: " When a night hag rides a nightmare, the nightmare also gains the night hag’s status bonus to saves against magic, and both the hag and rider benefit when the night hag uses her heartstone’s ethereal jaunt innate spell.
    Items heartstone" + melee: + - + name: "jaws" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d8+8 plus 1d6 evil and Abyssal plague" + traits: + - "magical" + action_cost: "One Action" + - + name: "claw" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d10+8 plus 1d6 evil" + traits: + - "agile" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "28" + innate_spells: + - + name: "bind soul" + level: "9" + frequency: "at will; from heartstone" + - + name: "ethereal jaunt" + level: "9" + frequency: "at will; from heartstone" + - + name: "dream council" + level: "8" + - + name: "nightmare" + level: "5" + frequency: "x2, from heartstone" + - + name: "shadow blast" + level: "5" + frequency: "x2, from heartstone" + - + name: "dream message" + level: "3" + frequency: "at will" + - + name: "magic missile" + level: "3" + frequency: "at will" + - + name: "invisibility" + level: "2" + frequency: "at will" + - + name: "ray of enfeeblement" + level: "1" + frequency: "at will" + - + name: "sleep" + level: "1" + frequency: "at will" + - + name: "detect magic" + level: "3" + frequency: "constant" + - + name: "detect alignment" + level: "3" + frequency: "constant" + - + name: "detect alignment" + level: "2" + frequency: "constant" + - + name: "Harpy" + type: "Creature" + level: "5" + description: "Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating songs to lure creatures in, then murder them while they stand transfixed. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey—humans and elves are their favorite. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn’t comfort goblins, of course, who have a particularly strong fear of harpies. Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results." + speed: + land: "20 feet" + fly: "60 feet" + traits: + - "CE" + - "Medium" + - "Humanoid" + perception: "12" + senses: + - " darkvision" + skills: + Acrobatics: "+13" + Deception: "+13" + Intimidation: "+11" + Performance: "+14" + languages: + - "Common" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+0" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+4" + ac: "22," + saves: + will: "+12" + ref: "+15," + fort: "+9," + hp: "68" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Captivating Song" + traits: + - "auditory" + - " concentrate" + - " enchantment" + - " incapacitation" + - " mental" + - " primal" + action_cost: "One Action" + description: "The harpy cries out an eerie, compelling melody. Each non-harpy creature within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated by the harpy’s song. The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, it extends the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Captivating Song, that creature is temporarily immune to Captivating Songs for 24 hours.
    Success The creature is unaffected.
    Failure The creature is fascinated, and it must spend each of its actions to move closer to the harpy as expediently as possible, while avoiding obvious dangers. If a captivated creature is adjacent to the harpy, it stays still and doesn’t act. If attacked by the harpy, the creature is freed from captivation at the end of the harpy’s turn.
    Critical Failure As failure, but if attacked by the harpy, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the harpy’s turn." + automatic_abilities: [] + melee: + - + name: "club" + to_hit: "+12" + damage: + type: "bludgeoning" + formula: "1d6+4" + traits: [] + action_cost: "One Action" + - + name: "talon" + to_hit: "+15" + damage: + type: "slashing" + formula: "2d6+4" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "club" + to_hit: "+15" + damage: + type: "bludgeoning" + formula: "1d6+4" + traits: + - "thrown 10 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Hell Hound" + type: "Creature" + level: "3" + description: "A hell hound’s appearance dismisses any doubts as to its infernal origins—flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hell re are all trademark features." + speed: + land: "40 feet" + traits: + - "LE" + - "Medium" + - "Beast" + - "Fiend" + - "Fire" + perception: "9" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Nature: " " + Religion: "r" + Acrobatics: "+8" + Athletics: "+9" + Stealth: "+8" + Survival: "+9 " + languages: + - "Infernal" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "-2" + ac: "19," + saves: + will: "+7" + ref: "+10," + fort: "+9," + hp: "40;" + immunities: "fire" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "divine" + - " evocation" + - " fire" + action_cost: "One Action" + description: "The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can’t use Breath Weapon again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d8+4 plus 1d6 evil and 1d6 fire" + traits: + - "magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Nessian Warhound" + type: "Creature" + level: "9" + description: "Believed to be bred by the Prince of Darkness himself within vast kennels in the infernal realm of Nessus, Nessian warhounds are the favored guards and hunting hounds of powerful fiends and, rarely, those mortals who worship them and have earned their favor." + speed: + land: "40 feet" + traits: + - "LE" + - "Large" + - "Beast" + - "Fiend" + - "Fire" + perception: "19" + senses: + - " darkvision" + - " scent (imprecise) 120 feet" + skills: + Nature: " " + Religion: "r" + Acrobatics: "+18" + Athletics: "+19" + Stealth: "+18" + Survival: "+20" + languages: + - "Infernal" + ability_mods: + str_mod: "+6" + dex_mod: "+5" + con_mod: "+5" + int_mod: "-2" + wis_mod: "+4" + cha_mod: "-2" + ac: "28," + saves: + will: "+16" + ref: "+19," + fort: "+21," + hp: "150;" + immunities: "fire" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "divine" + - " evocation" + - " fire" + action_cost: "One Action" + description: "The warhound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The warhound can’t use Breath Weapon again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d8+6 plus 1d6 evil and 2d6 fire" + traits: + - "magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Hobgoblin Soldier" + type: "Creature" + level: "1" + description: "Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit." + speed: + land: "25 feet" + traits: + - "LE" + - "Medium" + - "Goblin" + - "Humanoid" + perception: "7" + senses: + - " darkvision" + skills: + Athletics: "+6" + Stealth: "+6" + languages: + - "Common" + - "Goblin" + ability_mods: + str_mod: "+3" + dex_mod: "+3" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "-1" + ac: "18 (20 with shield raised)," + saves: + will: "+5" + ref: "+6," + fort: "+5," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "longsword" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d8+3" + traits: + - "versatile P" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6" + traits: + - "deadly 1d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Hobgoblin Archer" + type: "Creature" + level: "4" + description: "Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band’s captain." + speed: + land: "25 feet" + traits: + - "LE" + - "Medium" + - "Goblin" + - "Humanoid" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Athletics: "+8" + Stealth: "+10" + languages: + - "Common" + - "Goblin" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "-1" + ac: "23," + saves: + will: "+8" + ref: "+12," + fort: "+10," + hp: "50" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Crossbow Precision" + traits: [] + description: "The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage." + - + name: "Perfect Aim" + traits: [] + description: "The hobgoblin archer ignores the concealed condition. Their targets don’t benefit from lesser cover, and they reduce the AC bonus from standard cover by 2 against the hobgoblin archer’s attack." + - + name: "Running Reload" + traits: [] + action_cost: "One Action" + description: "The archer Strides, Steps, or Sneaks, then Interacts to reload." + automatic_abilities: [] + melee: + - + name: "shortsword" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "agile" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "crossbow" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d8+2 plus crossbow precision" + traits: + - "range increment 120 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "None" + - + name: "Hobgoblin General" + type: "Creature" + level: "6" + description: "Hobgoblin generals serve as leaders of entire armies and rulers of hobgoblin settlements. A general does not permit the luxuries of rule to soften them. They lead their forces on the field of battle and view this opportunity to excel in a fight at the head of an army as the true reward for a life spent honing one’s skills in battle." + speed: + land: "25 feet" + traits: + - "LE" + - "Medium" + - "Goblin" + - "Humanoid" + perception: "13" + senses: + - " darkvision" + skills: + Acrobatics: "+12" + Athletics: "+15" + Intimidation: "+14" + Stealth: "+12" + languages: + - "Common" + - "Goblin" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+2" + ac: "25," + saves: + will: "+13" + ref: "+15," + fort: "+12," + hp: "90" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Polearm Critical Specialization" + traits: [] + description: "On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general’s choice." + automatic_abilities: + - + name: "General’s Cry" + traits: [] + description: "" + melee: + - + name: "glaive" + to_hit: "+17" + damage: + type: "slashing" + formula: "1d8+10" + traits: + - "deadly 1d8" + - " forceful" + - " reach" + action_cost: "One Action" + ranged: + - + name: "composite shortbow" + to_hit: "+15" + damage: + type: "piercing" + formula: "1d6+8" + traits: + - "brutal" + - " deadly 1d10" + - " propulsive" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Homunculus" + type: "Creature" + level: "0" + description: "A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to study the art of creating constructs, she often crafts a homunculus first, since the creation process is simple and inexpensive due to a magical shortcut: the use of the creator’s own blood. This forges a link between the homunculus and its master, causing the homunculus to gain a spark of the creator’s intellect, as well as the same moral values and some of the creator’s basic personality traits. Homunculi left to their own devices never stray far from their masters." + speed: + land: "15 feet" + fly: "40 feet" + traits: + - "N" + - "Tiny" + - "Construct" + perception: "3" + senses: + - " darkvision" + skills: + Crafting: "r" + Acrobatics: "+5" + Stealth: "+5" + languages: + - "Common" + ability_mods: + str_mod: "-1" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "-2" + ac: "17," + saves: + will: "+3" + ref: "+7," + fort: "+2," + hp: "17;" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Homunculus Poison" + traits: + - "poison" + description: "A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action. Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round)" + automatic_abilities: + - + name: "Master Link" + traits: + - "arcane" + - "divination" + - "mental" + range: "500 feet" + description: " homunculus can’t speak, but it is telepathically linked to its creator. It can share information back and forth, including its master’s knowledge and everything the homunculus hears. The range of this link is 1,. The homunculus adopts the same alignment as its creator and is utterly faithful. If the homunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near." + melee: + - + name: "jaws" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d4 plus homunculus poison" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Riding Pony" + type: "Creature" + level: "0" + description: "This entry did not have a separate description for the creature." + speed: + land: "35 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "4" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+4" + Athletics: "+7" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "14," + saves: + will: "+4" + ref: "+4," + fort: "+7," + hp: "16" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Gallop" + traits: [] + action_cost: "Two Actions" + description: "The riding pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides." + automatic_abilities: [] + melee: + - + name: "hoof" + to_hit: "+5" + damage: + type: "bludgeoning" + formula: "1d4+3" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Riding Horse" + type: "Creature" + level: "1" + description: "This entry did not have a separate description for the creature." + speed: + land: "40 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "5" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+6" + Athletics: "+7" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "16," + saves: + will: "+5" + ref: "+6," + fort: "+9," + hp: "22" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Gallop" + traits: [] + action_cost: "Two Actions" + description: "The riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides." + automatic_abilities: [] + melee: + - + name: "hoof" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d6+4" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "War Pony" + type: "Creature" + level: "1" + description: "This entry did not have a separate description for the creature." + speed: + land: "35 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "5" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+7" + Athletics: "+7" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+4" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "16," + saves: + will: "+5" + ref: "+7," + fort: "+8," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Gallop" + traits: [] + action_cost: "Two Actions" + description: "The war pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides." + automatic_abilities: [] + melee: + - + name: "hoof" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d4+4" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "War Horse" + type: "Creature" + level: "2" + description: "This entry did not have a separate description for the creature." + speed: + land: "40 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "6" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+7" + Athletics: "+11" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "17," + saves: + will: "+6" + ref: "+7," + fort: "+8," + hp: "36" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Gallop" + traits: [] + action_cost: "Two Actions" + description: "The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides." + automatic_abilities: [] + melee: + - + name: "hoof" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d6+5" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Hydra" + type: "Creature" + level: "6" + description: "Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities." + speed: + land: "25 feet" + swim: "25 feet" + traits: + - "N" + - "Huge" + - "Beast" + perception: "17" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Nature: " " + Athletics: "+17" + Stealth: "+12" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+5" + int_mod: "-3" + wis_mod: "+2" + cha_mod: "-1" + ac: "23 all-around vision," + saves: + will: "+10" + ref: "+12," + fort: "+15," + hp: "90 ((body), hydra regeneration)" + immunities: "area damage" + resistances: "None" + proactive_abilities: + - + name: "Focused Assault" + traits: [] + action_cost: "Two Actions" + description: "The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs Strike to the target, plus an additional 1d6 damage for every head it has beyond the first. Even on a failed attack, the hydra deals the damage from one fangs Strike to the target creature, though it still misses completely on a critical failure. This counts toward the hydra’s multiple attack penalty as a number of attacks equal to the number of heads the hydra has." + - + name: "Storm of Jaws" + traits: [] + action_cost: "Two Actions" + description: "The hydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the hydra’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the hydra makes all its attacks." + automatic_abilities: [] + melee: + - + name: "fangs" + to_hit: "+16" + damage: + type: "piercing" + formula: "2d6+7" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Hyena" + type: "Creature" + level: "1" + description: "Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. Though all hyenas are often maligned as cowardly carrion eaters, their tactics depend on their specific breed: spotted hyenas are active pack hunters that kill most of their prey themselves, while striped and brown hyenas are more likely to be scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize a victim and pull it to the rest of the pack." + speed: + land: "40 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "6" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+6" + Athletics: "+7" + Stealth: "+6" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-2" + ac: "16," + saves: + will: "+4" + ref: "+8," + fort: "+7," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Drag" + traits: [] + action_cost: "One Action" + description: "enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along." + - + name: "Pack Attack" + traits: [] + description: "The hyena deals an extra 1d4 damage to any creature that’s within reach of at least two of the hyena’s allies." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d8+3 plus Knockdown" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Hyaenodon" + type: "Creature" + level: "3" + description: "Hyaenodons are the ferocious primeval cousins of the smaller hyena. Looming, shaggy-furred creatures nearly the size of a horse, hyaenodons are truly formidable predators to be reckoned with, due both to their size and to their bone-crushing jaws. Gnoll clans find these creatures particularly useful as mounts and guardians." + speed: + land: "40 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "9" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+8" + Athletics: "+12" + Stealth: "+8" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "19," + saves: + will: "+7" + ref: "+8," + fort: "+10," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Bonecrunching Bite" + traits: [] + description: "as the creature’s bones or cartilage are crushed by the beast’s jaws." + - + name: "Drag" + traits: [] + action_cost: "One Action" + description: "enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along." + - + name: "Pack Attack" + traits: [] + description: "The hyaenodon deals an extra 1d6 damage to any creature within reach of at least two of the hyaenodon’s allies." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d10+5 plus Knockdown and bonecrunching bite" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Kobold Warrior" + type: "Creature" + level: "-1" + description: "The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don’t, as a group, outnumber their enemies at least two to one." + speed: + land: "25 feet" + traits: + - "LE" + - "Small" + - "Humanoid" + - "Kobold" + perception: "3" + senses: + - " darkvision" + skills: + Acrobatics: "+5" + Crafting: "+2 " + Stealth: "+5" + languages: + - "Draconic" + ability_mods: + str_mod: "+1" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "-1" + ac: "16," + saves: + will: "+3" + ref: "+7," + fort: "+4," + hp: "8" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Hurried Retreat" + traits: [] + action_cost: "One Action" + description: "The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy." + - + name: "Sneak Attack" + traits: [] + description: "The kobold warrior deals an extra 1d4 precision damage to flat-footed creatures." + automatic_abilities: [] + melee: + - + name: "spear" + to_hit: "+3" + damage: + type: "piercing" + formula: "1d6+1" + traits: [] + action_cost: "One Action" + ranged: + - + name: "sling" + to_hit: "+5" + damage: + type: "bludgeoning" + formula: "1d4" + traits: + - "propulsive" + - " range increment 50 feet" + - " reload 1" + action_cost: "One Action" + - + name: "spear" + to_hit: "+5" + damage: + type: "piercing" + formula: "1d6+1" + traits: + - "thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Kobold Scout" + type: "Creature" + level: "1" + description: "Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt." + speed: + land: "25 feet" + traits: + - "LE" + - "Small" + - "Humanoid" + - "Kobold" + perception: "8" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Crafting: "+3 " + Nature: "+6" + Stealth: "+7" + Survival: "+6" + languages: + - "Common" + - "Draconic" + ability_mods: + str_mod: "+0" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+1" + ac: "18," + saves: + will: "+6" + ref: "+9," + fort: "+5," + hp: "16" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Hurried Retreat" + traits: [] + action_cost: "One Action" + description: "The kobold scout Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy." + - + name: "Sneak Attack" + traits: [] + description: "The kobold scout deals an extra 1d6 precision damage to flat-footed creatures." + automatic_abilities: [] + melee: + - + name: "shortsword" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "crossbow" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d8" + traits: + - "range increment 120 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "None" + - + name: "Kobold Dragon Mage" + type: "Creature" + level: "2" + description: "Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds’ claim to draconic heritage." + speed: + land: "25 feet" + traits: + - "LE" + - "Small" + - "Humanoid" + - "Kobold" + perception: "5" + senses: + - " darkvision" + skills: + Arcana: "+6" + Deception: "+8" + Diplomacy: "+8" + Intimidation: "+8" + Stealth: "+7" + languages: + - "Common" + - "Draconic" + ability_mods: + str_mod: "-1" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+2" + wis_mod: "+1" + cha_mod: "+4" + ac: "17," + saves: + will: "+7" + ref: "+7," + fort: "+4," + hp: "25;" + immunities: "None" + resistances: "poison 5 (see dragonscaled)" + proactive_abilities: + - + name: "Illusory Retreat" + traits: + - "arcane" + - " illusion" + - " manipulate" + - " move" + description: "Frequency once per hour; Requirements The kobold dragon mage is adjacent to at least one enemy. Effect The dragon mage creates an illusion of itself in its square and then becomes invisible (with the effects of a 2nd-level invisibility spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemeies. This is a 1st-level spell that requires a somatic component." + - + name: "Sneak Attack" + traits: [] + description: "The dragon mage deals an extra 1d6 precision damage to flat-footed creatures." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+7" + damage: + type: "slashing" + formula: "1d6-1" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + - + name: "staff" + to_hit: "+3" + damage: + type: "bludgeoning" + formula: "1d4-1" + traits: + - "two-hand d8" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Kraken" + type: "Creature" + level: "18" + description: "A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for their rivals, the alghollthus, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore for long-lost arcane secrets." + speed: + land: "10 feet" + swim: "40 feet" + traits: + - "Uncommon" + - "NE" + - "Gargantuan" + - "Aquatic" + - "Beast" + perception: "34" + senses: + - " darkvision" + skills: + Nature: "+35" + Athletics: "+38" + Intimidation: "+32" + Stealth: "+33" + languages: + - "Aquan" + - "Common" + ability_mods: + str_mod: "+9" + dex_mod: "+4" + con_mod: "+9" + int_mod: "+5" + wis_mod: "+6" + cha_mod: "+5" + ac: "42," + saves: + will: "+32" + ref: "+28," + fort: "+35," + hp: "360;" + immunities: "controlled, emotion" + resistances: "cold 10, poison 20" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "2d10+17 bludgeoning, DC 40. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air." + - + name: "Double Attack" + traits: [] + action_cost: "One Action" + description: "The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken’s multiple attack penalty for further actions, but the penalty doesn’t increase until after both attacks are made. If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack." + - + name: "Ink Cloud" + traits: [] + action_cost: "One Action" + description: "The kraken emits a cloud of black, venomous ink in an 80-foot emanation. This cloud has no effect outside water. Creatures inside the ink cloud are exposed to kraken ink poison and are undetected while inside the cloud. The kraken can’t use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute." + - + name: "Jet" + traits: + - "move" + action_cost: "One Action" + description: "The kraken moves through the water up to 280 feet in a straight line without triggering reactions." + - + name: "Kraken Ink" + traits: + - "poison" + description: "Krakens are immune to this poison. Saving Throw DC 39 Fortitude; Maximum Duration 10 rounds; Stage 1 3d6 poison damage and sickened 1 (1 round); Stage 2 4d6 poison damage and sickened 2 (1 round)." + automatic_abilities: [] + melee: + - + name: "arm" + to_hit: "+37" + damage: + type: "bludgeoning" + formula: "4d10+17 plus Grab" + traits: + - "reach 40 feet" + - " magical" + action_cost: "One Action" + - + name: "tentacle" + to_hit: "+37" + damage: + type: "bludgeoning" + formula: "3d10+17 plus Grab" + traits: + - "reach 60 feet" + - " agile" + - " magical" + action_cost: "One Action" + - + name: "beak" + to_hit: "+37" + damage: + type: "piercing" + formula: "3d10+17" + traits: + - "reach 20 feet" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dominate" + level: "10" + frequency: "animals only" + - + name: "punishing winds" + level: "8" + - + name: "Krooth" + type: "Creature" + level: "8" + description: "Krooths, sometimes called crocodile eaters, are fast and vicious hunters of bogs and wetlands. While they are known to hunt and eat crocodiles, alligators, and virtually any creature with flesh, their favorite prey are lizardfolk, boggards, and dinosaurs." + speed: + land: "40 feet" + swim: "30 feet" + traits: + - "N" + - "Large" + - "Amphibious" + - "Animal" + perception: "16" + senses: + - " low-light vision" + - " scent (imprecise) 60 feet" + skills: + Athletics: "+18" + Stealth: "+18" + Survival: "+17" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+6" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "26," + saves: + will: "+14; +4 status to all saves vs. fear" + ref: "+17," + fort: "+20," + hp: "150" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Aquatic Ambush" + traits: [] + action_cost: "One Action" + description: "" + - + name: "Poison Tooth" + traits: + - "poison" + action_cost: "One Action" + description: "Requirements The krooth damaged a creature with its jaws on its most recent action this turn. Effect The krooth snaps off one of its teeth in the creature it hit. The creature takes 1d6 persistent bleed damage and is drained 1. Neither can be healed while the tooth remains. Removing the tooth safely requires a successful DC 26 check to Administer First Aid. Instead of ending bleeding or stabilizing, this removes the drained condition, but it doesn’t automatically end the bleed damage." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d12+9 plus Poison Tooth" + traits: + - "deadly 1d10" + - " poison" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d8+9" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d8+9" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Lamia" + type: "Creature" + level: "6" + description: "Just as they were cursed long ago, lamias can curse those they touch, clouding the mind and regressing conscious thought to purely animalistic instincts. Creatures affected by this curse grow reckless, becoming unaware of the consequences of their own actions and unable to think clearly. This makes the hapless victim all the more susceptible to the lamia’s cunning illusions and insidious charms. The lamia’s animalistic nature and the effect of their cursed touch has led some scholars to theorize that the original lamias must have, millennia ago, turned away from their own reason and intellect and embraced the life of simple beasts. Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted as a curse for abandoning their responsibilities by Pharasma remains the subject of debate to this day." + speed: + land: "40 feet" + traits: + - "CE" + - "Large" + - "Beast" + perception: "13" + senses: + - " darkvision" + skills: + Nature: " " + Deception: "+15" + Diplomacy: "+11" + Intimidation: "+13" + Stealth: "+15" + Survival: "+11" + languages: + - "Abyssal" + - "Common" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+2" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+3" + ac: "24," + saves: + will: "+15" + ref: "+15," + fort: "+12," + hp: "95" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Lamia's Caress" + traits: + - "curse" + - " enchantment" + - " mental" + - " occult" + action_cost: "Two Actions" + description: "The lamia touches a creature, who must succeed at a DC 23 Will save or become stupefied 1. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours." + automatic_abilities: [] + melee: + - + name: "spear" + to_hit: "+17" + damage: + type: "piercing" + formula: "1d6+8" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+17" + damage: + type: "slashing" + formula: "1d6+8 plus Grab" + traits: + - "agile" + action_cost: "One Action" + ranged: + - + name: "spear" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d4+8" + traits: + - "thrown 20 feet" + - " versatile S" + action_cost: "One Action" + - + name: "javelin" + to_hit: "+15" + damage: + type: "piercing" + formula: "1d6+8" + traits: + - "thrown 30 feet" + action_cost: "One Action" + spell_dc: "25" + innate_spells: + - + name: "charm" + level: "4" + frequency: "x3" + - + name: "suggestion" + level: "4" + frequency: "x3" + - + name: "sleep" + level: "3" + - + name: "humanoid form" + level: "2" + frequency: "at will" + - + name: "mirror image" + level: "2" + frequency: "at will" + - + name: "Lamia Matriarch" + type: "Creature" + level: "8" + description: "The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their kind. Consequently, the become rulers of other lamia. For all their cruelty toward other creatures, they’re fierce protectors of other lamia, and consequently they quickly come to rule cults or warbands. Regardless of the lamia’s gender, these ascended lamias are always known as matriarchs. Rather than leonine limbs, a lamia matriarch’s lower body is formed in the winding coils of a giant snake. They’re also set apart by the occult power they pursue, and some have even have grand designs to break the animalistic curse that transformed them. However, every attempt so far has led to the matriarch’s fall." + speed: + land: "30 feet" + climb: "30 feet" + swim: "30 feet" + traits: + - "CE" + - "Large" + - "Beast" + perception: "15" + senses: + - " darkvision" + skills: + Nature: " " + Arcana: "+18" + Deception: "+20" + Diplomacy: "+20" + Intimidation: "+18" + Occultism: "+17" + Stealth: "+16" + Survival: "+13" + languages: + - "Abyssal" + - "Common" + - "Draconic" + ability_mods: + str_mod: "+6" + dex_mod: "+4" + con_mod: "+3" + int_mod: "+3" + wis_mod: "+3" + cha_mod: "+6" + ac: "27," + saves: + will: "+17; +1 status to all saves vs. magic" + ref: "+18," + fort: "+13," + hp: "135;" + immunities: "controlled" + resistances: "mental 10" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " occult" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The lamia matriarch can take on the appearance of a Medium humanoid. This doesn’t change their Speed or their attack and damage modifiers with their Strikes, but it does prevent them from using their cursed touch. Each lamia matriarch has a fixed humanoid form—they cannot adopt a different appearance each time they use this ability, and the appearance resembles that of their upper torso when in their true form." + - + name: "Dervish Strike" + traits: [] + description: "The lamia matriarch makes a scimitar attack against each enemy within reach. Each attack counts toward their multiple attack penalty, but the penalty does not increase until after all the attacks. The first enemy she damages is subject to matriarch’s caress." + - + name: "Matriarch's Caress" + traits: + - "curse" + - " enchantment" + - " mental" + - " occult" + action_cost: "Two Actions" + description: "The lamia touches a creature, who must succeed at a DC 28 Will save or become stupefied 1 (stupefied 2 if critically failed). If the target fails additional saves against this ability, the condition value increases by 1 if failed or 2 if critically failed (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours." + automatic_abilities: [] + melee: + - + name: "scimitar" + to_hit: "+19" + damage: + type: "slashing" + formula: "2d6+10" + traits: + - "forceful +2" + - " sweep" + action_cost: "One Action" + ranged: [] + spell_dc: "28" + innate_spells: + - + name: "charm" + level: "4" + frequency: "x3" + - + name: "suggestion" + level: "4" + frequency: "x3" + - + name: "sleep" + level: "3" + - + name: "illusory disguise" + level: "2" + frequency: "at will" + - + name: "illusory object" + level: "2" + frequency: "at will" + - + name: "mirror image" + level: "2" + frequency: "at will" + - + name: "Leaf Leshy" + type: "Creature" + level: "0" + description: "Leaf leshys are diminutive protectors of forests clad in pine cone armor and hats of fruit, flowers, or leaves. They enjoy mock battles but act cautiously in real ones." + speed: + land: "25 feet; glide" + traits: + - "N" + - "Small" + - "Leshy" + - "Plant" + perception: "4" + senses: + - " low-light vision" + skills: + Acrobatics: "+4" + Nature: "+4" + Stealth: "+4" + languages: + - "Common" + - "Druidic" + - "Sylvan" + ability_mods: + str_mod: "-1" + dex_mod: "+2" + con_mod: "+2" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "+1" + ac: "18," + saves: + will: "+4" + ref: "+6," + fort: "+6," + hp: "15;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " polymorph" + - " primal" + - " transmutation" + action_cost: "One Action" + description: "The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of tree shape." + - + name: "Deafening Blow" + traits: [] + description: "for 1 minute." + - + name: "Glide" + traits: + - "move" + action_cost: "One Action" + description: "The leshy glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward. As long as the leshy spends at least 1 action gliding each round, it remains in the air at the end of each turn. For the purpose of determining damage from falls, a leaf leshy always treats falls as if they were 20 feet shorter." + automatic_abilities: [] + melee: + - + name: "longspear" + to_hit: "+3" + damage: + type: "piercing" + formula: "1d8–1" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "seedpod" + to_hit: "+6" + damage: + type: "bludgeoning" + formula: "1d6 plus deafening blow" + traits: + - "range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Gourd Leshy" + type: "Creature" + level: "1" + description: "Gourd leshys are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it." + speed: + land: "25 feet" + traits: + - "N" + - "Small" + - "Leshy" + - "Plant" + perception: "5" + senses: + - " low-light vision" + skills: + Nature: "+5" + Stealth: "+7" + languages: + - "Common" + - "Druidic" + - "Sylvan" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+0" + ac: "17," + saves: + will: "+7" + ref: "+9," + fort: "+5," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " polymorph" + - " primal" + - " transmutation" + action_cost: "One Action" + description: "The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of tree shape." + - + name: "Ensnare" + traits: + - "or seed" + description: "and wrap around the target’s limbs. The target must attempt a DC 17 Reflex save. On a failure, the target takes a –10-foot status penalty to its Speed for 1 round; on a critical failure, the target is immobilized for 1 round and the penalty to Speed lasts for 1 minute." + automatic_abilities: + - + name: "Keepsake" + traits: + - "abjuration" + - "primal" + description: "he leshy can store an item of light Bulk or less in its head, concealing it as nondetection. If stored for 24 hours, the item benefits from mending." + melee: + - + name: "fist" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d4+2 plus ensnare" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "seed" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d6+2 plus ensnare" + traits: + - "range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Fungus Leshy" + type: "Creature" + level: "2" + description: "Fungus leshys guard caves, bogs, and damp, dark places. Their fungus gardens are bizarre by most standards, but fungus leshys are extremely proud of their works." + speed: + land: "25 feet" + traits: + - "N" + - "Small" + - "Fungus" + - "Leshy" + perception: "6" + senses: + - " darkvision" + skills: + Athletics: "+6" + Nature: "+6" + Stealth: "+8" + languages: + - "Common" + - "Druidic" + - "Sylvan" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+0" + ac: "19," + saves: + will: "+6" + ref: "+10," + fort: "+8," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " polymorph" + - " primal" + - " transmutation" + action_cost: "One Action" + description: "The fungus leshy transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of tree shape." + - + name: "Spore Cloud" + traits: + - "poison" + action_cost: "Two Actions" + description: "A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungi creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude save or take 1 persistent poison damage. A creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet (or 10 feet, on a critical failure)." + - + name: "Spores" + traits: [] + description: "A creature that takes damage from a fungus leshy’s spore pod Strike must attempt a saving throw with the same DC and effect as its Spore Cloud ability" + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d6+2" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "spore pod" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d6+2 plus spores" + traits: + - "range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Lich" + type: "Creature" + level: "12" + description: "A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster." + speed: + land: "25 feet" + traits: + - "Rare" + - "NE" + - "Medium" + - "Undead" + perception: "20" + senses: + - " darkvision" + skills: + Arcana: "+28" + Crafting: "+24" + Deception: "+17" + Diplomacy: "+19" + Religion: "+22" + Stealth: "+20" + languages: + - "Abyssal" + - "Aklo" + - "Common" + - "Draconic" + - "Elven" + - "Infernal" + - "Necril" + - "Undercommon" + ability_mods: + str_mod: "+0" + dex_mod: "+4" + con_mod: "+0" + int_mod: "+6" + wis_mod: "+4" + cha_mod: "+3" + ac: "31," + saves: + will: "+23; +1 status to all saves vs. positive" + ref: "+21," + fort: "+17," + hp: "190 (negative healing, rejuvenation);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "cold 10, physical 10 (except magic bludgeoning)" + proactive_abilities: + - + name: "Drain Phylactery" + traits: [] + action_cost: "Free Action" + description: "6th level" + - + name: "Paralyzing Touch" + traits: + - "arcane" + - " curse" + - " incapacitation" + - " necromancy" + description: "DC 32" + - + name: "Steady Spellcasting" + traits: [] + description: "If a reaction would disrupt the lich’s spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn’t disrupted." + automatic_abilities: [] + melee: + - + name: "hand" + to_hit: "+24" + damage: + type: "negative" + formula: "4d8 plus paralyzing touch" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Demilich" + type: "Creature" + level: "15" + description: "Demiliches are formed when a lich, through carelessness or by accident, loses its phylactery. As years pass, the lich’s body crumbles to dust, leaving only the skull as the seat of its necromantic power. The lich enters a sort of torpor, its mind left wandering the planes in search of ever greater mysteries. The lich gradually loses the ability to cast spells and its magic items slowly subsume into its new form. Negative energy concentrates around the skull, causing some of its bones and teeth to petrify with power and turn into blight crystals. The resulting lich skull, embedded with arcane gemstones and suffused with palpably powerful magic, forms a creature called a demilich." + speed: + fly: "30 feet" + traits: + - "Rare" + - "NE" + - "Tiny" + - "Undead" + perception: "19" + senses: + - " darkvision" + - " true seeing" + skills: + Acrobatics: "+25" + Arcana: "+32" + Deception: "+28" + Occultism: "+30" + Religion: "+21" + Stealth: "+25" + languages: + - "Abyssal" + - "Aklo" + - "Common" + - "Draconic" + - "Elven" + - "Infernal" + - "Necril" + - "Undercommon" + ability_mods: + str_mod: "-3" + dex_mod: "+4" + con_mod: "+0" + int_mod: "+7" + wis_mod: "-2" + cha_mod: "+5" + ac: "38," + saves: + will: "+23; +1 status to all saves vs. positive" + ref: "+27," + fort: "+23," + hp: "220 (negative healing);" + immunities: "disease, paralyzed, poison, polymorph, unconscious" + resistances: "cold 5, electricity 5, fire 5, physical 5 (except bludgeoning)" + proactive_abilities: + - + name: "Demilich Eye Gems" + traits: + - "arcane" + description: "A demilich has gemstone eyes that glow when the demilich is active. Each eye contains an 8th-level spell that targets one creature (usually one eye has maze and the other polar ray). The demilich can Activate an eye. This uses the number of spellcasting actions the spell requires, and also requires command and envision components. When the demilich casts a spell from a gemstone eye, that eye stops glowing for 1d4 rounds, during which time that eye’s spell can’t be used. Occasionally, one or both of the two demilich eye gems can be harvested from a destroyed demilich as magic items." + - + name: "Devour Soul" + traits: + - "arcane" + - " necromancy" + - " negative" + action_cost: "One Action" + description: "Requirements A soul has been trapped in one of the demilich’s blight quartz gems (see Trap Soul) for 24 hours. Effect The demilich consumes the soul. The soul is utterly destroyed, and the demilich regains HP equal to double the creature’s level." + - + name: "Mental Magic" + traits: [] + description: "A demilich can replace all material and somatic components for casting spells with verbal components, and can replace all Interact components for activating magic items with envision components." + - + name: "Staff Gems" + traits: [] + description: ", but it could have spells from another staff of 8th level or lower instead." + - + name: "Trap Soul" + traits: + - "or is unaffected entirely on a critical success" + action_cost: "One Action" + description: ". When the soul of a creature gets trapped, the creature’s body swiftly turns to dust.
    The gemstones work like the black sapphires used in bind soul, except that they can hold creatures of up to 17th level and have a value of 200 gp apiece. The demilich can Devour a Soul it has trapped." + automatic_abilities: + - + name: "Torpor" + traits: [] + description: " Typically, a demilich is inert when encountered and doesn’t take actions until its contingency reaction has been triggered (see below).
    Items demilich eye gem (2)" + melee: + - + name: "jaws" + to_hit: "+27" + damage: + type: "piercing" + formula: "1d4-3 plus 6d6 negative" + traits: + - "reach 0 feet" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+30" + innate_spells: + - + name: "wail of the banshee" + level: "9" + - + name: "spell turning" + level: "7" + frequency: "at will" + - + name: "blink" + level: "4" + frequency: "at will" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "telekinetic maneuver" + level: "4" + frequency: "at will" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "Crag Linnorm" + type: "Creature" + level: "14" + description: "Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking its foes with its magma breath." + speed: + land: "35 feet" + fly: "100 feet" + swim: "60 feet;" + traits: + - "Uncommon" + - "CE" + - "Gargantuan" + - "Dragon" + - "Fire" + perception: "26" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " true seeing" + skills: + Acrobatics: "+22" + Athletics: "+28" + languages: + - "Aklo" + - "Draconic" + - "Sylvan" + ability_mods: + str_mod: "+8" + dex_mod: "+4" + con_mod: "+6" + int_mod: "-3" + wis_mod: "+4" + cha_mod: "+5" + ac: "37," + saves: + will: "+22; +1 status to all saves vs. magic" + ref: "+24," + fort: "+28," + hp: "270 (regeneration 10 (deactivated by cold iron));" + immunities: "curse, fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " fire" + - " primal" + action_cost: "Two Actions" + description: "The crag linnorm breathes out a stream of magma in a 120-foot line that deals 12d6 fire damage to creatures within the area (DC 34 basic Reflex save). Any creature that fails its save also takes 4d6 persistent fire damage. The crag linnorm can’t use Breath Weapon again for 1d4 rounds. The magma remains until the start of the linnorm’s next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Breath Weapon, and if the linnorm was airborne, the magma rains downward in a sheet 60 feet high. Any creature that moves across or through the magma takes 6d6 fire damage (DC 34 basic Reflex save). At the start of the linnorm’s next turn, the magma cools to a thin layer of brittle stone on the ground, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "2d6+14 bludgeoning, DC 34" + - + name: "Crag Linnorm Venom" + traits: + - "fire" + - " injury" + - " poison" + description: "Saving Throw DC 34 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 fire damage and drained 1; Stage 2 6d6 fire damage and drained 2." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+30" + damage: + type: "piercing" + formula: "3d12+14 plus crag linnorm venom" + traits: + - "reach 20 feet" + - " magical" + action_cost: "One Action" + - + name: "claw" + to_hit: "+30" + damage: + type: "slashing" + formula: "3d8+14" + traits: + - "reach 20 feet" + - " magical" + action_cost: "One Action" + - + name: "tail" + to_hit: "+30" + damage: + type: "bludgeoning" + formula: "3d6+14 plus Improved Grab" + traits: + - "reach 20 feet" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "freedom of movement" + level: "6" + frequency: "constant" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "true seeing" + level: "5" + frequency: "constant" + - + name: "Ice Linnorm" + type: "Creature" + level: "17" + description: "The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs." + speed: + land: "35 feet" + fly: "100 feet" + swim: "40 feet;" + traits: + - "Uncommon" + - "CE" + - "Gargantuan" + - "Cold" + - "Dragon" + perception: "29" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " true seeing" + skills: + Acrobatics: "+28" + Athletics: "+32" + languages: + - "Aklo" + - "Draconic" + - "Sylvan" + ability_mods: + str_mod: "+9" + dex_mod: "+5" + con_mod: "+7" + int_mod: "-3" + wis_mod: "+6" + cha_mod: "+7" + ac: "41," + saves: + will: "+27; +1 status to all saves vs. magic" + ref: "+28," + fort: "+32," + hp: "330 (regeneration 10 (deactivated by cold iron));" + immunities: "cold, curse, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "cold" + - " evocation" + - " primal" + action_cost: "Two Actions" + description: "The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic Reflex save). The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is immobilized by the ice until it succeeds at a check to Escape or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own. Creatures with the fire trait can’t be frozen in place by this breath weapon. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round. An ice linnorm can’t use Breath Weapon again for 1d4 rounds." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "2d6+18 bludgeoning, DC 38" + - + name: "Ice Linnorm Venom" + traits: + - "cold" + - " injury" + - " poison" + description: "Saving Throw DC 38 Fortitude; Maximum Duration 10 rounds; Stage 1 5d6 cold damage and drained 1; Stage 2 7d6 cold damage and drained 2." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+34" + damage: + type: "piercing" + formula: "3d12+17 plus ice linnorm venom" + traits: + - "reach 25 feet" + - " magical" + action_cost: "One Action" + - + name: "claw" + to_hit: "+34" + damage: + type: "slashing" + formula: "3d8+17" + traits: + - "reach 20 feet" + - " agile" + - " magical" + action_cost: "One Action" + - + name: "tail" + to_hit: "+34" + damage: + type: "bludgeoning" + formula: "3d6+17 plus Improved Grab" + traits: + - "reach 25 feet" + - " agile" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "freedom of movement" + level: "8" + frequency: "constant" + - + name: "true seeing" + level: "8" + frequency: "constant" + - + name: "true seeing" + level: "7" + frequency: "constant" + - + name: "Tarn Linnorm" + type: "Creature" + level: "20" + description: "Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation." + speed: + land: "35 feet" + fly: "100 feet" + swim: "80 feet;" + traits: + - "Uncommon" + - "CE" + - "Gargantuan" + - "Acid" + - "Amphibious" + - "Dragon" + perception: "35" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " true seeing" + skills: + Acrobatics: "+32" + Athletics: "+38" + Stealth: "+34" + languages: + - "Aklo" + - "Draconic" + - "Sylvan" + ability_mods: + str_mod: "+10" + dex_mod: "+6" + con_mod: "+8" + int_mod: "-1" + wis_mod: "+7" + cha_mod: "+8" + ac: "46 all-around vision," + saves: + will: "+31; +1 status to all saves vs. magic" + ref: "+32," + fort: "+36," + hp: "400 (regeneration 15 (deactivated by cold iron));" + immunities: "acid, curse, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "acid" + - " evocation" + - " poison" + - " primal" + action_cost: "Two Actions" + description: "The tarn linnorm can expel either a 120-foot line or a 60-foot cone of acid dealing 20d6 acid damage to creatures within the area (DC 44 basic Reflex save). The acid creates toxic fumes. At the beginning of the linnorm’s next turn, those who failed the breath weapon’s Reflex save must succeed at a DC 42 Fortitude save or gain sickened 4 from the poisonous fumes. A tarn linnorm can’t use Breath Weapon or Overwhelming Breath again for 1d4 rounds." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "3d6+18 bludgeoning, DC 44" + - + name: "Double Bite" + traits: [] + action_cost: "One Action" + description: "The tarn linnorm Strides and then makes a jaws Strike with each of its heads, each against a different target. These attacks count toward the tarn linnorm’s multiple attack penalty, and the multiple attack penalty doesn’t increase until after the tarn linnorm makes all of these attacks." + - + name: "Overwhelming Breath" + traits: [] + description: "A tarn linnorm uses its Breath Weapon twice. A creature attempts only one save and can take damage only once. The tarn linnorm can’t use Breath Weapon or Overwhelming Breath again for 2d4 rounds." + - + name: "Tarn Linnorm Venom" + traits: + - "acid" + - " injury" + - " poison" + description: "Saving Throw DC 44 Fortitude; Maximum Duration 10 rounds; Stage 1 7d6 acid damage and drained 1; Stage 2 11d6 acid damage and drained 2." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+38" + damage: + type: "piercing" + formula: "4d12+18 plus tarn linnorm venom" + traits: + - "reach 30 feet" + - " magical" + action_cost: "One Action" + - + name: "claw" + to_hit: "+38" + damage: + type: "slashing" + formula: "4d8+18" + traits: + - "reach 30 feet" + - " agile" + - " magical" + action_cost: "One Action" + - + name: "tail" + to_hit: "+38" + damage: + type: "bludgeoning" + formula: "4d6+18 plus Improved Grab" + traits: + - "reach 30 feet" + - " agile" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "freedom of movement" + level: "9" + frequency: "constant" + - + name: "true seeing" + level: "9" + frequency: "constant" + - + name: "true seeing" + level: "8" + frequency: "constant" + - + name: "Tor Linnorm" + type: "Creature" + level: "21" + description: "Tor linnorms dwell in the tallest volcanic mountains, either within natural formed caverns or within molten craters. A tor linnorm’s temper can be as hot and destructive as the magma the creature resembles." + speed: + land: "35 feet" + climb: "35 feet" + fly: "100 feet" + swim: "60 feet;" + traits: + - "Uncommon" + - "CE" + - "Gargantuan" + - "Dragon" + - "Fire" + perception: "37" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " true seeing" + skills: + Acrobatics: "+35" + Athletics: "+40" + Stealth: "+37" + languages: + - "Aklo" + - "Draconic" + - "Sylvan" + ability_mods: + str_mod: "+11" + dex_mod: "+8" + con_mod: "+9" + int_mod: "-1" + wis_mod: "+8" + cha_mod: "+9" + ac: "47," + saves: + will: "+33; +1 status to all saves vs. magic" + ref: "+35," + fort: "+38," + hp: "440 (regeneration 20 (deactivated by cold iron));" + immunities: "curse, fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " fire" + - " primal" + action_cost: "Two Actions" + description: "The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6 fire damage to creatures within the area (DC 46 basic Reflex save). At the start of the tor linnorm’s next turn, the area affected by the breath weapon is covered in thick, scorching smoke that burns both the lungs and eyes, dealing an additional 10d6 fire damage to all creatures in the area (DC 46 basic Reflex save). A creature that spends an entire round in the smoke with open eyes must succeed at a DC 44 Fortitude save or is blinded for 1 minute. The smoke dissipates after 1 minute; in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds, it may clear even more quickly. The tor linnorm can’t use Breath Weapon again for 1d4 rounds." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "3d6+21 bludgeoning, DC 46" + - + name: "Slashing Claws" + traits: [] + action_cost: "One Action" + description: "A tor linnorm makes four Strikes with its claws, each against a different target. These attacks count toward the tor linnorm’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the tor linnorm makes all its attacks." + - + name: "Tor Linnorm Venom" + traits: + - "fire" + - " injury" + - " poison" + description: "Saving Throw DC 44 Fortitude; Maximum Duration 10 rounds; Stage 1 8d6 fire damage and drained 1; Stage 2 12d6 fire damage and drained 2." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+40" + damage: + type: "piercing" + formula: "4d12+19 plus tor linnorm venom" + traits: + - "reach 30 feet" + - " magical" + action_cost: "One Action" + - + name: "claw" + to_hit: "+40" + damage: + type: "slashing" + formula: "4d8+19" + traits: + - "reach 30 feet" + - " agile" + - " magical" + action_cost: "One Action" + - + name: "tail" + to_hit: "+40" + damage: + type: "bludgeoning" + formula: "4d6+19 plus Improved Grab" + traits: + - "reach 30 feet" + - " agile" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "freedom of movement" + level: "9" + frequency: "constant" + - + name: "true seeing" + level: "9" + frequency: "constant" + - + name: "true seeing" + level: "8" + frequency: "constant" + - + name: "Giant Gecko" + type: "Creature" + level: "1" + description: "These roughly human-sized reptiles have amazing feet capable of clinging tenaciously to any surface. Giant geckos are typically docile and shy but can be aggressive when cornered or defending their territory. These large-eyed lizards are found in a wide variety of habitats, from rainforests and deserts to mountain slopes or even underground caverns. They spend most of their time climbing around in large trees or on rocky cliffs, whether hunting for small animals or hiding from predators. A giant gecko’s scales are often quite brightly colored or decorated in intricate patterns. Giant geckos span nearly 8 feet in length from head to tail, and they weigh about 120 pounds." + speed: + land: "30 feet" + climb: "30 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "7" + senses: + - " low-light vision" + skills: + Acrobatics: "+8" + Athletics: "+5 " + Stealth: "+6" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+1" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "16," + saves: + will: "+5" + ref: "+10," + fort: "+6," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Uncanny Climber" + traits: [] + range: " feet" + description: " A giant gecko’s allow it to climb virtually any surface, no matter how slick or sheer. If a giant gecko attempts an Athletics check to climb and critically fails, it gets a failure instead." + melee: + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d8+2" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Giant Monitor Lizard" + type: "Creature" + level: "2" + description: "Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and biting the target with its powerful jaws. A giant monitor lizard’s saliva is venomous, allowing it to bring down prey larger than it can easily haul away in its jaws. Giant monitor lizards grow up to 14 feet long, including their long tails, and they weigh about 350 pounds. Their bodies are normally dark brown with patches of yellow or green. When nesting, a giant monitor lizard digs a deep burrow to hide in. The burrow serves as both a safe haven and a location from which the lizard can ambush larger prey such as deer, boars, or even humanoids. A giant monitor lizard can consume nearly its own body weight in a single meal, and its loosely articulated jaws allow it to swallow surprisingly large prey." + speed: + land: "30 feet" + swim: "30 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "7" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+6" + Athletics: "+9" + Stealth: "+6" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-2" + ac: "18," + saves: + will: "+5" + ref: "+8," + fort: "+9," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Lurching Charge" + traits: [] + action_cost: "Two Actions" + description: "The giant monitor lizard Strides twice and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll." + - + name: "Monitor Lizard Venom" + traits: + - "poison" + description: "Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round)" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d10+3 plus Grab and monitor lizard venom" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Giant Frilled Lizard" + type: "Creature" + level: "5" + description: "Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren’t sleeping or stalking prey, giant frilled lizards bask in the sunlight for hours at a time. Explorers sometimes mistakenly think them related to dragons due to their large size, elaborate neck frills (which, when displayed in a show of aggression and dominance, can be mistaken for wings), and ferocious hissing vocalizations used to frighten away creatures too large to eat." + speed: + land: "30 feet" + climb: "30 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "11" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+10" + Athletics: "+14" + Stealth: "+10" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+1" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "22," + saves: + will: "+9" + ref: "+12," + fort: "+13," + hp: "75" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Intimidating Display" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + - " visual" + action_cost: "Two Actions" + description: "The giant frilled lizard Strides. If it ends that Stride adjacent to at least one other creature, it suddenly displays its colorful neck frills and issues a frightening hiss. Each adjacent creature must succeed at a DC 21 Will save or become frightened 2 (or frightened 3 on a critical failure). The creature is then temporarily immune to Intimidating Display for 1 minute." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+16" + damage: + type: "piercing" + formula: "2d8+7" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "2d6+7" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Lizardfolk Defender" + type: "Creature" + level: "1" + description: "The lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, soldier in time of war. They eagerly rise to the defense of their kin but do not revel in battle. An iruxi defender would rather turn back intruders and allow them to flee with the knowledge they were beaten, in hopes that such word prevents further invasions, but they are not naive. The iruxi understand the need for revenge, and when they allow a foe to escape, they do not forget." + speed: + land: "25 feet" + swim: "15 feet" + traits: + - "N" + - "Medium" + - "Humanoid" + - "Lizardfolk" + perception: "" + senses: null + skills: + Acrobatics: "+5" + Athletics: "+6" + Survival: "+5" + languages: + - "Draconic" + - "Iruxi" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+0" + ac: "16 (18 with shield raised)," + saves: + will: "+5" + ref: "+7," + fort: "+8," + hp: "21" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Deep Breath" + traits: + - "17-1/2 minutes" + description: "." + - + name: "Terrain Advantage" + traits: [] + description: "to the lizardfolk defender." + automatic_abilities: [] + melee: + - + name: "flail" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d6+3" + traits: + - "disarm" + - " sweep" + - " trip" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6+3" + traits: [] + action_cost: "One Action" + - + name: "tail" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d4+3" + traits: + - "agile" + action_cost: "One Action" + - + name: "javelin" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "thrown 30 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Lizardfolk Scout" + type: "Creature" + level: "1" + description: "Iruxi scouts are the lizardfolk most often encountered by adventurers, for these explorers and hunters spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the responsibility of the iruxi scouts to track them, observe them, and learn their ways and weaknesses so as to report back to the community and aid in the defense against potential reprisals." + speed: + land: "25 feet" + swim: "20 feet" + traits: + - "N" + - "Medium" + - "Humanoid" + - "Lizardfolk" + perception: "" + senses: null + skills: + Acrobatics: "+6" + Athletics: "+5" + Diplomacy: "+4" + Nature: "+6" + Stealth: "+6" + Survival: "+8" + languages: + - "Common" + - "Draconic" + - "Iruxi" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+1" + int_mod: "-1" + wis_mod: "+3" + cha_mod: "+1" + ac: "17," + saves: + will: "+6" + ref: "+8," + fort: "+6," + hp: "17" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Deep Breath" + traits: + - "15 minutes" + description: "." + - + name: "Giant Centipede Venom" + traits: + - "poison" + description: "Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)" + - + name: "Hidden Movement" + traits: [] + description: "against the scout’s attacks until the end of the scout's turn." + - + name: "Sneak Attack" + traits: [] + description: "creatures." + - + name: "Terrain Advantage" + traits: [] + description: "to the lizardfolk scout." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d6+2" + traits: [] + action_cost: "One Action" + - + name: "tail" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d4+2" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "blowgun" + to_hit: "+8" + traits: + - "agile" + - " nonlethal" + - " range increment 20 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "None" + - + name: "Lizardfolk Stargazer" + type: "Creature" + level: "2" + description: "The tradition of astrology and looking to the stars for both navigation and prognostication is well-established in iruxi society, and their wise and observant stargazers are among the people’s most respected members. Even the lowliest stargazer, as presented here, has a number of useful primal spells to aid their kin; in larger iruxi settlements, stargazers wield even greater powers." + speed: + land: "25 feet" + swim: "20 feet" + traits: + - "N" + - "Medium" + - "Humanoid" + - "Lizardfolk" + perception: "" + senses: null + skills: + Diplomacy: "+4" + Nature: "+8" + Stealth: "+6" + Survival: "+8" + languages: + - "Draconic" + - "Iruxi" + ability_mods: + str_mod: "+2" + dex_mod: "+2" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+4" + cha_mod: "+0" + ac: "17," + saves: + will: "+10" + ref: "+6," + fort: "+7," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Deep Breath" + traits: + - "20 minutes" + description: "." + automatic_abilities: [] + melee: + - + name: "staff" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d6+2" + traits: + - "two-hand d8" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6+2" + traits: [] + action_cost: "One Action" + - + name: "tail" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d4+2" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Manticore" + type: "Creature" + level: "6" + description: "The manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned with large quills like those of a porcupine, which the manticore flings at prey by whipping its tail like a sling. These deadly spikes give the manticore the power to slaughter even well-armed warriors from the safety of the sky." + speed: + land: "25 feet" + fly: "40 feet" + traits: + - "LE" + - "Large" + - "Beast" + perception: "14" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Nature: " " + Acrobatics: "+10" + Athletics: "+15" + Intimidation: "+11" + Survival: "+12" + languages: + - "Common" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "-1" + ac: "23," + saves: + will: "+12" + ref: "+12," + fort: "+16," + hp: "90" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Spike Volley" + traits: + - "attempted as a single action" + action_cost: "One Action" + description: "can pull the spike free.
    A manticore can hurl no more than 12 spikes in 24 hours." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d8+8" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+17" + damage: + type: "slashing" + formula: "2d6+8" + traits: + - "agile" + action_cost: "One Action" + ranged: + - + name: "spike" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d10+5" + traits: + - "range increment 40 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Giant Mantis" + type: "Creature" + level: "3" + description: "These massive cousins of normal praying mantises stand taller than an average human. They stalk through dense forests, striking at meals from the trees." + speed: + land: "25 feet" + climb: "25 feet" + fly: "20 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "9" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Athletics: "+12" + Stealth: "+12" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "+0" + ac: "20," + saves: + will: "+7" + ref: "+12," + fort: "+10," + hp: "40" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Deadly Mandibles" + traits: [] + description: "The mantis pulls the creature adjacent to it, then makes a mandibles Strike against the creature." + - + name: "Lunging Strike" + traits: [] + action_cost: "Two Actions" + description: "The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet." + - + name: "Sudden Strike" + traits: [] + description: "to the giant mantis." + automatic_abilities: [] + melee: + - + name: "leg" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d10+5 plus Grab" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + - + name: "mandibles" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d12+5" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Deadly Mantis" + type: "Creature" + level: "11" + description: "These gigantic mantids make their homes within deep jungles and prehistoric forests where they hunt and devour equally massive prey." + speed: + land: "50 feet" + climb: "50 feet" + traits: + - "N" + - "Gargantuan" + - "Animal" + perception: "20" + senses: + - " darkvision" + skills: + Acrobatics: "+18" + Athletics: "+25" + Stealth: "+22" + languages: "" + ability_mods: + str_mod: "+8" + dex_mod: "+3" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+3" + cha_mod: "-2" + ac: "31," + saves: + will: "+18" + ref: "+20," + fort: "+24," + hp: "220" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Fling" + traits: + - "the creature takes damage from the fall as normal" + action_cost: "One Action" + description: ". If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 31 basic Reflex save." + - + name: "Leaping Grab" + traits: [] + action_cost: "Two Actions" + description: "The mantis Leaps up to 40 feet vertically and 20 feet horizontally. At any point during the jump, it can make a leg Strike. If it hits, it automatically Grabs the target, bringing the creature along until the end of the jump." + - + name: "Rending Mandibles" + traits: [] + action_cost: "One Action" + description: "The mantis makes a mandibles Strike against a creature it has grabbed. If that Strike hits and the creature is wearing armor with Hardness 12 or lower, the armor is broken. This Strike doesn’t further damage armor that’s already broken." + - + name: "Sudden Strike" + traits: [] + description: "to the deadly mantis." + automatic_abilities: [] + melee: + - + name: "mandibles" + to_hit: "+25" + damage: + type: "piercing" + formula: "2d12+14" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "leg" + to_hit: "+24" + damage: + type: "piercing" + formula: "2d10+14 plus Grab" + traits: + - "agile" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Medusa" + type: "Creature" + level: "7" + description: "Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that—if lingered upon—can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears of weaker creatures. A medusa may seek out powerful magic items, use divination magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influential politicians. Their ability to worm their way into powerful organizations makes them natural leaders of criminal out ts and thieves’ guilds, and their interest in magical phenomena leads some to pursue careers as oracles who offer to help adventurers find what they seek—for a price. Of course, if wit and deception proves insufficient, a medusa can always simply turn rivals into ornate stone decorations with little more than a glare." + speed: + land: "25 feet" + traits: + - "LE" + - "Medium" + - "Humanoid" + perception: "16" + senses: + - " darkvision" + skills: + Deception: "+16" + Diplomacy: "+14" + Stealth: "+16" + languages: + - "Common" + ability_mods: + str_mod: "+2" + dex_mod: "+5" + con_mod: "+4" + int_mod: "+2" + wis_mod: "+1" + cha_mod: "+2" + ac: "25 all-around vision," + saves: + will: "+14" + ref: "+16," + fort: "+15," + hp: "105" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Focus Gaze" + traits: + - "arcane" + - " concentrate" + - " incapacitation" + - " transmutation" + - " visual" + action_cost: "One Action" + description: "The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn." + - + name: "Serpent Venom" + traits: + - "poison" + description: "Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage and enfeebled 2 (1 round)" + automatic_abilities: [] + melee: + - + name: "shortsword" + to_hit: "+18" + damage: + type: "piercing" + formula: "1d6+8 plus serpent venom" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + - + name: "snake fangs" + to_hit: "+16" + damage: + type: "piercing" + formula: "1d4+8 plus serpent venom" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "composite shortbow" + to_hit: "+19" + damage: + type: "piercing" + formula: "1d6+7 plus serpent venom" + traits: + - "deadly 1d10" + - " magical" + - " propulsive" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Merfolk Warrior" + type: "Creature" + level: "1" + description: "Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force." + speed: + land: "5 feet" + swim: "30 feet" + traits: + - "N" + - "Medium" + - "Aquatic" + - "Humanoid" + - "Merfolk" + perception: "6" + senses: + - " low-light vision" + skills: + Athletics: "+5 " + Medicine: "+4" + languages: + - "Aquan" + - "Common" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+1" + ac: "18," + saves: + will: "+4" + ref: "+9," + fort: "+6," + hp: "19" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Aquatic Dash" + traits: [] + action_cost: "Two Actions" + description: "The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike one opponent at the end of their movement, or Swim once and Strike at any point during their movement." + automatic_abilities: [] + melee: + - + name: "trident" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d8+2" + traits: [] + action_cost: "One Action" + ranged: + - + name: "trident" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d8+2" + traits: + - "thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Merfolk Wavecaller" + type: "Creature" + level: "2" + description: "Merfolk wavecallers use their primal power to call forth allies and defend their people with deadly magic." + speed: + land: "5 feet" + swim: "30 feet" + traits: + - "N" + - "Medium" + - "Aquatic" + - "Humanoid" + - "Merfolk" + perception: "8" + senses: + - " low-light vision" + skills: + Athletics: "+7 " + Deception: "+6" + Nature: "+8" + Religion: "+8" + languages: + - "Aquan" + - "Common" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+4" + cha_mod: "+2" + ac: "17," + saves: + will: "+10" + ref: "+6," + fort: "+7," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Hydraulic Asphyxiation" + traits: + - "divine" + - " evocation" + - " water" + action_cost: "One Action" + description: "Requirement The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath. Effect The merfolk wavecaller commands the tides to crush their foe's throat, rooting the target in place and forcing it to choke up precious air. The target must succeed at a DC 18 Fortitude save or become immobilized for 1 round and immediately lose 1d4 actions' worth of air (or twice that on a critical failure)." + automatic_abilities: [] + melee: + - + name: "dagger" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4+3" + traits: + - "agile" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "dagger" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4+3" + traits: + - "agile" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "None" + - + name: "Mimic" + type: "Creature" + level: "4" + description: "Thought to be the result of a failed experiment meant to animate objects or a sinister alghollthu creation, mimics are clever monsters that can take the form of common manufactured objects. Mimics are ambush predators and voracious eaters, surprising their prey through their uncanny ability to mimic the form of common furniture and miscellany. They remain disguised until unsuspecting adventurers happen by, then they lash out in ambush." + speed: + land: "10 feet" + traits: + - "N" + - "Medium" + - "Aberration" + perception: "9" + senses: + - " darkvision" + skills: + Athletics: "+12" + Deception: "+8" + languages: + - "Common" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+0" + ac: "20," + saves: + will: "+9" + ref: "+9," + fort: "+11," + hp: "75" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Mimic Object" + traits: + - "concentrate" + - " polymorph" + action_cost: "One Action" + description: "The mimic assumes the shape of any Medium object. This doesn't change the mimic's texture or overall size but can alter its coloration and visual appearance. It has an automatic result of 28 on Deception checks and DCs to pass as the object that it's mimicking." + automatic_abilities: [] + melee: + - + name: "pseudopod" + to_hit: "+ 14" + damage: + type: "bludgeoning" + formula: "2d8+4 plus adhesive" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Minotaur" + type: "Creature" + level: "4" + description: "Minotaurs are master hunters that dwell in cunning labyrinths or tangles of underground caverns meant to disorient and demoralize prey. These monstrous tormentors delight in the hunt, in the terror caused by closing in on prey, and in the very moment when the hunted realizes that they have lost the game. Only then will the minotaur charge in for the kill, cutting foes down with powerful strikes or impaling them on its sharp horns." + speed: + land: "25 feet" + traits: + - "CE" + - "Large" + - "Humanoid" + perception: "12" + senses: + - " darkvision" + skills: + Athletics: "+14" + Intimidation: "+9" + Survival: "+12" + languages: + - "Jotun" + ability_mods: + str_mod: "+6" + dex_mod: "+0" + con_mod: "+3" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "-1" + ac: "20," + saves: + will: "+10" + ref: "+8," + fort: "+13," + hp: "70" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Axe Swipe" + traits: [] + action_cost: "Two Actions" + description: "The minotaur swings its axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved." + - + name: "Hunted Fear" + traits: [] + action_cost: "One Action" + description: "The minotaur snorts and clomps as it hunts its prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet that can hear the minotaur but not see it. Roll once and apply the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate structure, the minotaur gains a +4 circumstance bonus to this check. Creatures that become frightened as a result also take a -2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have the visual trait. Each target is temporarily immune for 1 minute." + - + name: "Powerful Charge" + traits: [] + action_cost: "Two Actions" + description: "The minotaur Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 2d8+10." + automatic_abilities: + - + name: "Natural Cunning" + traits: [] + description: " A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the maze spell.
    Items greataxe" + melee: + - + name: "greataxe" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d12+8" + traits: + - "reach 10 feet" + - " sweep" + action_cost: "One Action" + - + name: "horn" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d8+8" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Mu Spore" + type: "Creature" + level: "21" + description: "A mu spore is a thankfully rare fungoid monstrosity of vast power and strange intellect. Even the smallest mu spores are never less than a hundred feet long from tentacle tip to tentacle tip, yet despite this vast bulk, they are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight." + speed: + land: "40 feet" + fly: "50 feet" + traits: + - "CE" + - "Gargantuan" + - "Fungus" + perception: "36" + senses: + - " low-light vision" + - " windsense 240 feet" + skills: + Acrobatics: "+26" + Athletics: "+41" + Nature: "+38" + Occultism: "+36" + languages: + - "Aklo" + - "Common" + - "Terran" + - "Undercommon" + ability_mods: + str_mod: "+10" + dex_mod: "+3" + con_mod: "+9" + int_mod: "+4" + wis_mod: "+9" + cha_mod: "+9" + ac: "45," + saves: + will: "+38" + ref: "+32," + fort: "+38," + hp: "350 (regeneration 50 (deactivated by sonic));" + immunities: "None" + resistances: "acid 20, all (except sonic) 10" + proactive_abilities: + - + name: "Cough Spores" + traits: + - "DC 46 basic Reflex save" + action_cost: "Two Actions" + description: ". The mu spore can't use this ability again for 1d4 rounds." + - + name: "Enormous Inhalation" + traits: [] + action_cost: "Two Actions" + description: "The mu spore pulls all creatures and objects in a 400-foot cone 400 feet towards it's mouth. A successful DC 43 Fortitude save halves the distance, or avoids the pull on a critical success. The mu spore automatically attempts to Swallow Whole each creature adjacent to it at the end of the inhalation." + - + name: "Fast Swallow" + traits: [] + description: "The spore uses Swallow Whole." + - + name: "Greater Constrict" + traits: [] + action_cost: "One Action" + description: "15 bludgeoning, DC 45." + - + name: "Overpowering Jaws" + traits: + - "but not on critical failure" + description: "" + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Gargantuan, 20d6+9 acid, Rupture 37." + automatic_abilities: + - + name: "Windsense" + traits: [] + description: " The mu spore senses vibrations in the air through its aerial spores." + melee: + - + name: "jaws" + to_hit: "+40" + damage: + type: "piercing" + formula: "4d12+18 plus Improved Grab" + traits: + - "deadly 3d12" + - " reach 30 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Mukradi" + type: "Creature" + level: "15" + description: "Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of breath weapons. A Darklands version of the mukradi is rumored to exist. It’s said these variant mukradis have black scales, and all of their heads spew a black, acidic goo that animates before being reabsorbed by the mukradis." + speed: + land: "60 feet" + burrow: "60 feet" + climb: "60 feet" + traits: + - "N" + - "Gargantuan" + - "Beast" + perception: "24" + senses: + - " darkvision" + - " tremorsense (imprecise) 60 feet" + skills: + Nature: " " + Athletics: "+32" + languages: "" + ability_mods: + str_mod: "+9" + dex_mod: "+0" + con_mod: "+7" + int_mod: "-3" + wis_mod: "+3" + cha_mod: "+0" + ac: "37 all-around vision," + saves: + will: "+26" + ref: "+23," + fort: "+32," + hp: "300" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " primal" + action_cost: "Two Actions" + description: "The mukradi breathes a blast of energy from one of its three heads; each creature in the area must attempt a DC 36 basic Reflex save. The mukradi can’t use Breath Weapon again for 1d4 rounds.
    • Acid Maw (acid) 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage.
    • Flame Maw (fire) 60-foot cone of fire dealing 16d6 fire damage.
    • Shock Maw (electricity) 120-foot line of electricity dealing 16d6 electricity damage.
    " + - + name: "Pull Apart" + traits: [] + action_cost: "Two Actions" + description: "The mukradi makes two Strikes with different maws against the same target. If both hit, the target takes an extra 2d12+13 slashing damage, with a DC 36 basic Fortitude save. On a critical failure, the creature is torn to pieces and dies. The mukradi's multiple attack penalty increases only after all the attacks are made." + - + name: "Thrash" + traits: [] + action_cost: "Two Actions" + description: "The mukradi Strikes once against each creature in its reach. It can Strike up to once with each maw, once with its tail lash, and any number of times with its legs. Each attack takes a –2 circumstance penalty and counts toward the mukradi's multiple attack penalty, but the multiple attack penalty doesn’t increase until after all the attacks are made." + - + name: "Trample" + traits: [] + description: "Huge or smaller, leg, DC 36" + automatic_abilities: [] + melee: + - + name: "acid maw" + to_hit: "+32" + damage: + type: "piercing" + formula: "2d12+17 plus 3d6 acid" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "flame maw" + to_hit: "+32" + damage: + type: "piercing" + formula: "2d12+17 plus 3d6 fire" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "shock maw" + to_hit: "+32" + damage: + type: "piercing" + formula: "2d12+17 plus 3d6 electricity" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "leg" + to_hit: "+32" + damage: + type: "piercing" + formula: "2d10+17" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail lash" + to_hit: "+32" + damage: + type: "slashing" + formula: "3d10+17 plus Knockdown" + traits: + - "magical" + - " reach 30 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Mummy Guardian" + type: "Creature" + level: "6" + description: "The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it’s shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it’s certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead—the pain and agony of death by mummification being an essential step in the process." + speed: + land: "20 feet" + traits: + - "LE" + - "Medium" + - "Mummy" + - "Undead" + perception: "16" + senses: + - " darkvision" + skills: + Athletics: "+15" + Stealth: "+11" + languages: + - "Necril" + ability_mods: + str_mod: "+4" + dex_mod: "+0" + con_mod: "+2" + int_mod: "-2" + wis_mod: "+4" + cha_mod: "+2" + ac: "23," + saves: + will: "+16" + ref: "+10," + fort: "+14," + hp: "110 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Mummy Rot" + traits: + - "curse" + - " disease" + - " divine" + - " necromancy" + - " negative" + description: "This disease and any damage from it can’t be healed until this curse is removed. A creature killed by mummy rot turns to dust and can’t be resurrected except by a 7th-level resurrect ritual or similar magic. Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 4d6 negative damage and stupefied 1 (1 day)" + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "2d6+7 plus mummy rot" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Mummy Pharaoh" + type: "Creature" + level: "9" + description: "While mummy guardians are undead crafted from the corpses of sacrificed—usually unwilling victims—and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath is no less awful and painful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Although in most cases a mummy pharaoh is formed from a particularly depraved ruler instructing their priests to perform complex rituals that grant the ruler eternal unlife, a ruler who was filled with incredible anger in life might spontaneously arise from death as a mummy pharaoh without undergoing this ritual. Depending on the nature of the ruler, a mummy pharaoh might have spellcasting or other class features instead of its Attack of Opportunity and disruptive abilities—the exact nature of the abilities the ruler had in life can significantly change or strengthen the mummy pharaoh presented here (which represents the least powerful variety of this deadly undead foe)." + speed: + land: "20 feet" + traits: + - "Rare" + - "LE" + - "Medium" + - "Mummy" + - "Undead" + perception: "20" + senses: + - " darkvision" + skills: + Deception: "+18" + Intimidation: "+20" + Occultism: "+15" + Religion: "+20" + Stealth: "+13" + languages: + - "Necril" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+5" + cha_mod: "+5" + ac: "27," + saves: + will: "+20; +1 status to all saves vs. positive" + ref: "+15," + fort: "+19," + hp: "165 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Channel Rot" + traits: + - "divine" + - " necromancy" + description: "The mummy pharaoh can deliver insidious mummy rot through melee weapons it wields." + - + name: "Insidious Mummy Rot" + traits: + - "curse" + - " disease" + - " divine" + - " necromancy" + description: "This disease and any damage from it can’t be healed until this curse is removed. A creature killed by insidious mummy rot turns to sand and can’t be resurrected except by a 7th-level resurrect ritual or similar magic. Saving Throw DC 26 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 8d6 negative damage and stupefied 2 (1 day)" + - + name: "Sandstorm Wrath" + traits: + - "concentrate" + - " divine" + - " evocation" + - " fire" + action_cost: "Two Actions" + description: "The mummy pharaoh exhales a 60-foot cone of superheated sand that deals 5d6 fire and 5d6 slashing damage (DC 28 basic Reflex save). The mummy pharaoh can’t use Sandstorm Wrath again for 1d4 rounds." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "1d10+11 plus insidious mummy rot" + traits: + - "agile" + action_cost: "One Action" + - + name: "longspear" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d8+11 plus insidious mummy rot" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Dark Naga" + type: "Creature" + level: "7" + description: "Dark nagas are wicked, jealous creatures that crave power and wealth. Indeed, the dark naga sees such ideals as spiritual expressions of an essential truth: if one can take something, that something is theirs to have. The dark naga sees other creatures as lessers worthy only of subjugation or as rivals who must be eliminated." + speed: + land: "30 feet" + traits: + - "Uncommon" + - "LE" + - "Large" + - "Aberration" + perception: "15" + senses: + - " mind reading 30 feet" + - " darkvision" + skills: + Acrobatics: "+17" + Arcana: "+16" + Athletics: "+13" + Deception: "+16" + Intimidation: "+16" + Stealth: "+19" + languages: + - "Aklo" + - "Common" + ability_mods: + str_mod: "+2" + dex_mod: "+6" + con_mod: "+4" + int_mod: "+3" + wis_mod: "+2" + cha_mod: "+3" + ac: "27," + saves: + will: "+15; guarded thoughts" + ref: "+17," + fort: "+15," + hp: "115" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Dark Naga Venom" + traits: + - "incapacitation" + - " poison" + description: "Saving Throw DC 25 Fortitude; Maximum Duration 5 minutes; Stage 1 slowed 1 (1 round); Stage 2 slowed 2 (1 round); Stage 3 unconscious with no Perception check to wake up (1d4+1 minutes)" + automatic_abilities: [] + melee: + - + name: "fangs" + to_hit: "+19" + damage: + type: "piercing" + formula: "2d8+5 plus dark naga venom" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "25" + innate_spells: + - + name: "mind reading" + level: "3" + frequency: "constant" + - + name: "Guardian Naga" + type: "Creature" + level: "10" + description: "The opposite of dark nagas in many ways, guardian nagas are benevolent and wise protectors of places of great natural or supernatural significance: ancient oak groves, forgotten holy temples, and vaults of sacred power are just a few examples of locations that these nagas protect. Guardian nagas believe that the beautiful elements of the cosmos are worthy of protection and that devotion to such a grand effort is its own reward. A guardian naga may join a group with similar values, such as a sect of priests or monks, to aid it in its holy endeavors and to exchange knowledge of the heavens." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "LG" + - "Large" + - "Aberration" + perception: "22" + senses: + - " darkvision" + skills: + Acrobatics: "+22" + Deception: "+18" + Diplomacy: "+21" + Stealth: "+20" + languages: + - "Celestial" + - "Common" + ability_mods: + str_mod: "+5" + dex_mod: "+6" + con_mod: "+5" + int_mod: "+3" + wis_mod: "+5" + cha_mod: "+4" + ac: "31," + saves: + will: "+22" + ref: "+21," + fort: "+20," + hp: "175" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Guardian Naga Venom" + traits: + - "poison" + description: "Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison (1 round); Stage 2 3d6 poison and drained 1 (1 round)" + automatic_abilities: [] + melee: + - + name: "fangs" + to_hit: "+22" + damage: + type: "piercing" + formula: "2d8+8 plus guardian naga venom" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "spit" + to_hit: "+22" + traits: + - "agile" + - " poison" + - " range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Nightmare" + type: "Creature" + level: "6" + description: "Nightmares are flaming equine harbingers of death." + speed: + land: "40 feet" + fly: "90 feet" + traits: + - "NE" + - "Large" + - "Beast" + - "Fiend" + perception: "14" + senses: + - " darkvision" + skills: + Nature: " " + Religion: "r" + Acrobatics: "+13" + Athletics: "+16" + Intimidation: "+14" + Survival: "+12" + languages: + - "Abyssal" + - "Daemonic" + - "Infernal" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+3" + int_mod: "+1" + wis_mod: "+4" + cha_mod: "+2" + ac: "24," + saves: + will: "+12" + ref: "+15," + fort: "+15," + hp: "100;" + immunities: "None" + resistances: "fire 10" + proactive_abilities: + - + name: "Flaming Gallop" + traits: + - "fire" + action_cost: "Two Actions" + description: "The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save) once to each creature other than the nightmare’s rider that the nightmare moves adjacent to during its gallop." + automatic_abilities: + - + name: "Smoke" + traits: + - "aura" + range: "15 feet" + description: " The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura’s sickened effect but not the concealment." + melee: + - + name: "jaws" + to_hit: "+16" + damage: + type: "piercing" + formula: "2d10+6 plus 1d6 evil" + traits: + - "evil" + - " magical" + action_cost: "One Action" + - + name: "hoof" + to_hit: "+16" + damage: + type: "bludgeoning" + formula: "1d8+6 plus 1d6 evil and 1d8 fire" + traits: + - "agile" + - " evil" + - " fire" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Greater Nightmare" + type: "Creature" + level: "11" + description: "The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider." + speed: + land: "60 feet" + fly: "120 feet" + traits: + - "NE" + - "Huge" + - "Beast" + - "Fiend" + perception: "22" + senses: + - " darkvision" + skills: + Nature: " " + Religion: "r" + Acrobatics: "+23" + Athletics: "+24" + Intimidation: "+22" + Survival: "+20" + languages: + - "Abyssal" + - "Daemonic" + - "Infernal" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+5" + cha_mod: "+3" + ac: "21," + saves: + will: "+21" + ref: "+24," + fort: "+25," + hp: "200;" + immunities: "None" + resistances: "fire 15" + proactive_abilities: + - + name: "Flaming Gallop" + traits: + - "fire" + action_cost: "Two Actions" + description: "The greater nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage (DC 30 basic Reflex save) once to each creature other than the greater nightmare’s rider that the greater nightmare moves adjacent to during its gallop." + - + name: "Trample" + traits: [] + description: "Large or smaller, hoof, DC 30" + automatic_abilities: + - + name: "Smoke" + traits: + - "aura" + range: "20 feet" + description: " The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 28 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura’s sickened effect but not the concealment." + melee: + - + name: "jaws" + to_hit: "+24" + damage: + type: "piercing" + formula: "2d10+11 plus 1d6 evil" + traits: + - "evil" + - " magical" + action_cost: "One Action" + - + name: "hoof" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "1d8+11 plus 1d6 evil and 2d8 fire" + traits: + - "agile" + - " evil" + - " fire" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Nilith" + type: "Creature" + level: "10" + description: "The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with red glowing eyes, wicked claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims’ subsequent terror. More often than not, these despicable manipulators wish to drive their victims into madness and even to suicide. Most niliths lack the patience to spend too much time fully tearing down an individual, and when a nilith tires of its current plaything and becomes bored with its particular thoughts and fears, it murders the quarry before feeding on its flesh and moving onto the next victim." + speed: + land: "25 feet" + climb: "30 feet" + traits: + - "NE" + - "Medium" + - "Aberration" + perception: "19" + senses: + - " darkvision" + skills: + Acrobatics: "+21" + Athletics: "+17" + Intimidation: "+23" + Occultism: "+19" + Stealth: "+21" + Survival: "+17" + languages: + - "Aklo" + - "Common" + ability_mods: + str_mod: "+3" + dex_mod: "+5" + con_mod: "+4" + int_mod: "+3" + wis_mod: "+3" + cha_mod: "+5" + ac: "32," + saves: + will: "+20" + ref: "+20," + fort: "+17," + hp: "150;" + immunities: "None" + resistances: "mental 10, physical 5 (except silver)" + proactive_abilities: + - + name: "Mind Crush" + traits: + - "enchantment" + - " mental" + - " occult" + action_cost: "One Action" + description: "Requirements The nilith has a creature grabbed. Effect The nilith reaches into the mind of the grabbed creature and implants disjointed images of the victim’s worst fears and nightmares. The grabbed creature takes 6d6 mental damage (DC 31 basic Will save). On a critical failure, the target is also affected as though by feeblemind, and it must attempt a second Will save against that effect." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+23" + damage: + type: "slashing" + formula: "2d10+9 plus Grab" + traits: + - "agile" + - " finesse" + - " magical" + action_cost: "One Action" + - + name: "fangs" + to_hit: "+23" + damage: + type: "piercing" + formula: "2d12+9" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "29" + innate_spells: + - + name: "hallucination" + level: "5" + - + name: "mind probe" + level: "5" + - + name: "blink" + level: "4" + frequency: "at will, self only" + - + name: "confusion" + level: "4" + frequency: "at will, self only" + - + name: "crushing despair" + level: "4" + frequency: "at will, self only" + - + name: "dream message" + level: "4" + frequency: "at will, self only" + - + name: "invisibility" + level: "4" + frequency: "at will, self only" + - + name: "nightmare" + level: "4" + frequency: "at will, self only" + - + name: "mind reading" + level: "3" + frequency: "at will" + - + name: "Naiad" + type: "Creature" + level: "1" + description: "Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, sometimes these nymphs congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads’ bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature." + speed: + land: "25 feet" + swim: "25 feet" + traits: + - "CG" + - "Medium" + - "Amphibious" + - "Fey" + - "Nymph" + - "Water" + perception: "6" + senses: + - " low-light vision" + skills: + Acrobatics: "+6" + Athletics: "+3" + Diplomacy: "+7" + Nature: "+6" + Stealth: "+6" + Survival: "+4" + languages: + - "Common" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+0" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+1" + wis_mod: "+1" + cha_mod: "+4" + ac: "16," + saves: + will: "+8" + ref: "+6," + fort: "+3," + hp: "20;" + immunities: "None" + resistances: "fire 3;" + proactive_abilities: + - + name: "Water Healing" + traits: + - "concentrate" + - " healing" + - " necromancy" + - " primal" + action_cost: "Two Actions" + description: "While within her bonded body of water (see water dependent above), the naiad heals 1 Hit Point every 10 minutes." + automatic_abilities: + - + name: "Wild Empathy" + traits: [] + description: " The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals." + melee: + - + name: "aqueous fist" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d6" + traits: + - "agile" + - " finesse" + - " magical" + - " water" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "charm" + level: "1" + - + name: "create water" + level: "1" + - + name: "tidal surge" + level: "1" + - + name: "speak with animals" + level: "2" + frequency: "constant" + - + name: "Dryad" + type: "Creature" + level: "3" + description: "Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they are not above using enchantments to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby." + speed: + land: "25 feet" + traits: + - "CG" + - "Medium" + - "Fey" + - "Nymph" + - "Plant" + perception: "10" + senses: + - " low-light vision" + skills: + Nature: "+13" + Acrobatics: "+9" + Athletics: "+5" + Crafting: "+7 " + Diplomacy: "+9" + Stealth: "+9" + Survival: "+12" + languages: + - "Common" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+0" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+4" + ac: "19," + saves: + will: "+10" + ref: "+11," + fort: "+6," + hp: "55;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Tree Meld" + traits: + - "primal" + - " transmutation" + action_cost: "Two Actions" + description: "The dryad touches a tree of enough volume to contain her and merges into it for as long as she wishes. She can Cast a Spell while inside as long as the spell doesn’t require a line of effect outside the tree. She can hear, but not see, what’s going on outside the tree. She can Dismiss this effect.
    Significant physical damage dealt to the tree expels the dryad from the tree and deals 3d6 damage to her. Passwall expels the dryad without dealing damage.
    If a dryad uses this ability on her bonded tree, she instead enters an extradimensional living space within the tree; Tree Meld gains the extradimensional trait. A dryad can bring up to two other creatures with her when entering her home within her bonded tree. The dryad can still be expelled from this space as above." + automatic_abilities: + - + name: "Nature Empathy" + traits: [] + description: " The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants." + melee: + - + name: "branch" + to_hit: "+12" + damage: + type: "bludgeoning" + formula: "1d12+2" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+11" + innate_spells: + - + name: "tree stride" + level: "5" + frequency: "x2" + - + name: "charm" + level: "4" + frequency: "x3" + - + name: "suggestion" + level: "4" + frequency: "x3" + - + name: "sleep" + level: "3" + - + name: "entangle" + level: "2" + frequency: "at will" + - + name: "tree shape" + level: "2" + frequency: "at will" + - + name: "speak with plants" + level: "4" + frequency: "constant" + - + name: "Naiad Queen" + type: "Creature" + level: "7" + description: "Naiad queens rule over pristine wildernesses centered on untouched lakes or other bodies of fresh water. Bards’ songs and artists’ paintings of nymphs tend to depict naiad queens in their slightly more humanoid forms, which they don when they make the rare journey into civilized lands to garner allies or gauge threats." + speed: + land: "25 feet" + swim: "25 feet" + traits: + - "Uncommon" + - "CG" + - "Medium" + - "Amphibious" + - "Fey" + - "Nymph" + - "Water" + perception: "18" + senses: + - " low-light vision" + - " speak with animals" + skills: + Acrobatics: "+16" + Athletics: "+9 " + Diplomacy: "+20" + Medicine: "+15" + Nature: "+15" + Performance: "+20" + Stealth: "+14" + Survival: "+15" + languages: + - "Common" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+0" + dex_mod: "+5" + con_mod: "+4" + int_mod: "+3" + wis_mod: "+4" + cha_mod: "+7" + ac: "26," + saves: + will: "+17" + ref: "+18," + fort: "+15," + hp: "100;" + immunities: "None" + resistances: "fire 10;" + proactive_abilities: + - + name: "Change Shape" + traits: + - "polymorph" + - " primal" + - " transmutation" + action_cost: "One Action" + description: "" + - + name: "Focus Beauty" + traits: + - "emotion" + - " enchantment" + - " incapacitation" + - " mental" + - " primal" + - " visual" + action_cost: "One Action" + description: "On a failed save, if the target was already affected by the naiad queen’s beauty, the image of the queen sears into the creature’s mind, allowing no further sight and effectively blinding the creature until restored via restore senses or a similar effect, or until the naiad queen chooses to remove the effect using a single action, which has the concentrate trait." + - + name: "Inspiration" + traits: + - "emotion" + - " enchantment" + - " mental" + - " primal" + description: "" + - + name: "Water Healing" + traits: + - "concentrate" + - " healing" + - " necromancy" + - " primal" + action_cost: "Two Actions" + description: "While within any body of water in her domain, the naiad queen heals 28 Hit Points every 10 minutes." + automatic_abilities: + - + name: "Tied to the Land" + traits: [] + description: "
    Wild Empathy The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals." + - + name: "Wild Empathy" + traits: [] + description: " The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals." + melee: + - + name: "aqueous fist" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d6+6" + traits: + - "agile" + - " finesse" + - " magical" + - " water" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "tidal surge" + level: "4" + frequency: "at will" + - + name: "Dryad Queen (Hamadryad)" + type: "Creature" + level: "13" + description: "Hamadryads rule over an entire forest, or a portion of an incredibly large forest, leading and protecting all dryads within. Hamadryads often have strange relationships with powerful and deadly fey, working together in a dualistic way despite their differences, with the hamadryad representing nature’s wonders and the other fey representing nature’s wrath." + speed: + land: "30 feet" + traits: + - "Uncommon" + - "CG" + - "Medium" + - "Fey" + - "Nymph" + - "Plant" + perception: "25" + senses: + - " low-light vision" + skills: + Nature: "+24" + Acrobatics: "+25" + Athletics: "+19" + Crafting: "+23" + Deception: "+30" + Diplomacy: "+30" + Intimidation: "+27" + Performance: "+28" + Stealth: "+25" + Survival: "+24" + languages: + - "Common" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+2" + dex_mod: "+6" + con_mod: "+6" + int_mod: "+4" + wis_mod: "+4" + cha_mod: "+8" + ac: "35," + saves: + will: "+24" + ref: "+26," + fort: "+24," + hp: "220;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "polymorph" + - " primal" + - " transmutation" + action_cost: "One Action" + description: "" + - + name: "Focus Beauty" + traits: + - "emotion" + - " enchantment" + - " incapacitation" + - " mental" + - " primal" + - " visual" + action_cost: "One Action" + description: "On a failed save, if the target was already affected by the dryad queen’s beauty, the target suffers the effects of a failed save against charm." + - + name: "Inspiration" + traits: + - "emotion" + - " enchantment" + - " mental" + - " primal" + description: "" + - + name: "Tree Meld" + traits: + - "primal" + - " transmutation" + action_cost: "Two Actions" + description: "The hamadryad touches a tree within her domain of enough volume to contain her and merges into it for as long as she wishes. She can Cast a Spell while inside as long as the spell doesn’t require a line of effect outside the tree. She can hear, but not see, what’s going on outside the tree. She can enter or exit her extradimensional domain from any tree in her domain. She can Dismiss this effect.
    Significant physical damage dealt to the tree expels the hamadryad from the tree and deals 3d6 damage to her. Passwall expels the hamadryad without dealing damage.
    If a dryad uses this ability on her bonded tree, she instead enters an extradimensional living space within the tree; Tree Meld gains the extradimensional trait. A hamadryad can bring up to eight other creatures with her when entering her home within her bonded tree. The hamadryad can still be expelled from this space as above." + automatic_abilities: + - + name: "Nature Empathy" + traits: [] + description: " The dryad can use Diplomacy to Make an Impression on and make very\nsimple Requests of animals and plants.
    \nTied to the Land" + - + name: "Tied to the Land" + traits: [] + description: "" + melee: + - + name: "branch" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "3d12+8" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: + - + name: "leaves" + to_hit: "+27" + damage: + type: "slashing" + formula: "3d8+6" + traits: + - "conjuration" + - " plant" + - " primal" + - " range increment 60 feet" + action_cost: "One Action" + spell_dc: "None" + spell_attack_to_hit: "+25" + innate_spells: + - + name: "impaling briars" + level: "8" + - + name: "tree stride" + level: "5" + frequency: "x3" + - + name: "charm" + level: "4" + frequency: "at will" + - + name: "suggestion" + level: "4" + frequency: "at will" + - + name: "entangle" + level: "3" + frequency: "at will" + - + name: "sleep" + level: "3" + frequency: "at will" + - + name: "shape wood" + level: "2" + frequency: "at will" + - + name: "tree shape" + level: "2" + frequency: "at will" + - + name: "speak with plants" + level: "4" + frequency: "constant" + - + name: "Giant Octopus" + type: "Creature" + level: "8" + description: "Giant octopuses are found in the heart of deep, dark oceans." + speed: + land: "15 feet" + swim: "40 feet; compression" + traits: + - "N" + - "Huge" + - "Animal" + - "Aquatic" + perception: "15" + senses: + - " low-light vision" + skills: + Acrobatics: "+17" + Athletics: "+20" + Stealth: "+17" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+4" + int_mod: "-3" + wis_mod: "+3" + cha_mod: "-2" + ac: "27," + saves: + will: "+15" + ref: "+17," + fort: "+16," + hp: "135;" + immunities: "None" + resistances: "cold 10" + proactive_abilities: + - + name: "Compression" + traits: [] + description: "A giant octopus can move through a gap at least 2 feet wide without Squeezing, and can Squeeze through a gap at least 1 foot wide." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d8+9 bludgeoning" + - + name: "Giant Octopus Venom" + traits: + - "poison" + description: "Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and flat-footed (1 round); Stage 2 2d6 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round)" + - + name: "Ink Cloud" + traits: [] + action_cost: "One Action" + description: "The octopus emits a cloud of black ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected and can’t use their sense of smell. The cloud dissipates after 1 minute. The octopus can’t use Ink Cloud again for 2d6 rounds." + - + name: "Jet" + traits: + - "move" + action_cost: "Two Actions" + description: "The octopus moves up to 200 feet in a straight line through the water without triggering reactions." + - + name: "Writhing Arms" + traits: [] + action_cost: "Two Actions" + description: "The giant octopus makes up to four Strikes with different arms, each against a different target. Each attack counts separately for the octopus’s multiple attack penalty, but the penalty doesn't increase the penalty until the octopus has made all the attacks. If the octopus subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing Arms." + automatic_abilities: [] + melee: + - + name: "arm" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "2d8+9 plus Grab" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + - + name: "beak" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d8+9 plus giant octopus venom" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Ofalth" + type: "Creature" + level: "10" + description: "Found in castle dung heaps, city dumps, and sewers, ofalths are thought to be cousins of shamblers. But whereas shamblers are living heaps of soggy vegetation, ofalths are living heaps of matter from an altogether more unpleasant source: these monsters look like 9-foot-tall amalgamations of wet detritus, sewage, and rubbish with long tentacular arms and stout legs. It can be difficult to tell where an ofalth’s body ends and the foul contents of the cesspit they wallow within begins. They move through refuse heaps in search of organic material in their endless quest to sate their hunger." + speed: + land: "30 feet" + traits: + - "CE" + - "Large" + - "Aberration" + perception: "18" + senses: + - " darkvision" + skills: + Athletics: "+23" + Stealth: "+19" + languages: + - "Common" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+6" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "-2" + ac: "31," + saves: + will: "+18" + ref: "+17," + fort: "+22," + hp: "170 (fllth wallow);" + immunities: "disease, poison" + resistances: "None" + proactive_abilities: + - + name: "Wretched Weeps" + traits: + - "disease" + description: "Saving Throw DC 26 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d8 persistent bleed damage every hour and enfeebled 1 (1 day); Stage 3 2d8 persistent bleed damage every hour and enfeebled 2 (1 day)" + automatic_abilities: + - + name: "Refuse Pile" + traits: [] + description: " When it’s not in danger, an ofalth can spend 1 minute settling into a 10-foot pile that looks like a heap of garbage. While doing so, the ofalth gains a +2 circumstance bonus to AC but can’t use attack, manipulate, or move actions. A creature that enters the area of the garbage heap or interacts with it must attempt a save against the ofalth’s putrid stench and wretched weeps disease. An ofalth can leave this form using a single action." + melee: + - + name: "fist" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "2d12+13 plus wretched weeps" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "fling offal" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "2d10+7 plus wretched weeps" + traits: + - "range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Ogre Warrior" + type: "Creature" + level: "3" + description: "The simplest of ogres are slabs of muscle with hatefully beady eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there’s a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin." + speed: + land: "25 feet" + traits: + - "CE" + - "Large" + - "Giant" + - "Humanoid" + perception: "5" + senses: + - " darkvision" + skills: + Athletics: "+12" + Intimidation: "+9" + languages: + - "Jotun" + ability_mods: + str_mod: "+5" + dex_mod: "-1" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+0" + cha_mod: "-2" + ac: "17," + saves: + will: "+5" + ref: "+6," + fort: "+11," + hp: "50" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "ogre hook" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d10+7" + traits: + - "deadly 1d10" + - " reach 10 feet" + - " trip" + action_cost: "One Action" + ranged: + - + name: "javelin" + to_hit: "+6" + damage: + type: "piercing" + formula: "1d6+7" + traits: + - "thrown 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Ogre Glutton" + type: "Creature" + level: "4" + description: "Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled down whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent “games” that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of its own game can often enrage and frustrate the ogre enough that the resulting tantrum is more than enough distraction to afford a last-ditch escape from doom." + speed: + land: "30 feet" + traits: + - "CE" + - "Large" + - "Giant" + - "Humanoid" + perception: "6" + senses: + - " darkvision" + skills: + Athletics: "+12" + Intimidation: "+10" + Survival: "+6" + languages: + - "Jotun" + ability_mods: + str_mod: "+6" + dex_mod: "-1" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+0" + cha_mod: "-2" + ac: "18," + saves: + will: "+6" + ref: "+7," + fort: "+14," + hp: "70" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Glutton's Feast" + traits: [] + description: "If the ogre glutton damages a living creature with their jaws Strike, they gain 1d4 temporary Hit Points for 1 minute." + - + name: "Glutton's Rush" + traits: [] + action_cost: "Two Actions" + description: "The ogre glutton Strides twice and makes a jaws Strike. If they damage a living creature with this Strike, the temporary Hit Points they receive from Glutton's Feast is increased to 2d4." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Small, 2d4+4 bludgeoning, Rupture 14" + automatic_abilities: [] + melee: + - + name: "greataxe" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d12+8" + traits: + - "reach 10 feet" + - " sweep" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d8+8 plus Grab and Glutton's Feast" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Ogre Boss" + type: "Creature" + level: "7" + description: "In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is invariably that family’s boss. Quick to hook fallen foes on their weapons, even other ogres fear the repercussions of displeasing an ogre boss. When an ogre boss barks out commands, the other members of the family move quickly to obey." + speed: + land: "25 feet" + traits: + - "CE" + - "Large" + - "Giant" + - "Humanoid" + perception: "12" + senses: + - " darkvision" + skills: + Athletics: "+16" + Intimidation: "+16" + Stealth: "+11" + languages: + - "Common" + - "Jotun" + ability_mods: + str_mod: "+7" + dex_mod: "+0" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+1" + ac: "25," + saves: + will: "+15" + ref: "+12," + fort: "+17," + hp: "130" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Bellowing Command" + traits: + - "auditory" + - " fear" + - " linguistic" + action_cost: "One Action" + description: "The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn, but can use the extra action only to Step or Stride." + - + name: "Sweeping Hook" + traits: [] + description: "The ogre boss makes an ogre hook Strike against the creature they tripped." + automatic_abilities: [] + melee: + - + name: "ogre hook" + to_hit: "+19" + damage: + type: "piercing" + formula: "1d10+11" + traits: + - "deadly 1d10" + - " reach 10 feet" + - " trip" + action_cost: "One Action" + ranged: + - + name: "javelin" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d6+11" + traits: + - "thrown 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Sewer Ooze" + type: "Creature" + level: "1" + description: "These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small." + speed: + land: "10 feet" + traits: + - "N" + - "Medium" + - "Mindless" + - "Ooze" + perception: "3" + senses: + - " motion sense 60 feet" + - " no vision" + skills: + Stealth: "+1 " + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "-5" + con_mod: "+4" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "8," + saves: + will: "+3" + ref: "+1," + fort: "+9," + hp: "40;" + immunities: "acid, critical hits, mental, precision, unconscious, visual" + resistances: "None" + proactive_abilities: + - + name: "Filth Wave" + traits: + - "on a critical failure" + - " the creature also falls prone" + action_cost: "One Action" + description: ". A creature can spend and Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action." + automatic_abilities: + - + name: "Motion Sense" + traits: [] + description: " A sewer ooze can sense nearby motion through vibration and air movement." + melee: + - + name: "pseudopod" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d6+1 plus 1d4 acid" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Gelatinous Cube" + type: "Creature" + level: "3" + description: "Found underground or in dungeons, these quivering cubes of slime continuously scour their domain for food. The acid in their bodies is weak enough that many gelatinous cubes still contain the gear of their victims, as they’re unable to break them down." + speed: + land: "15 feet" + traits: + - "N" + - "Large" + - "Mindless" + - "Ooze" + perception: "5" + senses: + - " motion sense 60 feet" + - " no vision" + skills: + Athletics: "+11" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "-5" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "10," + saves: + will: "+5" + ref: "+0," + fort: "+12," + hp: "90;" + immunities: "acid, critical hits, mental, precision, unconscious, visual" + resistances: "electricity 5" + proactive_abilities: + - + name: "Engulf" + traits: [] + action_cost: "Two Actions" + description: "DC 19, 2d6 acid, Escape DC 19, Rupture 7. A creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis." + - + name: "Paralysis" + traits: + - "incapacitation" + description: "A creature Engulfed by the cube or hit by its attack is paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns." + - + name: "Weak Acid" + traits: [] + description: "A gelatinous cube's acid damages only organic material—not metal, stone, or other inorganic substances." + automatic_abilities: + - + name: "Motion Sense" + traits: [] + description: " A gelatinous cube can sense nearby motion through vibration and air movement.
    Transparent A gelatinous cube is so clear that it’s difficult to spot. A successful DC 23 Perception check is required to notice a stationary cube, and a creature must be Searching to attempt this check. A creature that walks into the cube is automatically Engulfed (this usually causes the GM to call for initiative)." + - + name: "Transparent" + traits: [] + description: " A gelatinous cube is so clear that it’s difficult to spot. A successful DC 23 Perception check is required to notice a stationary cube, and a creature must be Searching to attempt this check. A creature that walks into the cube is automatically Engulfed (this usually causes the GM to call for initiative)." + melee: + - + name: "cube face" + to_hit: "+11" + damage: + type: "acid" + formula: "1d6 plus paralysis" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Ochre Jelly" + type: "Creature" + level: "5" + description: "Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave other materials, including a victim’s gear and bones, intact. Some ancient cultures would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones." + speed: + land: "15 feet" + climb: "10 feet" + traits: + - "N" + - "Large" + - "Mindless" + - "Ooze" + perception: "7" + senses: + - " motion sense 60 feet" + - " no vision" + skills: + Athletics: "+13" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "-5" + con_mod: "+6" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "12," + saves: + will: "+7" + ref: "+4," + fort: "+15," + hp: "150;" + immunities: "acid, critical hits, electricity, mental, piercing, precision, slashing, unconscious, visual" + resistances: "None" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d8+3 bludgeoning plus 1d4 acid, DC 23" + - + name: "Ochre Acid" + traits: [] + description: "An ochre jelly's acid damages only flesh—not bone, stone, wood, or other materials." + automatic_abilities: + - + name: "Motion Sense" + traits: [] + description: " A ochre jelly can sense nearby motion through vibration and air movement." + melee: + - + name: "pseudopod" + to_hit: "+15" + damage: + type: "bludgeoning" + formula: "1d8+7 plus 2d4 acid and Grab" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Black Pudding" + type: "Creature" + level: "7" + 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." + speed: + land: "20 feet" + climb: "20 feet; suction" + traits: + - "N" + - "Huge" + - "Mindless" + - "Ooze" + perception: "9" + senses: + - " motion sense 60 feet" + - " no vision" + skills: + Athletics: "+18" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "-5" + con_mod: "+7" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "14," + saves: + will: "+11" + ref: "+6," + fort: "+18," + hp: "165;" + immunities: "acid, critical hits, mental, piercing, precision, slashing, unconscious, visual" + resistances: "None" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d8+7 bludgeoning plus 1d6 acid, DC 26" + - + name: "Corrosive Touch" + traits: [] + 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: "Suction" + traits: [] + description: "The pudding can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it." + automatic_abilities: + - + name: "Motion Sense" + traits: [] + description: " A black pudding can sense nearby motion through vibration and air movement." + melee: + - + name: "pseudopod" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "2d8+7 plus 2d6 acid, corrosive touch, and Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Orc Brute" + type: "Creature" + level: "0" + description: "If orc armies are rarely well organized, this shortcoming can likely be traced to the furious and undisciplined rank-and-file brutes who make up the bulk of an orc warband." + speed: + land: "Speed 25 feet" + traits: + - "CE" + - "Medium" + - "Humanoid" + - "Orc" + perception: "5" + senses: + - " darkvision" + skills: + Athletics: "+5" + Intimidation: "+2" + languages: + - "Orcish" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "15," + saves: + will: "+2" + ref: "+4," + fort: "+6," + hp: "15" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "orc knuckle dagger" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "agile" + - " disarm" + action_cost: "One Action" + - + name: "fist" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d4+3" + traits: + - "agile" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "javelin" + to_hit: "+4" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "thrown 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Orc Warrior" + type: "Creature" + level: "1" + description: "The typical orc warrior is a violent combatant familiar to many adventurers. Orc warriors fight for their clan, for riches, and— perhaps most of all—for personal glory." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Humanoid" + - "Orc" + perception: "6" + senses: + - " darkvision" + skills: + Athletics: "+7" + Intimidation: "+4" + Survival: "+4" + languages: + - "Orcish" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "18," + saves: + will: "+4" + ref: "+7," + fort: "+8," + hp: "23" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "orc necksplitter" + to_hit: "+7" + damage: + type: "slashing" + formula: "1d8+4" + traits: + - "forceful" + - " sweep" + action_cost: "One Action" + - + name: "shortsword" + to_hit: "+7" + damage: + type: "slashing" + formula: "1d6+4" + traits: + - "agile" + - " versatile P" + action_cost: "One Action" + - + name: "fist" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d4+4" + traits: + - "agile" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "javelin" + to_hit: "+5" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "thrown 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Orc Warchief" + type: "Creature" + level: "2" + description: "When orcs raid, the strongest is chosen as the leader, backed up by brothers, sisters, and other immediate family." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Humanoid" + - "Orc" + perception: "11" + senses: + - " darkvision" + skills: + Athletics: "+8" + Intimidation: "+6" + Survival: "+5" + languages: + - "Common" + - "Orcish" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+1" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+2" + ac: "19," + saves: + will: "+7" + ref: "+6," + fort: "+7," + hp: "32" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Battle Cry" + traits: + - "auditory" + - " concentrate" + - " emotion" + - " mental" + action_cost: "One Action" + description: "Bellowing mightily, the warchief gives themself and all orc allies within 60 feet a +1 status bonus to attack and damage rolls until the start of the orc warchief’s next turn." + automatic_abilities: [] + melee: + - + name: "greatclub" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d10+4" + traits: + - "backswing" + - " shove" + action_cost: "One Action" + - + name: "fist" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d4+4" + traits: + - "agile" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "javelin" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "thrown 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Otyugh" + type: "Creature" + level: "4" + description: "Lords of sewers, ditches, and landfllls, otyughs are lthy monstrosities that stomp about on three massive legs in search of tasty garbage and refuse. Using two barbed tentacles to grasp and tear, guided by a third with a proliferation of eyes at the end, the otyugh has perfectly adapted to life in its cramped, disgusting environment, where it uses its appendages to see into tight spaces and grasp hidden prey." + speed: + land: "20 feet" + traits: + - "N" + - "Large" + - "Aberration" + perception: "10" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+8" + Athletics: "+14" + Stealth: "+8 " + languages: + - "Common" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "-2" + ac: "20," + saves: + will: "+10" + ref: "+8," + fort: "+12," + hp: "70;" + immunities: "disease" + resistances: "None" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d6+6 bludgeoning, DC 22" + - + name: "Filth Fever" + traits: + - "disease" + description: "The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 dead" + - + name: "Reposition" + traits: [] + action_cost: "One Action" + description: "check and comparing the result against each creature’s Fortitude DC. On a failure, the creature remains in place, and on a critical failure, the creature is no longer grabbed." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "2d6+6 plus filth fever" + traits: [] + action_cost: "One Action" + - + name: "tentacle" + to_hit: "+14" + damage: + type: "bludgeoning" + formula: "1d6+6 plus Grab" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Owlbear" + type: "Creature" + level: "4" + description: "With the body of a powerful brown bear and the keen senses of an owl, the owlbear is a dangerous territorial predator, fearlessly attacking any creature that strays into its domain. Those who run afoul of an owlbear hear its terrifying screech only seconds before the massive creature is upon them, ripping them apart with deadly talons and a powerful beak." + speed: + land: "25 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "13" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+7" + Athletics: "+14" + Intimidation: "+10" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+5" + int_mod: "-4" + wis_mod: "+3" + cha_mod: "+0" + ac: "21," + saves: + will: "+11" + ref: "+7," + fort: "+13," + hp: "70" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Bloodcurdling Screech" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + action_cost: "One Action" + description: "The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 20 Will save. Regardless of the result, creatures are temporarily immune for 1 minute.
    Critical Success The creature is unaffected.
    Success The creature is frightened 1.
    Failure The creature is frightened 2.
    Critical Failure The creature is fleeing for 1 round and frightened 3." + - + name: "Gnaw" + traits: [] + action_cost: "One Action" + description: "." + - + name: "Screeching Advance" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + action_cost: "Two Actions" + description: "The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech." + automatic_abilities: [] + melee: + - + name: "talon" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d10+6 plus Grab" + traits: + - "agile" + action_cost: "One Action" + - + name: "beak" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d12+6" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Pegasus" + type: "Creature" + level: "3" + description: "The pegasus is a winged horse prized for its capacity to serve as an aerial mount. Unfortunately for those who desire a saddle-trained pegasus, pegasi are wild creatures and do not readily accept even well-intentioned riders. Pegasi actively resist being mounted or controlled by evil creatures, attempting to buck an unwanted rider at every opportunity. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet." + speed: + land: "40 feet" + fly: "80 feet" + traits: + - "NG" + - "Large" + - "Beast" + perception: "12" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Nature: " " + Acrobatics: "+11" + Athletics: "+10" + languages: + - "Common" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+3" + ac: "19," + saves: + will: "+7" + ref: "+11," + fort: "+9," + hp: "55" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Assisted Mount" + traits: [] + action_cost: "One Action" + description: "The pegasus Flies. At any point during the movement, it can allow a willing adjacent creature to Mount it. That creature must use a reaction to do so." + - + name: "Gallop" + traits: [] + action_cost: "Two Actions" + description: "The pegasus uses 2 move actions, each of which can be either Stride or Fly. It gains a +20-foot circumstance bonus to its Speeds during a Gallop." + automatic_abilities: [] + melee: + - + name: "hoof" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d8+5" + traits: [] + action_cost: "One Action" + - + name: "wing" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d6+5" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Phoenix" + type: "Creature" + level: "15" + description: "The phoenix is a primordial bird made of heat and flame that dwells in the most inhospitable regions of the desert. Though highly intelligent and brimming with compassion, the phoenix is best-known for its iconic ability to resurrect itself when slain, emerging reborn from the ashes of its own corpse. Phoenixes are often sought out for their knowledge or healing abilities, as they cannot abide the sight of suffering and deny their succor only to the most foul and irredeemable of creatures." + speed: + land: "25 feet" + fly: "70 feet" + traits: + - "Rare" + - "NG" + - "Gargantuan" + - "Beast" + - "Fire" + perception: "27" + senses: + - " darkvision" + - " detect magic" + - " see invisibility" + skills: + Nature: "+25" + Acrobatics: "+30" + Athletics: "+27" + Diplomacy: "+31" + Intimidation: "+27" + languages: + - "Auran" + - "Celestial" + - "Common" + - "Ignan" + ability_mods: + str_mod: "+6" + dex_mod: "+7" + con_mod: "+5" + int_mod: "+7" + wis_mod: "+6" + cha_mod: "+6" + ac: "36," + saves: + will: "+28; +1 status to all saves vs. magic" + ref: "+31," + fort: "+27," + hp: "300 (regeneration 20 (deactivated by cold or evil), self-resurrection);" + immunities: "fire" + resistances: "None" + proactive_abilities: + - + name: "Flaming Strafe" + traits: + - "evocation" + - " fire" + - " primal" + action_cost: "One Action" + description: "The phoenix blazes with superheated flame and Flies up to its Speed. It deals 6d6 fire damage to each creature within 20 feet of each square it moves through (DC 37 basic Reflex save)." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+30" + damage: + type: "piercing" + formula: "1d12+9 plus 3d8 fire and 2d10 persistent fire" + traits: + - "finesse" + - " fire" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "talon" + to_hit: "+30" + damage: + type: "piercing" + formula: "1d6+6 plus 3d8 fire and 2d10 persistent fire" + traits: + - "agile" + - " finesse" + - " fire" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: + - + name: "flame jet" + to_hit: "+30" + damage: + type: "fire" + formula: "6d6 plus 2d10 persistent fire" + traits: + - "fire" + - " range increment 40 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "continual flame" + level: "8" + frequency: "at will" + - + name: "dispel magic" + level: "8" + frequency: "at will" + - + name: "flame strike" + level: "8" + frequency: "at will" + - + name: "heal" + level: "8" + frequency: "at will" + - + name: "remove curse" + level: "8" + frequency: "at will" + - + name: "wall of fire" + level: "8" + frequency: "at will" + - + name: "dispel magic" + level: "7" + frequency: "at will" + - + name: "restoration" + level: "6" + frequency: "x3" + - + name: "detect magic" + level: "8" + frequency: "constant" + - + name: "see invisibility" + level: "8" + frequency: "constant" + - + name: "see invisibility" + level: "6" + frequency: "constant" + - + name: "Tiefling" + type: "Creature" + level: "3" + description: "Tieflings are planar scions with fiendish blood. One of the most common types is pitborn, who bear a demonic corruption infesting their mortal bloodline. Some strive to live above their forebear’s fiendish reputation, but many, such as this tiefling adept, simply accept their label and delve fully into evil." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Human" + - "Humanoid" + - "Tiefling" + perception: "6" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Arcana: "+9" + Deception: "+9" + Intimidation: "+7" + Occultism: "+9" + Religion: "+6" + Society: "+9" + Stealth: "+7" + languages: + - "Abyssal" + - "Common" + ability_mods: + str_mod: "+0" + dex_mod: "+2" + con_mod: "+0" + int_mod: "+4" + wis_mod: "+1" + cha_mod: "+2" + ac: "17," + saves: + will: "+8" + ref: "+7," + fort: "+5," + hp: "29" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Drain Bonded Item" + traits: + - "choosing a different spell level each time" + action_cost: "Free Action" + description: ", without spending a spell slot. The adept must still Cast the Spell and meet the spell’s other requirements." + automatic_abilities: [] + melee: + - + name: "staff" + to_hit: "+6" + damage: + type: "bludgeoning" + formula: "1d6" + traits: + - "two-handed 1d8" + action_cost: "One Action" + - + name: "dagger" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d4" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "dagger" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d4+1" + traits: + - "agile" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Duskwalker" + type: "Creature" + level: "4" + description: "Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle of life and death." + speed: + land: "25 feet" + traits: + - "N" + - "Medium" + - "Duskwalker" + - "Human" + - "Humanoid" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+10" + Athletics: "+8" + Deception: "+6" + Intimidation: "+6" + Nature: "+8" + Stealth: "+12" + Survival: "+8" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+0" + ac: "21 (22 against prey; see Hunt Prey)," + saves: + will: "+10; +1 status to all saves vs. death effects" + ref: "+12," + fort: "+9," + hp: "56;" + immunities: "effects that would transform their body or soul to an undead" + resistances: "negative energy 2" + proactive_abilities: + - + name: "Ghost Hunter" + traits: [] + description: "property rune on attacks against incorporeal undead." + - + name: "Hunt Prey" + traits: [] + action_cost: "One Action" + description: "checks against its prey and to any check to Recall Knowledge about its prey, as well as a +1 circumstance bonus to AC against its prey’s attacks. The duskwalker can have only one prey designated at a time." + - + name: "Hunted Shot" + traits: [] + action_cost: "One Action" + description: "The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses." + automatic_abilities: [] + melee: + - + name: "hatchet" + to_hit: "+12" + damage: + type: "slashing" + formula: "1d6+5" + traits: + - "agile" + - " sweep" + action_cost: "One Action" + ranged: + - + name: "composite longbow" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d8+4" + traits: + - "deadly 1d10" + - " propulsive" + - " range increment 100 feet" + - " reload 0" + - " volley 30 feet" + action_cost: "One Action" + - + name: "hatchet" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d6+5" + traits: + - "agile" + - " sweep" + - " thrown 10 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Aasimar" + type: "Creature" + level: "5" + 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." + speed: + land: "20 feet" + traits: + - "NG" + - "Medium" + - "Aasimar" + - "Human" + - "Humanoid" + perception: "11" + senses: + - " darkvision" + skills: + Athletics: "+11" + Diplomacy: "+12" + Medicine: "+9" + Religion: "+11" + Society: "+7" + languages: + - "Celestial" + - "Common" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+3" + ac: "23 (25 with shield raised)," + saves: + will: "+11; +1 status to all saves vs. disease (against diseases, critical failures become failures)" + ref: "+8," + fort: "+12," + hp: "73" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Champion Devotion Spells" + traits: + - "1 Focus Point" + description: "lay on hands" + automatic_abilities: [] + melee: + - + name: "longsword" + to_hit: "+15" + damage: + type: "slashing" + formula: "1d8+7" + traits: + - "versatile P" + action_cost: "One Action" + ranged: + - + name: "crossbow" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d8+3 plus Knockdown" + traits: + - "range increment 120 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Poltergeist" + type: "Creature" + level: "5" + description: "When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma." + speed: + fly: "20 feet" + traits: + - "LE" + - "Medium" + - "Incorporeal" + - "Spirit" + - "Undead" + perception: "11" + senses: + - " darkvision" + skills: + Religion: "r" + Acrobatics: "+14" + Intimidation: "+15" + Stealth: "+14" + languages: + - "Common" + ability_mods: + str_mod: "-5" + dex_mod: "+5" + con_mod: "+0" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+4" + ac: "22," + saves: + will: "+13" + ref: "+14," + fort: "+9," + hp: "55 (rejuvenation);" + immunities: "death effects, disease, paralyzed, poison, precision, unconscious" + resistances: "all damage 5 (except force," + proactive_abilities: + - + name: "Frighten" + traits: + - "concentrate" + - " emotion" + - " fear" + - " incapacitation" + - " mental" + action_cost: "One Action" + description: "Requirement The poltergeist must be invisible. Effect The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 21 Will save, becoming frightened 2 on a failure. On a critical failure, it’s also fleeing for as long as it’s frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again." + - + name: "Telekinetic Storm" + traits: + - "concentrate" + - " evocation" + - " occult" + action_cost: "Two Actions" + description: "The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target.
    • When this effect is spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty against each creature within 30 feet. These count as one attack for the poltergeist’s multiple attack penalty, and the penalty doesn’t increase until after all the attacks.
    • When this effect has only one target, the poltergeist makes a telekinetic object Strike against the target, and the damage increases to 3d12. It deals 1d12 damage on a failure, and no damage on a critical failure.
    " + automatic_abilities: + - + name: "Site Bound" + traits: [] + range: "120 feet" + description: " A poltergeist is tied to a location and can’t travel more than from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area" + melee: [] + ranged: + - + name: "telekinetic object" + to_hit: "+13" + damage: + type: "bludgeoning," + formula: "2d12 piercing, or slashing (depending on object)" + traits: + - "evocation" + - " magical" + - " occult" + - " range increment 60 feet" + action_cost: "One Action" + spell_dc: "23" + spell_attack_to_hit: "+13" + innate_spells: + - + name: "telekinetic maneuver" + level: "3" + frequency: "at will" + - + name: "Poracha" + type: "Creature" + level: "4" + description: "Porachas are feline beasts native to the mystical Forest of Spirits in Tian Xia. In their natural form, these graceful eight-legged creatures sport a gray tabby coat of fur streaked with lines of olive green, but they are rarely seen this way. Even the youngest porachas are capable of hiding within objects, making them incredibly elusive and rarely seen except on their own terms. Because porachas can so effortlessly blend in with the forest and emerge from its dark corners in an instant, superstitious locals believe these beasts are related to kami—nature spirits who embody individual trees, stones, or other elements of nature in the Forest of Spirits. The truth is that while porachas frequently associate with kami, they are their own breed of mysterious monster with powers over time and space that set them apart from nature spirits." + speed: + land: "40 feet" + traits: + - "Uncommon" + - "N" + - "Medium" + - "Beast" + perception: "10" + senses: + - " tremorsense (imprecise) 10 feet" + - " darkvision" + skills: + Nature: " " + Acrobatics: "+13" + Athletics: "+9" + Deception: "+11" + Diplomacy: "+11" + Stealth: "+13" + Survival: "+10" + languages: + - "Common" + - "Sylvan" + ability_mods: + str_mod: "+3" + dex_mod: "+5" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+3" + ac: "23," + saves: + will: "+10" + ref: "+13," + fort: "+9," + hp: "50;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Jaunt" + traits: + - "conjuration" + - " move" + - " primal" + - " teleportation" + action_cost: "One Action" + description: "The poracha teleports up to 40 feet. It must have line of sight to the space it teleports to. It can’t use Jaunt again for 1d4 rounds." + - + name: "Object Meld" + traits: + - "primal" + - " transmutation" + action_cost: "Two Actions" + description: "The poracha touches an adjacent object of enough volume to contain it. It merges into the object indefinitely, and while it’s inside, time moves exceptionally slowly for it and it has only limited perception of the outside world. The poracha can sense what’s going on outside the object only using tremorsense. The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the object and appears where it chooses. If a creature Strikes the object, the poracha is expelled unharmed." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+13" + damage: + type: "piercing" + formula: "2d6+7" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + - + name: "claw" + to_hit: "+13" + damage: + type: "slashing" + formula: "2d4+7" + traits: + - "agile" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Voidworm" + type: "Creature" + level: "1" + description: "Other proteans don’t consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom’s constantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is as sure a way to instigate combat as any." + speed: + land: "20 feet" + fly: "40 feet;" + traits: + - "CN" + - "Tiny" + - "Monitor" + - "Protean" + perception: "4" + senses: + - " entropy sense (imprecise) 30 feet" + - " darkvision" + skills: + Acrobatics: "+7" + Deception: "+6" + Religion: "+4" + Stealth: "+7" + languages: + - "Abyssal" + - "Protean" + ability_mods: + str_mod: "-1" + dex_mod: "+4" + con_mod: "+0" + int_mod: "-1" + wis_mod: "-1" + cha_mod: "+1" + ac: "17," + saves: + will: "+6" + ref: "+9," + fort: "+5," + hp: "16 (fast healing 1);" + immunities: "None" + resistances: "precision 3, protean anatomy 5" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The voidworm takes on the appearance of a Tiny animal. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal." + - + name: "Confounding Lash" + traits: + - "divine" + - " emotion" + - " enchantment" + - " mental" + description: "A creature hit by the voidworm’s tail Strike is stupefied 1 for 1 round (stupefied 2 on a critical hit). A successful DC 16 Will save negates this effect and grants temporary immunity to confounding lash for 1 minute." + automatic_abilities: + - + name: "Entropy Sense" + traits: + - "divination" + - "divine" + - "prediction" + description: " voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense." + melee: + - + name: "jaws" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d8–1 plus 1d4 chaotic" + traits: + - "chaotic" + - " finesse" + - " magical" + action_cost: "One Action" + - + name: "tail" + to_hit: "+9" + damage: + type: "slashing" + formula: "1d4–1 plus 1d4 chaotic and confounding lash" + traits: + - "chaotic" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + - + name: "blur" + level: "2" + frequency: "self only" + - + name: "obscuring mist" + level: "2" + frequency: "self only" + - + name: "detect alignment" + level: "1" + frequency: "at will; lawful only" + - + name: "freedom of movement" + level: "4" + frequency: "constant" + - + name: "Naunet" + type: "Creature" + level: "7" + description: "Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file troops of protean armies. Resembling a thick salamander with a wide head, a powerful tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are the most bestial of the proteans and occupy one of their lowest castes. Naunets are 12 feet long and weigh 900 pounds." + speed: + land: "25 feet" + fly: "30 feet" + swim: "25 feet;" + traits: + - "CN" + - "Large" + - "Monitor" + - "Protean" + perception: "14" + senses: + - " entropy sense (imprecise) 30 feet" + - " darkvision" + skills: + Acrobatics: "+14" + Athletics: "+16" + Intimidation: "+16" + Stealth: "+14" + Survival: "+12" + languages: + - "Abyssal" + - "Celestial" + - "Protean" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+5" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+3" + ac: "24," + saves: + will: "+12; +1 status to all saves vs. magic" + ref: "+14," + fort: "+18," + hp: "120 (fast healing 2);" + immunities: "None" + resistances: "precision 5, protean anatomy 10;" + proactive_abilities: + - + name: "Adaptive Strike" + traits: + - "divine" + - " polymorph" + - " transmutation" + action_cost: "Free Action" + description: "The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again." + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. This doesn’t change its Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal." + - + name: "Confounding Slam" + traits: + - "divine" + - " emotion" + - " enchantment" + - " mental" + description: "A creature hit by the naunet’s tentacle Strike is stupefied 2 for 1d4 rounds (DC 24 Will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead. A chaotic creature is only stupefied 1 instead." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d8+8 bludgeoning, DC 26" + automatic_abilities: + - + name: "Entropy Sense" + traits: + - "divination" + - "divine" + - "prediction" + description: " naunet can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense." + melee: + - + name: "jaws" + to_hit: "+18" + damage: + type: "piercing" + formula: "2d10+8 plus 1d6 chaotic" + traits: + - "chaotic" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "2d8+8 plus 1d6 chaotic and Grab" + traits: + - "chaotic" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tentacle" + to_hit: "+18" + damage: + type: "piercing" + formula: "2d8+6 plus 1d6 chaotic and confounding slam" + traits: + - "agile" + - " chaotic" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+16" + innate_spells: + - + name: "dimension door" + level: "5" + - + name: "acid arrow" + level: "4" + - + name: "solid fog" + level: "4" + - + name: "shatter" + level: "3" + frequency: "at will" + - + name: "obscuring mist" + level: "2" + frequency: "at will" + - + name: "detect alignment" + level: "1" + frequency: "at will; lawful only" + - + name: "freedom of movement" + level: "4" + frequency: "constant" + - + name: "Keketar" + type: "Creature" + level: "17" + description: "The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar’s actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: First, a keketar’s eyes are always a piercing shade of amber or violet. Second, the keketar’s mark of office—a crown of shifting symbols that hovers above its head—never changes. A keketar cannot remove its crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or shame." + speed: + land: "40 feet" + fly: "50 feet" + swim: "40 feet;" + traits: + - "CN" + - "Large" + - "Monitor" + - "Protean" + perception: "30" + senses: + - " entropy sense (imprecise) 60 feet" + - " darkvision" + skills: + Acrobatics: "+26" + Athletics: "+30" + Deception: "+33" + Diplomacy: "+35" + Intimidation: "+35" + Religion: "+30" + Stealth: "+28" + languages: + - "Abyssal" + - "Celestial" + - "Protean" + ability_mods: + str_mod: "+9" + dex_mod: "+5" + con_mod: "+7" + int_mod: "+5" + wis_mod: "+7" + cha_mod: "+7" + ac: "40," + saves: + will: "+34; +1 status to all saves vs. magic" + ref: "+28," + fort: "+30," + hp: "290 (fast healing 10);" + immunities: "None" + resistances: "precision 10, protean anatomy 25;" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The keketar can take the appearance of any Huge or smaller creature. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d10+15 bludgeoning, DC 42" + - + name: "Reshape Reality" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + description: "When the keketar casts hallucinatory terrain, it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on." + - + name: "Warpwave Strike" + traits: + - "divine" + - " polymorph" + - " transmutation" + description: "A creature struck by a keketar’s jaws or claw Strike must succeed at a DC 36 Fortitude save or be subject to a warpwave." + automatic_abilities: + - + name: "Entropy Sense" + traits: + - "divination" + - "divine" + - "prediction" + description: " keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense." + melee: + - + name: "jaws" + to_hit: "+33" + damage: + type: "piercing" + formula: "3d10+15 plus 1d6 chaotic and warpwave strike" + traits: + - "chaotic" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+33" + damage: + type: "slashing" + formula: "2d10+15 plus 1d6 chaotic and warpwave strike" + traits: + - "agile" + - " chaotic" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+33" + damage: + type: "bludgeoning" + formula: "2d10+15 plus Grab" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+32" + innate_spells: + - + name: "divine wrath" + level: "9" + frequency: "chaotic only" + - + name: "prismatic sphere" + level: "9" + frequency: "chaotic only" + - + name: "baleful polymorph" + level: "8" + - + name: "confusion" + level: "8" + - + name: "disintegrate" + level: "7" + frequency: "at will" + - + name: "dispel magic" + level: "7" + frequency: "at will" + - + name: "shatter" + level: "7" + frequency: "at will" + - + name: "warp mind" + level: "7" + frequency: "at will" + - + name: "teleport" + level: "6" + frequency: "at will; self only" + - + name: "creation" + level: "5" + frequency: "at will" + - + name: "dimension door" + level: "5" + frequency: "at will" + - + name: "hallucinatory terrain" + level: "5" + frequency: "at will" + - + name: "confusion" + level: "4" + frequency: "at will" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "detect alignment" + level: "2" + frequency: "at will; lawful only" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "freedom of movement" + level: "5" + frequency: "constant" + - + name: "freedom of movement" + level: "4" + frequency: "constant" + - + name: "Nosoi" + type: "Creature" + level: "1" + description: "A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor’s mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be." + speed: + land: "15 feet" + fly: "40 feet" + traits: + - "N" + - "Tiny" + - "Monitor" + - "Psychopomp" + perception: "6" + senses: + - " darkvision" + - " lifesense 60 feet" + skills: + Acrobatics: "+6" + Performance: "+6" + Religion: "+6" + Society: "+2" + Stealth: "+6" + languages: + - "Abyssal" + - "Celestial" + - "Infernal" + - "Requian" + ability_mods: + str_mod: "-1" + dex_mod: "+3" + con_mod: "+1" + int_mod: "+1" + wis_mod: "+1" + cha_mod: "+3" + ac: "16," + saves: + will: "+6" + ref: "+8," + fort: "+4," + hp: "18;" + immunities: "death effects, disease" + resistances: "negative 3, poison 3" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The nosoi takes the appearance of a raven or songbird. This doesn’t change its Speed or its attack and damage modifiers with its Strikes." + - + name: "Haunting Melody" + traits: + - "auditory" + - " concentrate" + - " divine" + - " enchantment" + - " incapacitation" + - " mental" + action_cost: "One Action" + description: "The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.
    Failure The creature is fascinated.
    Critical Failure As failure, and the creature must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a fascinated creature is adjacent to the nosoi, it stays still and doesn’t act. If the creature is attacked, the fascination ends." + - + name: "Spirit Touch" + traits: [] + description: "property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead." + automatic_abilities: + - + name: "Lifesense" + traits: + - "divination" + - "divine" + description: " psychopomp senses the vital essence of living and undead creatures within the listed range." + melee: + - + name: "beak" + to_hit: "+6" + damage: + type: "piercing" + formula: "1d4-1 plus spirit touch" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + - + name: "talking corpse" + level: "4" + - + name: "Morrigna" + type: "Creature" + level: "15" + description: "Bounty hunters and investigators, morrignas seek out creatures that thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin." + speed: + land: "30 feet" + climb: "30 feet (" + traits: + - "N" + - "Medium" + - "Monitor" + - "Psychopomp" + perception: "28" + senses: + - " darkvision" + - " lifesense 60 feet" + skills: + Athletics: "+27" + Diplomacy: "+27" + Intimidation: "+29" + Religion: "+29" + Society: "+24" + Stealth: "+27" + languages: + - "Abyssal" + - "Celestial" + - "Infernal" + - "Necril" + - "Requian" + ability_mods: + str_mod: "+8" + dex_mod: "+4" + con_mod: "+4" + int_mod: "+3" + wis_mod: "+6" + cha_mod: "+4" + ac: "38," + saves: + will: "+29; +1 status to all saves vs. magic" + ref: "+27," + fort: "+25," + hp: "240 (regeneration 20 (deactivated by acid or fire));" + immunities: "death effects, disease" + resistances: "negative 15, poison 15" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "A morrigna can take the appearance of any Small or Medium animal or humanoid. This doesn’t change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal. Unless they choose to manifest their web wrappings in their new form, they cannot make web wrappings Strikes." + - + name: "Spider Minions" + traits: + - "conjuration" + - " divine" + description: "The morrigna summons a giant tarantula or spider swarm. These spiders have the summoned trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first. The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once. The morrigna can see through the eyes of any of their summoned spiders at any time." + - + name: "Spirit Touch" + traits: [] + description: "property rune and deal 4d6 negative damage to living creatures or 4d6 positive damage to undead." + automatic_abilities: + - + name: "Lifesense" + traits: + - "divination" + - "divine" + description: " psychopomp senses the vital essence of living and undead creatures within the listed range.
    Items +2 striking bo staff" + melee: + - + name: "bo staff" + to_hit: "+31" + damage: + type: "bludgeoning" + formula: "2d8+14 plus spirit touch" + traits: + - "magical" + - " parry" + - " reach 10 feet" + - " trip" + action_cost: "One Action" + - + name: "web wrappings" + to_hit: "+29" + damage: + type: "bludgeoning" + formula: "3d12+14 plus Grab and spirit touch" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "talking corpse" + level: "4" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "speak with animals" + level: "5" + frequency: "constant" + - + name: "spider climb" + level: "5" + frequency: "constant" + - + name: "speak with animals" + level: "2" + frequency: "constant" + - + name: "spider climb" + level: "2" + frequency: "constant" + - + name: "Pteranodon" + type: "Creature" + level: "2" + description: "Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks and equally long crests that protrude from the backs of their heads." + speed: + land: "10 feet" + fly: "40 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "8" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+10" + Athletics: "+7" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+1" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "18," + saves: + will: "+6" + ref: "+10," + fort: "+7," + hp: "35" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Swoop" + traits: [] + action_cost: "Two Actions" + description: "The pteranodon Flies up to its Speed and makes one beak Strike at any point during that movement." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d10+3" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Quetzalcoatlus" + type: "Creature" + level: "7" + description: "Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot wingspans.
    Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large fish, amphibians, and other invertebrates. They are not inherently aggressive creatures and are happy to scavenge for food, but when presented with live prey they readily attack almost any creature smaller than themselves." + speed: + land: "15 feet" + fly: "50 feet" + traits: + - "N" + - "Huge" + - "Animal" + perception: "15" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+14" + Athletics: "+17" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+4" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-1" + ac: "25," + saves: + will: "+12" + ref: "+17," + fort: "+16," + hp: "110" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Snatch" + traits: [] + description: "A quetzalcoatlus can move at half Speed while it has a single creature grabbed or restrained. Both its talons are occupied while it does this." + - + name: "Swoop" + traits: [] + action_cost: "Two Actions" + description: "The quetzacoaltus Flies up to its Speed and makes one beak or talon Strike at any point during that movement." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d10+10 plus 1d8 persistent bleed" + traits: + - "deadly 1d10" + - " reach 10 feet" + action_cost: "One Action" + - + name: "talon" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d8+10 plus Grab" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Quelaunt" + type: "Creature" + level: "15" + description: "This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth or no visible means of ingesting food. Its limbs are distributed so evenly across its body that it is all but impossible to tell which way the creature is oriented at any given time. Few who witness the quelaunt linger on its alien looks for long though, as the most pressing concern quickly becomes the invasion of their minds, as the quelaunt sows doubt, sorrow, and rage. This monstrosity not only delights in the negative emotions of its prey, but feeds on them, gaining strength and sustenance from their dismay. For the quelaunt, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts." + speed: + land: "40 feet;" + traits: + - "CE" + - "Large" + - "Aberration" + perception: "29" + senses: + - " tremorsense (imprecise) 60 feet" + skills: + Deception: "+30" + Intimidation: "+30" + Occultism: "+27" + languages: + - "Aklo" + ability_mods: + str_mod: "+6" + dex_mod: "+5" + con_mod: "+4" + int_mod: "+5" + wis_mod: "+6" + cha_mod: "+8" + ac: "36," + saves: + will: "+31 (+33 vs. emotion)" + ref: "+26," + fort: "+27," + hp: "305;" + immunities: "None" + resistances: "mental 15" + proactive_abilities: + - + name: "Emotional Focus" + traits: [] + description: "." + - + name: "Emotional Frenzy" + traits: [] + description: "The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells." + - + name: "Feed on Emotion" + traits: + - "attack" + - " emotion" + - " incapacitation" + - " mental" + action_cost: "One Action" + description: "Frequency once per round; Effect The quelaunt feeds on the emotional unrest of a single creature within 30 feet that’s under a harmful emotion effect. The target must succeed at a DC 37 Will save or take 4d10 mental damage and be stunned for 1 round. If the target fails its saving throw, the quelaunt regains the same number of Hit Points and Feed on Emotion does not cost the quelaunt an action, allowing it to use another action this turn." + - + name: "Rapid Strikes" + traits: + - "attack" + action_cost: "Two Actions" + description: "The quelaunt makes three melee Strikes, each against a different target within reach. The multiple attack penalty applies to each attack, but increases only after all the attacks have been made." + - + name: "Spiral of Despair" + traits: + - "emotion" + - " mental" + action_cost: "Free Action" + description: "Trigger A creature fails a saving throw to resist one of the quelaunt’s innate spells or emotional focus spells. Effect As the quelaunt invades the triggering creature’s mind and plants the seeds of negative emotions, it also strips away the target’s feelings of hope or positivity. The quelaunt can immediately end a single emotion effect from which the triggering creature is benefiting." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+30" + damage: + type: "slashing" + formula: "3d8+12" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "39" + innate_spells: + - + name: "crushing despair" + level: "7" + frequency: "x3" + - + name: "fear" + level: "3" + frequency: "at will" + - + name: "hideous laughter" + level: "2" + - + name: "air walk" + level: "4" + frequency: "constant" + - + name: "Dandasuka" + type: "Creature" + level: "5" + description: "Known as “biters” among the more powerful rakshasa castes, dandasukas serve as spies and assassins for rakshasa clans or powerful spellcasters who have found methods to bind one of these fiends to their will. Born to manipulate and murder, these half-sized terrors revel in their work and delight in the sight of blood. They often dress in extravagant clothes dyed with ostentatious colors and wear numerous elaborate accessories, whether in their true form or in disguise as human children, halfling merchants, or anything else that helps them blend into their targeted society." + speed: + land: "25 feet" + climb: "20 feet" + traits: + - "LE" + - "Small" + - "Fiend" + - "Rakshasa" + perception: "12" + senses: + - " darkvision" + skills: + Acrobatics: "+13" + Deception: "+14" + Stealth: "+13" + Thievery: "+13" + languages: + - "Common" + - "Infernal" + - "Undercommon" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+3" + int_mod: "+1" + wis_mod: "+1" + cha_mod: "+3" + ac: "23," + saves: + will: "+10; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic" + ref: "+13," + fort: "+12," + hp: "60;" + immunities: "None" + resistances: "physical 5 (except piercing);" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " occult" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The dandasuka takes on the appearance of any Small humanoid. This doesn’t change the dandasuka’s Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack." + - + name: "Sneak Attack" + traits: [] + description: "creatures." + automatic_abilities: [] + melee: + - + name: "fangs" + to_hit: "+15" + damage: + type: "piercing" + formula: "2d6+4 plus 1d6 persistent bleed" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + - + name: "claw" + to_hit: "+15" + damage: + type: "slashing" + formula: "2d4+4" + traits: + - "agile" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "19" + innate_spells: + - + name: "clairvoyance" + level: "4" + - + name: "Raja Rakshasa" + type: "Creature" + level: "10" + description: "When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers of these fiends bend outward, away from the palms." + speed: + land: "35 feet" + traits: + - "LE" + - "Medium" + - "Fiend" + - "Rakshasa" + perception: "19" + senses: + - " darkvision" + skills: + Deception: "+23" + Diplomacy: "+21" + Intimidation: "+21" + Occultism: "+18" + Performance: "+19" + Stealth: "+20" + languages: + - "Common" + - "Infernal" + - "Undercommon" + ability_mods: + str_mod: "+4" + dex_mod: "+6" + con_mod: "+4" + int_mod: "+2" + wis_mod: "+1" + cha_mod: "+5" + ac: "30," + saves: + will: "+18; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic" + ref: "+21," + fort: "+19," + hp: "155;" + immunities: "None" + resistances: "physical 10 (except piercing);" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " occult" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "The raja rakshasa takes on the appearance of any Medium humanoid. This doesn’t change the raja rakshasa’s Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack." + - + name: "Disturbing Vision" + traits: + - "concentrate" + - " enchantment" + - " mental" + - " occult" + action_cost: "One Action" + description: "The raja rakshasa’s eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa’s past lives. Each non-evil creature in the area must succeed at a DC 29 Will save or become sickened 1 (and stunned 1 on a critical failure). The visions last 1d4 rounds, and while they do, the raja rakshasa and all evil creatures in the area gain a +1 status bonus to all checks. The raja rakshasa can use this ability again only once the previous visions end." + automatic_abilities: [] + melee: + - + name: "kukri" + to_hit: "+23" + damage: + type: "slashing" + formula: "2d6+10" + traits: + - "agile" + - " finesse" + - " magical" + - " trip" + action_cost: "One Action" + - + name: "fangs" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d12+10" + traits: + - "agile" + - " magical" + action_cost: "One Action" + - + name: "claw" + to_hit: "+22" + damage: + type: "slashing" + formula: "2d8+10" + traits: + - "agile" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "31" + innate_spells: [] + - + name: "Giant Rat" + type: "Creature" + level: "-1" + description: "Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot flt in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions." + speed: + land: "30 feet" + climb: "10 feet" + traits: + - "N" + - "Small" + - "Animal" + perception: "5" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+5" + Athletics: "+2 " + Stealth: "+5" + languages: "" + ability_mods: + str_mod: "+1" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-3" + ac: "15," + saves: + will: "+3" + ref: "+7," + fort: "+6," + hp: "8" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Filth Fever" + traits: + - "disease" + description: "The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d6+1 plus filth fever" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Rat Swarm" + type: "Creature" + level: "1" + description: "A swarm of rats can cause total chaos within a household or business. Contracting filth fever is all the easier when dozens of these agitated or hungry vermin gather to bite victims en masse, making rat-hunting a viable career in many parts of the world as desperate townspeople seek relief from the disease’s spread." + speed: + land: "30 feet" + climb: "10 feet" + traits: + - "N" + - "Large" + - "Animal" + - "Swarm" + perception: "5" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+8" + Athletics: "+4 " + Stealth: "+6" + languages: "" + ability_mods: + str_mod: "-2" + dex_mod: "+3" + con_mod: "+1" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-3" + ac: "14," + saves: + will: "+4" + ref: "+7," + fort: "+2," + hp: "14;" + immunities: "precision, swarm mind" + resistances: "physical 6 (except bludgeoning);" + proactive_abilities: + - + name: "Filth Fever" + traits: + - "disease" + description: "The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead" + - + name: "Swarming Bites" + traits: [] + action_cost: "One Action" + description: "Each enemy in the swarm’s space takes 1d6 piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever." + automatic_abilities: [] + melee: [] + ranged: [] + spell_dc: "None" + - + name: "Ratfolk Grenadier" + type: "Creature" + level: "4" + description: "Ratfolk grenadiers use alchemy and stealth to defend their communities." + speed: + land: "25 feet" + traits: + - "LN" + - "Small" + - "Humanoid" + - "Ratfolk" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+9" + Crafting: "+12" + Deception: "+7" + Society: "+10" + Stealth: "+12" + Thievery: "+9" + languages: + - "Common" + ability_mods: + str_mod: "+0" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+4" + wis_mod: "+2" + cha_mod: "+1" + ac: "21," + saves: + will: "+9" + ref: "+13," + fort: "+11," + hp: "60" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Cheek Pouches" + traits: + - "though no more than 4 light items" + description: ". The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in its cheek pouches, its speech is noticeably difficult to understand." + - + name: "Quick Bomber" + traits: [] + action_cost: "One Action" + description: "The ratfolk grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike." + - + name: "Quick Stow" + traits: [] + action_cost: "Free Action" + description: "The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches." + - + name: "Swarming" + traits: [] + description: "A ratfolk grenadier can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space." + automatic_abilities: + - + name: "Infused Items" + traits: [] + description: " A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused moderate alchemist’s fires, and 2 infused moderate frost vials. These items last for 24 hours, or until the next time they make their daily preparations.
    Items alchemist's tools, hand crossbow (20 bolts), studded leather armor" + melee: + - + name: "fangs" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d4" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "hand crossbow" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d6" + traits: + - "range increment 60 feet" + - " reload 1" + action_cost: "One Action" + - + name: "alchemical bomb" + to_hit: "+13" + traits: + - "range increment 20 feet" + - " splash" + action_cost: "One Action" + spell_dc: "None" + - + name: "Redcap" + type: "Creature" + level: "5" + description: "Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of good deities. Many fairy tales explain how the redcaps draw power from dipping the hats for which they are named in fresh blood. Just as iconic to these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting— especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair." + speed: + land: "50 feet" + traits: + - "CE" + - "Small" + - "Fey" + perception: "12" + senses: + - " low-light vision" + skills: + Acrobatics: "+13" + Athletics: "+15" + Deception: "+11" + Intimidation: "+13" + Nature: "+10" + Stealth: "+13" + languages: + - "Common" + - "Sylvan" + ability_mods: + str_mod: "+4" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+1" + wis_mod: "+1" + cha_mod: "+2" + ac: "21," + saves: + will: "+10" + ref: "+15," + fort: "+11," + hp: "60 (fast healing 10);" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Blood Soak" + traits: + - "manipulate" + action_cost: "One Action" + description: "The redcap dips its cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 status bonus to damage rolls for 1 minute." + - + name: "Deadly Cleave" + traits: [] + description: "The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the scythe Strike that triggered this reaction. This counts toward its multiple attack penalty." + - + name: "Stomp" + traits: [] + action_cost: "One Action" + description: "creature, it deals an extra 2d6 persistent bleed damage." + automatic_abilities: + - + name: "Red Cap" + traits: + - "necromancy" + - "primal" + description: " redcap’s woolen hat is dyed with the blood of its victims. If the redcap loses its cap, it no longer benefits from fast healing and takes a –4 status penalty to its damage rolls. It can create a new cap in 10 minutes, but that cap doesn’t grant its powers until the redcap has turned it red with Blood Soak. A cap has no benefit for creatures other than the redcap who made it.
    Items scythe, iron boots, red cap" + melee: + - + name: "scythe" + to_hit: "+15" + damage: + type: "slashing" + formula: "1d10+10" + traits: + - "deadly 1d10" + - " trip" + action_cost: "One Action" + - + name: "boot" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d6+8" + traits: + - "agile" + - " versatile B" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Reefclaw" + type: "Creature" + level: "1" + description: "Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw’s oversized claws are powerful weapons with their vicelike grip and the ability to inject potent venom into unfortunate prey." + speed: + land: "5 feet" + swim: "30 feet" + traits: + - "CN" + - "Small" + - "Aberration" + - "Aquatic" + perception: "8" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Athletics: "+4 " + languages: + - "Common" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-3" + wis_mod: "+1" + cha_mod: "+1" + ac: "20," + saves: + will: "+4" + ref: "+9," + fort: "+7," + hp: "17" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d6 bludgeoning, DC 17" + - + name: "Reefclaw Venom" + traits: + - "poison" + description: "Saving Throw DC 17 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round), Stage 2 1d6 poison damage and enfeebled 2 (1 round)." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+9" + damage: + type: "slashing" + formula: "1d6+1 plus reefclaw venom and Grab" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Remorhaz" + type: "Creature" + level: "7" + description: "A remorhaz is an enormous arctic predator that resembles a multilegged insect with draconic features. This monster has chitinous plates and more than a score segmented legs, a multipartite maw, and winglike growths fianking its head. The most unusual aspect of the creature, however, is its internal heat, which burns with such intensity that it causes the armored plates on the creature’s back to become superheated whenever the beast is agitated." + speed: + land: "35 feet" + burrow: "30 feet" + traits: + - "Uncommon" + - "N" + - "Huge" + - "Beast" + perception: "14" + senses: + - " darkvision" + - " tremorsense (imprecise) 60 feet" + skills: + Nature: " " + Athletics: "+18" + Stealth: "+13" + languages: + - "Jotun" + ability_mods: + str_mod: "+7" + dex_mod: "+2" + con_mod: "+5" + int_mod: "-3" + wis_mod: "+1" + cha_mod: "-2" + ac: "25," + saves: + will: "+10" + ref: "+15," + fort: "+18," + hp: "120;" + immunities: "cold, fire" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " fire" + - " primal" + action_cost: "Two Actions" + description: "The remorhaz unleashes a gout of flame that deals 8d6 fire damage in a 30-foot cone (DC 26 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds." + - + name: "Ice Tunneler" + traits: [] + description: "A remorhaz can leave a tunnel when it burrows through ice or snow, and it usually does." + - + name: "Swallow Whole" + traits: [] + action_cost: "One Action" + description: "Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12" + - + name: "Thrash" + traits: [] + action_cost: "Two Actions" + description: "The remorhaz Strikes once with its jaws and once with its tail, each targeting a different creature. Each attack counts toward the remorhaz’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after all the attacks have been made." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+18" + damage: + type: "piercing" + formula: "2d10+9 plus Grab" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+18" + damage: + type: "bludgeoning" + formula: "1d10+3 plus 2d6 fire" + traits: + - "fire" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Roc" + type: "Creature" + level: "9" + description: "Legendarily massive raptors capable of carrying off elephants as prey, rocs are typically about 30 feet long from beak to tail and have a wingspan of 80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting strategy involves grabbing their prey in their powerful talons and then dropping it from great heights before feeding. This method creates a massive amount of carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers, such as ravens and buzzards, who find it easy to steal bits of the larger birds’ meals. Rocs, for the most part, don’t mind these creatures, which sometimes get gobbled up along with the rest of the roc’s food." + speed: + land: "20 feet" + fly: "60 feet" + traits: + - "N" + - "Gargantuan" + - "Animal" + perception: "18" + senses: + - " low-light vision" + skills: + Acrobatics: "+15" + Athletics: "+21" + languages: "" + ability_mods: + str_mod: "+8" + dex_mod: "+2" + con_mod: "+5" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "+0" + ac: "27," + saves: + will: "+16" + ref: "+17," + fort: "+20," + hp: "180" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Flying Strafe" + traits: [] + action_cost: "Two Actions" + description: "The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty." + - + name: "Snack" + traits: [] + description: "A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon." + - + name: "Snatch" + traits: [] + description: "in either or both of its talons, carrying that creature along with it." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d10+12" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "talon" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d8+12 plus Improved Grab" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + - + name: "wing" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "2d6+10 plus Improved Push 10 feet" + traits: + - "agile" + - " reach 30 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Roper" + type: "Creature" + level: "10" + description: "To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice. Cunning and patient ambush predators, ropers use this to their advantage." + speed: + land: "10 feet" + climb: "10 feet" + traits: + - "Uncommon" + - "CE" + - "Large" + - "Aberration" + perception: "21" + senses: + - " darkvision" + skills: + Athletics: "+22" + Nature: "+17" + Religion: "+19" + Stealth: "+17" + languages: + - "Aklo" + - "Undercommon" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+6" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+1" + ac: "29," + saves: + will: "+21; +2 status to all saves vs. magic" + ref: "+15," + fort: "+20," + hp: "215;" + immunities: "None" + resistances: "electricity 10;" + proactive_abilities: + - + name: "Extend Strands" + traits: [] + action_cost: "One Action" + description: "checks, and while they’re retracted, it can’t use its strand Strikes." + - + name: "Flurry of Strands" + traits: + - "except those that are immobilizing creatures" + action_cost: "One Action" + description: ". Each attack must be against a different target. These attacks count toward the roper’s multiple attack penalty, but its multiple attack penalty doesn’t increase until after all the attacks." + - + name: "Pull the Strands" + traits: [] + action_cost: "Two Actions" + description: "check and compares the result to each immobilized creature’s Fortitude DC. The roper pulls each creature it succeeds against up to 25 feet closer and each creature it critically succeeds against up to 50 feet closer." + - + name: "Sticky Strand" + traits: + - "to a maximum of enfeebled 4" + description: ". This enfeebled value decreases by 1 every 8 hours. The roper can move while it has a creature grabbed with a strand, but it automatically releases the creature if it moves beyond the strand’s reach. The roper can release an grabbed creature as a free action. A creature can sever a strand with a target attack that hits AC 27 and deals at least 18 slashing damage. This doesn’t deal any damage to the roper itself, though it can no longer attack with a severed strand." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d12+12" + traits: [] + action_cost: "One Action" + - + name: "strand" + to_hit: "+23" + traits: + - "reach 50 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Rust Monster" + type: "Creature" + level: "3" + description: "Found in lost dungeons, deep caves, and abandoned mines, rust monsters are a bane to any adventurers who rely on armor, weapons, or other metal items. These strange-looking creatures grow to about 5 feet long, with four insectile legs and a long tail ending in a four-pronged appendage resembling a tiny windmill. However, it is the rust monster’s feathery antennae that strike fear in the hearts of battle-hardened warriors, for a single touch from even just one antenna can reduce an adventurer’s most valuable tools to a useless pile of rust." + speed: + land: "35 feet" + climb: "10 feet" + traits: + - "N" + - "Medium" + - "Aberration" + perception: "8" + senses: + - " darkvision" + - " metal scent 30 feet" + skills: + Athletics: "+7 " + languages: "" + ability_mods: + str_mod: "+0" + dex_mod: "+3" + con_mod: "+1" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "+0" + ac: "19," + saves: + will: "+6" + ref: "+10," + fort: "+8," + hp: "40" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Antenna Disarm" + traits: + - "with the same modifier as an antenna Strike" + action_cost: "One Action" + description: ". On a success, the item is subject to the rust monster’s rust ability (see below) in addition to the effects of the Disarm, and if the check to Disarm is a critical success, the rust monster drops the item on the ground in its own space." + - + name: "Rust" + traits: + - "doubled on a critical hit" + description: "to a metal item the target is wearing or holding, ignoring its Hardness. If the rust monster hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack." + automatic_abilities: + - + name: "Metal Scent" + traits: [] + description: " A rust monster can smell metal as a precise sense." + melee: + - + name: "antenna" + to_hit: "+10" + traits: + - "finesse" + action_cost: "One Action" + - + name: "mandibles" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d10+4" + traits: + - "finesse" + action_cost: "One Action" + - + name: "tail" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d4+2 plus Improved Knockdown" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Satyr" + type: "Creature" + level: "4" + description: "To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there’s no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society’s rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr’s advances, however, the satyr has little interest in continuing a conversation and goes off to find more amenable revelers." + speed: + land: "35 feet" + traits: + - "CN" + - "Medium" + - "Fey" + perception: "10" + senses: + - " low-light vision" + skills: + Athletics: "+8" + Deception: "+13" + Diplomacy: "+13" + Intimidation: "+11" + Nature: "+9" + Performance: "+13" + Stealth: "+11" + Survival: "+8" + languages: + - "Common" + - "Sylvan" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+5" + ac: "19," + saves: + will: "+12" + ref: "+11," + fort: "+9," + hp: "80;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Fleet Performer" + traits: [] + description: "When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity." + - + name: "Play the Pipes" + traits: + - "auditory" + - " primal" + description: "Requirements The satyr is holding a musical instrument. Effect The satyr plays a melody on his instrument to cast charm, fear, sleep, or suggestion without expending the spell slot and using his music in place of providing the spell’s component actions. The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr’s pipes for 1 minute. Satyrs are immune to this music." + automatic_abilities: + - + name: "Sylvan Wine" + traits: + - "enchantment" + - "mental" + - "primal" + description: " satyr’s wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr’s person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine.
    Items dagger, panpipes, shortbow (20 arrows), wineskin" + melee: + - + name: "dagger" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d4+6" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "deadly 1d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + - + name: "dagger" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d4+6" + traits: + - "agile" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "charm" + level: "4" + - + name: "fear" + level: "4" + - + name: "sleep" + level: "4" + - + name: "suggestion" + level: "4" + - + name: "Giant Scorpion" + type: "Creature" + level: "3" + description: "These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species." + speed: + land: "40 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "9" + senses: + - " darkvision" + - " tremorsense (imprecise) 60 feet" + skills: + Athletics: "+11" + Stealth: "+7" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "-4" + ac: "19," + saves: + will: "+7" + ref: "+9," + fort: "+12," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d6+4 bludgeoning, DC 20" + - + name: "Giant Scorpion Venom" + traits: + - "poison" + description: "Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round)" + automatic_abilities: [] + melee: + - + name: "pincer" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d8+6 plus Grab" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + - + name: "stinger" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d6+6 plus giant scorpion venom" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Scorpion Swarm" + type: "Creature" + level: "4" + description: "While a single scorpion is itself a menace, swarms of these vermin can be outright devastating. These skittering droves of death swiftly bring down their prey before devouring everything short of the victim’s bones." + speed: + land: "25 feet" + traits: + - "N" + - "Large" + - "Animal" + - "Swarm" + perception: "11" + senses: + - " darkvision" + skills: + Acrobatics: "+11" + Athletics: "+6" + Stealth: "+11" + languages: "" + ability_mods: + str_mod: "+0" + dex_mod: "+5" + con_mod: "+2" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-4" + ac: "21," + saves: + will: "+8" + ref: "+13," + fort: "+10," + hp: "55;" + immunities: "precision, swarm mind" + resistances: "bludgeoning 3, piercing 7, slashing 7;" + proactive_abilities: + - + name: "Scorpion Venom" + traits: + - "poison" + description: "Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round)" + - + name: "Swarming Stings" + traits: + - "DC 21 basic Reflex save" + action_cost: "One Action" + description: "and is exposed to scorpion venom." + automatic_abilities: [] + melee: [] + ranged: [] + spell_dc: "None" + - + name: "Sea Devil Scout" + type: "Creature" + level: "2" + description: "Scouts, among the lowliest (and most disposable) of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party." + speed: + land: "25 feet" + swim: "35 feet" + traits: + - "LE" + - "Medium" + - "Amphibious" + - "Humanoid" + - "Sea Devil" + perception: "9" + senses: + - " darkvision" + - " wavesense 30 feet" + skills: + Athletics: "+9 " + Intimidation: "+5" + Stealth: "+8" + Survival: "+7" + languages: + - "Aquan" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "-1" + ac: "18," + saves: + will: "+7" + ref: "+10," + fort: "+7," + hp: "30" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Blood Frenzy" + traits: + - "rage" + action_cost: "Free Action" + description: "Requirements The sea devil is not fatigued or already in a frenzy. Trigger The sea devil deals bleed damage to a living creature. Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 7 temporary HP until the end of the frenzy, and takes a –2 status penalty to AC. The sea devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued." + - + name: "Bloodletting" + traits: [] + description: "or if the attack was a critical hit." + automatic_abilities: + - + name: "Shark Commune" + traits: + - "mental" + - "telepathy" + description: "he sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like “come,” “guard,” or “attack.”
    Items longspear, spear" + melee: + - + name: "longspear" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+3" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d6+3" + traits: + - "agile" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+3" + traits: [] + action_cost: "One Action" + ranged: + - + name: "spear" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Sea Devil Brute" + type: "Creature" + level: "4" + description: "Physically imposing sea devils are equipped with some of the best weaponry the community can find, though most are happy to rend their foes using tooth and nail." + speed: + land: "25 feet" + swim: "35 feet" + traits: + - "LE" + - "Medium" + - "Amphibious" + - "Humanoid" + - "Sea Devil" + perception: "7" + senses: + - " darkvision" + - " wavesense 30 feet" + skills: + Athletics: "+12" + Intimidation: "+9" + Survival: "+9" + languages: + - "Aquan" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+0" + ac: "21," + saves: + will: "+9" + ref: "+11," + fort: "+13," + hp: "60" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Blood Frenzy" + traits: + - "rage" + action_cost: "Free Action" + description: "Requirements The sea devil is not fatigued or already in a frenzy. Trigger The sea devil deals bleed damage to a living creature. Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 11 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued." + - + name: "Bloodletting" + traits: [] + description: "or if the attack was a critical hit." + - + name: "Unimpeded Throw" + traits: [] + description: "A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment." + automatic_abilities: + - + name: "Shark Commune" + traits: + - "mental" + - "telepathy" + description: "he sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like “come,” “guard,” or “attack.”
    Items trident" + melee: + - + name: "trident" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d8+8" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d6+6" + traits: + - "agile" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d8+6" + traits: [] + action_cost: "One Action" + ranged: + - + name: "trident" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+8" + traits: + - "thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Sea Devil Baron" + type: "Creature" + level: "6" + description: "Unlike in many cultures, the highest-ranking sea devils are expected not just to wade into battle alongside their brethren, but to actively lead the campaign." + speed: + land: "25 feet" + swim: "35 feet" + traits: + - "LE" + - "Medium" + - "Amphibious" + - "Humanoid" + - "Mutant" + - "Sea Devil" + perception: "13" + senses: + - " darkvision" + - " wavesense 30 feet" + skills: + Athletics: "+15" + Intimidation: "+12" + Stealth: "+12" + Survival: "+11" + languages: + - "Aquan" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+2" + ac: "24," + saves: + will: "+13" + ref: "+14," + fort: "+16," + hp: "95" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Blood Frenzy" + traits: + - "rage" + action_cost: "Free Action" + description: "Requirements The sea devil is not fatigued or already in a frenzy. Trigger The sea devil deals bleed damage to a living creature. Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued." + - + name: "Bloodletting" + traits: [] + description: "or if the attack was a critical hit." + - + name: "Hateful Tide" + traits: + - "rage" + action_cost: "Two Actions" + description: "Requirement The sea devil baron is in a blood frenzy. Effect The sea devil baron unleashes a whirlwind of attacks against its foes, making a single melee Strike with its claws or jaws against each opponent within reach." + automatic_abilities: + - + name: "Shark Commune" + traits: + - "mental" + - "telepathy" + description: "he sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like “come,” “guard,” or “attack.”
    Items longspear, spear (2)" + melee: + - + name: "longspear" + to_hit: "+17" + damage: + type: "piercing" + formula: "1d8+11" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+17" + damage: + type: "slashing" + formula: "1d6+8" + traits: + - "agile" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+17" + damage: + type: "piercing" + formula: "1d6+8" + traits: [] + action_cost: "One Action" + ranged: + - + name: "spear" + to_hit: "+17" + damage: + type: "piercing" + formula: "1d8+11" + traits: + - "thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Sea Serpent" + type: "Creature" + level: "12" + description: "These fabled beasts resemble massive snakes with long rows of finned spines down their back. Temperamental and territorial, sea serpents can capsize a boat with ease, and most won’t hesitate to do so when hungry or threatened. Stories abound of aggrieved captains who spend their entire lives hunting down the elusive monster that sunk their ships and took their livelihoods. These hunts rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought by sea serpents." + speed: + land: "20 feet" + swim: "60 feet" + traits: + - "Uncommon" + - "N" + - "Gargantuan" + - "Animal" + perception: "22" + senses: + - " darkvision" + skills: + Acrobatics: "+18" + Athletics: "+26" + Stealth: "+28" + languages: "" + ability_mods: + str_mod: "+8" + dex_mod: "+4" + con_mod: "+6" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "35," + saves: + will: "+21" + ref: "+21," + fort: "+25," + hp: "210" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Capsize" + traits: + - "attack" + action_cost: "One Action" + description: "The sea serpent attempts to capsize an aquatic vessel of its size or smaller that it’s adjacent to. It must succeed at an Athletics check with a DC of 35 or the pilot’s Sailing Lore DC, whichever is higher." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d10+14 bludgeoning" + - + name: "Sea Serpent Algae" + traits: + - "incapacitation" + - " poison" + description: "The water in the ballast organs around the sea serpent’s neck is full of psychotropic algae. Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 confused and, if flying, spends its first action each turn to descend 20 feet (1 round); Stage 2 confused and, if flying, descends until reaching the ground or water below (1 round)." + - + name: "Spine Rake" + traits: + - "attack" + - " move" + action_cost: "Two Actions" + description: "The sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 slashing damage (DC 32 basic Reflex save)." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Huge, 2d10+6 bludgeoning, Rupture 20" + automatic_abilities: + - + name: "Undetectable" + traits: + - "abjuration" + - "primal" + description: " sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifler for its counteract modifier." + melee: + - + name: "jaws" + to_hit: "+27" + damage: + type: "piercing" + formula: "3d10+14 plus Grab" + traits: + - "reach 20 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "2d10+14 plus Grab" + traits: + - "agile" + - " reach 30 feet" + action_cost: "One Action" + ranged: + - + name: "water spout" + to_hit: "+25" + damage: + type: "bludgeoning" + formula: "2d6+12 plus sea serpent algae" + traits: + - "brutal" + - " range increment 100 feet" + - " water" + action_cost: "One Action" + spell_dc: "None" + - + name: "Shadow" + type: "Creature" + level: "4" + description: "The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies." + speed: + fly: "30 feet" + traits: + - "CE" + - "Medium" + - "Incorporeal" + - "Undead" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+10" + Stealth: "+14" + languages: + - "Necril" + ability_mods: + str_mod: "-5" + dex_mod: "+4" + con_mod: "+0" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "+3" + ac: "20," + saves: + will: "+12" + ref: "+14," + fort: "+8," + hp: "40;" + immunities: "death effects, disease, paralyzed, poison, precision, unconscious" + resistances: "all 5 (except force," + proactive_abilities: + - + name: "Shadow Spawn" + traits: [] + description: ". If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished." + - + name: "Slink in Shadows" + traits: [] + description: "The shadow can Hide or end its Sneak in a creature’s or object’s shadow." + - + name: "Steal Shadow" + traits: + - "divine" + - " necromancy" + description: "Requirement The shadow hit a living creature with a shadow hand Strike on its previous action. Effect The shadow pulls at the target’s shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature’s enfeebled value to 3 or more, the target’s shadow is separated from its body (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour." + automatic_abilities: [] + melee: + - + name: "shadow hand" + to_hit: "+15" + damage: + type: "negative" + formula: "2d6+3" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Greater Shadow" + type: "Creature" + level: "7" + description: "Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows." + speed: + fly: "30 feet" + traits: + - "CE" + - "Medium" + - "Incorporeal" + - "Undead" + perception: "14" + senses: + - " darkvision" + skills: + Acrobatics: "+16" + Stealth: "+20" + languages: + - "Necril" + ability_mods: + str_mod: "-5" + dex_mod: "+5" + con_mod: "+0" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+4" + ac: "24," + saves: + will: "+15" + ref: "+18," + fort: "+11," + hp: "75;" + immunities: "death effects, disease, paralyzed, poison, precision, unconscious" + resistances: "all 10 (except force," + proactive_abilities: + - + name: "Shadow Spawn" + traits: [] + description: "When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the greater shadow that created it. This shadow spawn doesn’t have Steal Shadow. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished." + - + name: "Slink in Shadows" + traits: [] + description: "The greater shadow can Hide or end its Sneak in a creature’s or object’s shadow." + - + name: "Steal Shadow" + traits: + - "divine" + - " necromancy" + action_cost: "One Action" + description: "Requirement The greater shadow hit a living creature with a shadow hand Strike on its previous action. Effect The greater shadow pulls at the target’s shadow, making the creature enfeebled 2 (or enfeebled 3 on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature’s enfeebled value to 3 or more, the target’s shadow is separated from its body (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour." + automatic_abilities: [] + melee: + - + name: "shadow hand" + to_hit: "+18" + damage: + type: "negative" + formula: "2d10+6" + traits: + - "finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Shambler" + type: "Creature" + level: "6" + description: "Shamblers are cunning carnivorous plants that resemble heaps of wet, rotting vegetation. Even when standing erect on their stumpy legs, shamblers don’t have much in the way of identifiable anatomy; they are tangles of parasitic vines that lash out at prey with their longest creepers, entwined together to deliver powerful blows. Sometimes called “shambling mounds,” these ambush predators have a particular fondness for flesh, and are most well known for their ability to hunker down and hide in plain sight. A shambler can draw nutrients from plant matter or soil, but won’t do so if it suspects meat might soon wander near, and indeed may lie in wait for days in anticipation of such a meal." + speed: + land: "20 feet" + swim: "20 feet" + traits: + - "N" + - "Large" + - "Plant" + perception: "12" + senses: + - " darkvision" + skills: + Athletics: "+16" + Stealth: "+12" + languages: + - "Common" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+5" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "-1" + ac: "22," + saves: + will: "+14" + ref: "+11," + fort: "+17," + hp: "120;" + immunities: "electricity" + resistances: "fire 5" + proactive_abilities: + - + name: "Vine Lash" + traits: [] + action_cost: "Two Actions" + description: "The shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks." + automatic_abilities: + - + name: "Mound" + traits: [] + description: " When it’s not in danger, the shambler spends 1 minute settling into a pile that looks like a lump of loose vegetation. While it is in this form, creatures must actively Seek and succeed at a DC 22 Perception check (DC 28 in forests or swamps) to detect the shambler’s true nature." + melee: + - + name: "vine" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d8+8 plus Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Great White Shark" + type: "Creature" + level: "4" + description: "An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal." + speed: + swim: "40 feet" + traits: + - "N" + - "Huge" + - "Animal" + - "Aquatic" + perception: "11" + senses: + - " blood scent" + - " scent (imprecise) 100 feet" + skills: + Athletics: "+14" + Stealth: "+12" + Survival: "+9" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-4" + ac: "21," + saves: + will: "+9" + ref: "+10," + fort: "+12," + hp: "60" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Breach" + traits: + - "this lets it attack a creature within 30 feet of the water’s surface" + action_cost: "Two Actions" + description: ". After the Strike, the shark splashes back down into the water." + - + name: "Savage" + traits: [] + action_cost: "One Action" + description: "The creature the shark hit takes 1d12 slashing damage." + - + name: "Strafing Chomp" + traits: [] + action_cost: "One Action" + description: "The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage." + automatic_abilities: + - + name: "Blood Scent" + traits: [] + description: " The shark can smell blood in the water from up to 1 mile away." + melee: + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d12+8" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Megalodon" + type: "Creature" + level: "9" + description: "Prehistoric sharks of incredible size, strength, and ferocity, megalodons scour waters deep and shallow to sate their considerable hunger. The presence of a megalodon undeniably affects the local aquatic ecosystem." + speed: + swim: "80 feet" + traits: + - "Uncommon" + - "N" + - "Gargantuan" + - "Animal" + - "Aquatic" + perception: "20" + senses: + - " blood scent" + - " scent (imprecise) 100 feet" + skills: + Athletics: "+21" + Stealth: "+19" + Survival: "+16" + languages: "" + ability_mods: + str_mod: "+8" + dex_mod: "+2" + con_mod: "+5" + int_mod: "-4" + wis_mod: "+3" + cha_mod: "-2" + ac: "27," + saves: + will: "+17" + ref: "+16," + fort: "+21," + hp: "180" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Breach" + traits: + - "attack" + - " move" + action_cost: "One Action" + description: "The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water’s surface or 40 feet with its tail). After the Strike, the shark splashes back down into the water." + - + name: "Savage" + traits: [] + action_cost: "One Action" + description: "The creature the shark hit takes 2d12 slashing damage." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Huge, 2d8+5 bludgeoning, Rupture 20" + automatic_abilities: + - + name: "Blood Scent" + traits: [] + description: " The shark can smell blood in the water from up to 1 mile away." + melee: + - + name: "jaws" + to_hit: "+22" + damage: + type: "piercing" + formula: "2d12+10 plus Improved Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+22" + damage: + type: "piercing" + formula: "2d8+10 plus Push 15 feet" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Shining Child" + type: "Creature" + level: "12" + description: "Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, shining children are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal their heads to be voids filled with unnatural light. Shining children use this light as a weapon, weaving illusions and focusing beams of fiery brilliance." + speed: + land: "30 feet" + fly: "50 feet" + traits: + - "CE" + - "Medium" + - "Astral" + perception: "23" + senses: + - " darkvision" + skills: + Arcana: "+18" + Deception: "+23" + Diplomacy: "+21" + Intimidation: "+21" + Occultism: "+18" + languages: + - "Aklo" + ability_mods: + str_mod: "+2" + dex_mod: "+5" + con_mod: "+6" + int_mod: "+2" + wis_mod: "+5" + cha_mod: "+7" + ac: "33," + saves: + will: "+19" + ref: "+19," + fort: "+22," + hp: "215;" + immunities: "blinded, dazzled, fire" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Radiance Dependence" + traits: [] + description: " The shining child is flat-footed while in areas of darkness." + melee: + - + name: "fist" + to_hit: "+25" + damage: + type: "bludgeoning" + formula: "3d4+5 plus 4d6 fire and 2d4 persistent fire" + traits: + - "agile" + - " finesse" + - " magical" + action_cost: "One Action" + - + name: "fire ray" + to_hit: "+25" + damage: + type: "fire," + formula: "3d10+3 plus 2d10 positive damage if the target is undead" + traits: + - "arcane" + - " evocation" + - " magical" + - " range 100 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "33" + innate_spells: + - + name: "spell turning" + level: "7" + - + name: "sunburst" + level: "7" + - + name: "dispel magic" + level: "6" + - + name: "vibrant pattern" + level: "6" + - + name: "wall of force" + level: "6" + - + name: "dimension door" + level: "5" + - + name: "false vision" + level: "5" + - + name: "hallucinatory terrain" + level: "5" + - + name: "dimension door" + level: "4" + frequency: "at will; self only" + - + name: "illusory object" + level: "2" + frequency: "at will" + - + name: "Shoggoth" + type: "Creature" + level: "18" + description: "Although even raving fanatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or a thankfully unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they tend keep to the deepest of ocean trenches or the most remote of caverns and ruins, emerging to spread chaos and destruction in their slimy wakes." + speed: + land: "40 feet" + climb: "25 feet" + swim: "50 feet" + traits: + - "Rare" + - "CE" + - "Huge" + - "Aberration" + - "Amphibious" + perception: "34" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + - " tremorsense (imprecise) 60 feet" + skills: + Athletics: "+36" + Intimidation: "+29" + languages: + - "Aklo" + ability_mods: + str_mod: "+10" + dex_mod: "+6" + con_mod: "+9" + int_mod: "-3" + wis_mod: "+6" + cha_mod: "+1" + ac: "39, all-around vision," + saves: + will: "+30; +1 status to all saves vs. magic" + ref: "+30," + fort: "+33," + hp: "275 (fast healing 20);" + immunities: "blinded, controlled, critical hits, deafened, precision, sleep" + resistances: "acid 20, cold 20, sonic 20" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "2d10+15 bludgeoning" + - + name: "Eat Away" + traits: [] + description: "A creature that begins its turn inside the shoggoth takes 9d6 acid damage." + - + name: "Engulf" + traits: [] + action_cost: "Two Actions" + description: "DC 40, 6d6 acid, Escape DC 40, Rupture 40" + automatic_abilities: [] + melee: + - + name: "pseudopod" + to_hit: "+35" + damage: + type: "bludgeoning" + formula: "4d10+18 plus Grab" + traits: + - "magical" + - " reach 30 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Shuln" + type: "Creature" + level: "12" + description: "Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses." + speed: + land: "40 feet" + burrow: "20 feet; unstoppable burrow" + traits: + - "Rare" + - "N" + - "Huge" + - "Beast" + perception: "20" + senses: + - " scent 30 feet" + - " tremorsense (imprecise) 60 feet" + skills: + Nature: " " + Athletics: "+25" + Survival: "+22" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+6" + int_mod: "-3" + wis_mod: "+4" + cha_mod: "+1" + ac: "33," + saves: + will: "+21" + ref: "+19," + fort: "+25," + hp: "195;" + immunities: "None" + resistances: "physical 10 (except adamantine or bludgeoning), poison 15" + proactive_abilities: + - + name: "Armor-Rending" + traits: [] + description: "." + - + name: "Shuln Saliva" + traits: + - "incapacitation" + - " poison" + description: "Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and slowed 1 (1 round); Stage 2 3d6 poison damage, and slowed 1 (1 round); Stage 3 4d6 poison damage and paralyzed for 2d6 hours. Shuln saliva overcomes the inexorable ability." + - + name: "Unstoppable Burrow" + traits: [] + description: "like it is soil or loose rubble, leaving a tunnel 10 feet in diameter." + automatic_abilities: [] + melee: + - + name: "adamantine claw" + to_hit: "+25" + damage: + type: "slashing" + formula: "3d8+10" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + - + name: "adamantine fangs" + to_hit: "+25" + damage: + type: "piercing" + formula: "3d10+10 plus shuln saliva" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Simurgh" + type: "Creature" + level: "18" + description: "Desert-dwelling people consider the sight of a simurgh a herald to a lifetime’s worth of luck, and those who are unfamiliar with the majestic beast might mistake it for the avatar of a deity. Beautiful, graceful, and truly gargantuan, the simurgh resembles nothing so much as a massive multicolored bird with the head of an equally enormous and regal lupine. Simurghs act as intermediaries in world-threatening conflicts, serving as agents of good deities or vigilantes who spread their own brand of justice, typically by obliterating or banishing evil extraplanar beings." + speed: + land: "40 feet" + fly: "90 feet" + traits: + - "Rare" + - "NG" + - "Gargantuan" + - "Beast" + perception: "32" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+27" + Arcana: "+28" + Athletics: "+32" + Diplomacy: "+34" + Medicine: "+35" + Performance: "+28" + Religion: "+35" + Survival: "+32" + languages: + - "Celestial" + - "Common" + - "Draconic" + ability_mods: + str_mod: "+8" + dex_mod: "+3" + con_mod: "+6" + int_mod: "+3" + wis_mod: "+6" + cha_mod: "+5" + ac: "41," + saves: + will: "+32; +1 status bonus to all saves vs. magic" + ref: "+29," + fort: "+30," + hp: "350;" + immunities: "disease, fire, negative energy, sleep" + resistances: "None" + proactive_abilities: + - + name: "Banishing Swipe" + traits: [] + description: ", except that if the creature critically succeeds its save the simurgh is not stunned." + - + name: "Radiant Feathers" + traits: + - "attack" + action_cost: "Two Actions" + description: "Frequency Once per day. Effect The simurgh fans out its glimmering tail feathers and blasts its foes with a 100-foot cone of radiant light. Aside from the size of the cone, this effect is identical to prismatic spray (DC 42)." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+34" + damage: + type: "piercing" + formula: "4d12+12" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+34" + damage: + type: "slashing" + formula: "4d8+12" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+34" + damage: + type: "slashing" + formula: "4d8+10 plus banishing swipe" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: + - + name: "glaring ray" + to_hit: "+34" + traits: + - "magical" + - " range 100 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "flame strike" + level: "9" + - + name: "heal" + level: "9" + - + name: "zone of truth" + level: "3" + frequency: "at will" + - + name: "detect alignment" + level: "2" + frequency: "evil only; at will" + - + name: "dazzling flash" + level: "1" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "Sinspawn" + type: "Creature" + level: "2" + description: "Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn’t long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today sinspawn of wrath remain the most numerous and notorious of their kind. Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn’s bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, bearing only slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue. Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn’s veins appear to run with gold while envyspawn appear even more wasted than the rest of their kin.

    Sinspawn Sins

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

    Envyspawn

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

    Gluttonyspawn

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

    Greedspawn

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

    Lustspawn

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

    Pridespawn

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

    Slothspawn

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

    Wrathspawn

    The most commonly encountered of the sinspawn, a wrathspawn has Athletics +12 and typically wields a ranseur. These sinspawn are the bulkiest looking of their kind.
    Melee \"Single\"Single ranseur + 10 (disarm, reach 10 feet), Damage 1d10+4 piercing
    Sinful Bite Creatures that critically fail their saves against a wrathspawn’s sinful bite are drained 1 as well as enfeebled 1 for 1 minute." + speed: + land: "30 feet" + traits: + - "NE" + - "Medium" + - "Aberration" + perception: "10" + senses: + - " darkvision" + - " sin scent (imprecise) 30 feet" + skills: + Occultism: "e" + Acrobatics: "+9" + Athletics: "+8" + Stealth: "+9" + Survival: "+6" + languages: + - "Aklo" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+1" + ac: "18," + saves: + will: "+6; +1 status to saves vs. magic, +4 status to saves vs. mental" + ref: "+9," + fort: "+10," + hp: "30;" + immunities: "controlled" + resistances: "mental 5" + proactive_abilities: + - + name: "Sin" + traits: [] + description: "A sinspawn gains an additional skill based on its sin, as well as a weapon that reflects the preferences of its kinds’ ancient creators. The seven sins and the benefits they confer upon a sinspawn are noted in the Sinspawn Sins section." + - + name: "Sinful Bite" + traits: + - "arcane" + - " emotion" + - " mental" + description: "A creature hit by the jaws of a sinspawn must attempt a DC 18 Will save as it is assailed by sinful thoughts.
    Critical Success Unaffected.
    Success Sickened 1.
    Failure Sickened 2.
    Critical Failure Sickened 2 plus an additional penalty, determined by the sinspawn’s sin, while it remains sickened." + automatic_abilities: + - + name: "Sin Scent" + traits: [] + description: " A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful.
    Items one weapon determined by its sin" + melee: + - + name: "jaws" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d8+4 plus sinful bite" + traits: + - "agile" + action_cost: "One Action" + - + name: "claw" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d6+4" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Skeleton Guard" + type: "Creature" + level: "-1" + description: "The most common skeletal minions are mere guardians." + speed: + land: "25 feet" + traits: + - "NE" + - "Medium" + - "Mindless" + - "Skeleton" + - "Undead" + perception: "2" + senses: + - " darkvision" + skills: + Acrobatics: "+6" + Athletics: "+3" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+0" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "+0" + ac: "16," + saves: + will: "+2" + ref: "+8," + fort: "+2," + hp: "4 (negative healing);" + immunities: "death effects, disease, mental, paralyzed, poison, unconscious" + resistances: "cold 5, electricity 5, fire 5, piercing 5, slashing 5" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "scimitar" + to_hit: "+6" + damage: + type: "slashing" + formula: "1d6+2" + traits: + - "forceful" + - " sweep" + action_cost: "One Action" + - + name: "claw" + to_hit: "+6" + damage: + type: "slashing" + formula: "1d4+2" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+6" + damage: + type: "" + formula: "1d6 piercing" + traits: + - "deadly 1d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Skeletal Champion" + type: "Creature" + level: "2" + description: "These skeletons retain the cunning they possessed in life." + speed: + land: "25 feet" + traits: + - "NE" + - "Medium" + - "Skeleton" + - "Undead" + perception: "8" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Athletics: "+8" + Intimidation: "+7" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+4" + dex_mod: "+4" + con_mod: "+1" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+1" + ac: "19 (21 with shield raised)," + saves: + will: "+6" + ref: "+10," + fort: "+7," + hp: "25 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "cold 5, electricity 5, fire 5, piercing 5, slashing 5" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "longsword" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d8+4" + traits: + - "versatile P" + action_cost: "One Action" + - + name: "claw" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d6+4" + traits: + - "agile" + action_cost: "One Action" + - + name: "lance" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d8+4" + traits: + - "deadly d8" + - " jousting d6" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Skeletal Horse" + type: "Creature" + level: "2" + description: "Skeletal horses are sometimes used as mounts by other undead or monsters." + speed: + land: "40 feet" + traits: + - "NE" + - "Large" + - "Mindless" + - "Skeleton" + - "Undead" + perception: "8" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Athletics: "+9" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "+0" + ac: "16," + saves: + will: "+8" + ref: "+9," + fort: "+6," + hp: "33 (negative healing);" + immunities: "death effects, disease, mental, paralyzed, poison, unconscious" + resistances: "cold 5, electricity 5, fire 5, piercing 5, slashing 5" + proactive_abilities: + - + name: "Gallop" + traits: [] + action_cost: "Two Actions" + description: "The horse Strides twice, with its Speed increased by 10 feet." + - + name: "Undead Steed" + traits: [] + description: "Undead and creatures allied with them can Command a skeletal steed without needing to attempt a skill check." + automatic_abilities: [] + melee: + - + name: "hoof" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d8+5" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Skeletal Giant" + type: "Creature" + level: "3" + description: "The reanimated bones of giants make excellent necromantic thralls." + speed: + land: "30 feet" + traits: + - "NE" + - "Large" + - "Mindless" + - "Skeleton" + - "Undead" + perception: "7" + senses: + - " darkvision" + skills: + Athletics: "+12" + Intimidation: "+9" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+1" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "+2" + ac: "17," + saves: + will: "+7" + ref: "+8," + fort: "+10," + hp: "50 (negative healing);" + immunities: "death effects, disease, mental, paralyzed, poison, unconscious" + resistances: "cold 5, electricity 5, fire 5, piercing 5, slashing 5" + proactive_abilities: + - + name: "Broad Swipe" + traits: [] + action_cost: "Two Actions" + description: "The giant makes two Strikes with its glaive against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved." + - + name: "Terrifying Charge" + traits: [] + action_cost: "Two Actions" + description: "The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage. If the strike hits, the giant attempts to Demoralize the target." + automatic_abilities: [] + melee: + - + name: "glaive" + to_hit: "+12" + damage: + type: "slashing" + formula: "1d8+7" + traits: + - "deadly d8" + - " forceful" + - " reach 15 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d10+5" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Skeletal Hulk" + type: "Creature" + level: "7" + description: "Huge giants and other enormous creatures make powerful skeletons." + speed: + land: "30 feet" + traits: + - "NE" + - "Huge" + - "Mindless" + - "Skeleton" + - "Undead" + perception: "16" + senses: + - " darkvision" + skills: + Athletics: "+20" + Intimidation: "+15" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "+2" + ac: "25," + saves: + will: "+13" + ref: "+15," + fort: "+15," + hp: "105 (negative healing);" + immunities: "death effects, disease, mental, paralyzed, poison, unconscious" + resistances: "cold 5, electricity 5, fire 5, piercing 5, slashing 5" + proactive_abilities: + - + name: "Broad Swipe" + traits: [] + action_cost: "Two Actions" + description: "The hulk makes two Strikes with its claw against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved." + - + name: "Massive Rush" + traits: [] + action_cost: "Two Actions" + description: "The hulk Strides and makes a claw Strike with a +4 circumstance bonus to damage. If the strike hits, the hulk automatically Shoves the target 10 feet." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+18" + damage: + type: "slashing" + formula: "2d6+11" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Skulltaker" + type: "Creature" + level: "18" + description: "Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra." + speed: + land: "30 feet" + fly: "60 feet" + traits: + - "Uncommon" + - "NE" + - "Huge" + - "Undead" + perception: "33" + senses: + - " darkvision" + - " true seeing" + skills: + Acrobatics: "+34" + Intimidation: "+35" + Religion: "+30" + Stealth: "+32" + languages: + - "Necril" + ability_mods: + str_mod: "+8" + dex_mod: "+6" + con_mod: "+6" + int_mod: "+2" + wis_mod: "+8" + cha_mod: "+7" + ac: "42," + saves: + will: "+35; +1 status to all saves vs. positive" + ref: "+33," + fort: "+31," + hp: "300;" + immunities: "cold, death effects, disease, paralyzed, poison, unconscious" + resistances: "piercing 15, slashing 15" + proactive_abilities: + - + name: "Bonetaker" + traits: + - "divine" + - " necromancy" + description: "Whenever a creature dies within 60 feet of a skulltaker, the skulltaker draws a portion of the creature’s bones into its shard storm. The creature must succeed at a DC 40 Will save or rise as a skeletal champion in 1d4 rounds. These skeletal champions are controlled by the skulltaker." + - + name: "Energy Drain" + traits: + - "divine" + - " necromancy" + description: "When a skulltaker hits with a melee Strike, the target must succeed at a DC 40 Fortitude save or become drained 2 and doomed 1." + - + name: "Splintered Ground" + traits: [] + action_cost: "One Action" + description: "The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10 piercing damage and 10 negative damage for every 5 feet of movement. The first time each round a creature takes piercing damage from these splintered bones, it must succeed at a Reflex save or take a –10-foot circumstance penalty to all Speeds for 10 minutes, or a –15-foot circumstance penalty for 24 hours on a critical failure. The bones remain in place until the skulltaker uses this action again or the bones are manually removed, which takes 10 minutes for each 5-foot square." + automatic_abilities: + - + name: "Skeletal Lore" + traits: + - "divination" + - "divine" + description: " skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind. In addition, it can speak and understand all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker's home region). The skulltaker can use Skeletal Lore as the primary skill check for the legend lore ritual, and it can cast legend lore without secondary casters." + melee: + - + name: "jaws" + to_hit: "+35" + damage: + type: "piercing" + formula: "3d10+14 plus 3d6 negative and energy drain" + traits: + - "deadly 2d12" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+35" + damage: + type: "slashing" + formula: "3d6+14 plus 3d6 negative and energy drain" + traits: + - "agile" + - " deadly 2d12" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "bone javelin" + to_hit: "+33" + damage: + type: "piercing" + formula: "3d8+6 plus 3d6 negative" + traits: + - "magical" + - " thrown 100 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "finger of death" + level: "8" + frequency: "x2" + - + name: "horrid wilting" + level: "8" + frequency: "x2" + - + name: "punishing winds" + level: "8" + frequency: "x2" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "Slurk" + type: "Creature" + level: "2" + description: "The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks, which it uses to gore prey and tangle with rival slurks. With the slurk’s natural ability to climb walls and cling effortlessly to ceilings, it can be easy for unwary cave explorers to end up on the wrong end of the beast’s formidable ivory tusks." + speed: + land: "30 feet" + climb: "30 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "6" + senses: + - " darkvision" + skills: + Acrobatics: "+6 " + Athletics: "+8" + Intimidation: "+24" + Stealth: "+5" + languages: + - "Draconic" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+0" + cha_mod: "+0" + ac: "17," + saves: + will: "+4" + ref: "+6," + fort: "+10 (+12 vs. Grapple or Shove)," + hp: "35" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Belly Grease" + traits: [] + description: "The slurk extrudes a slippery grease from its ventral glands to coat the floor under it and in a 5-foot emanation, turning the affected area into uneven ground for 10 minutes, after which it dries to a putrid crust. The DC to Balance across the slime is 18." + - + name: "Entangling Slime" + traits: [] + description: "A creature struck by a slurk’s slime squirt becomes clumsy 1 and takes a –5-foot penalty to Speed for 1 hour or until the slime is removed. The slime can be removed with a total of three Interact actions by the entangled creature or creatures adjacent to the creature. These actions don’t need to be consecutive or made by the same creature." + automatic_abilities: [] + melee: + - + name: "tusks" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+4" + traits: + - "deadly 1d10" + action_cost: "One Action" + ranged: + - + name: "slime squirt" + to_hit: "+9" + traits: + - "range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Viper" + type: "Creature" + level: "-1" + description: "Each member of this family of venomous snakes has long, hinged fangs that inject potent venom in their prey. Different vipers inject different types of venom, which might result in paralysis, extreme pain and swelling, blood clotting, or even the sudden stopping of the victim’s heart." + speed: + land: "20 feet" + climb: "20 feet" + swim: "20 feet" + traits: + - "N" + - "Tiny" + - "Animal" + perception: "5" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+5" + Athletics: "+1 " + Stealth: "+5" + Survival: "+3" + languages: "" + ability_mods: + str_mod: "-3" + dex_mod: "+4" + con_mod: "+0" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-2" + ac: "15," + saves: + will: "+5" + ref: "+7," + fort: "+2," + hp: "8" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Viper Venom" + traits: + - "poison" + description: "Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison (1 round)." + automatic_abilities: [] + melee: + - + name: "fangs" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d8–3 plus viper venom" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Ball Python" + type: "Creature" + level: "1" + 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." + speed: + land: "20 feet" + climb: "20 feet" + swim: "20 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "6" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+6" + Athletics: "+6" + Stealth: "+6" + Survival: "+4" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+3" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-2" + ac: "16," + saves: + will: "+4" + ref: "+10," + fort: "+8," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d8 bludgeoning, DC 17" + - + name: "Wrap in Coils" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d8+3 plus Grab" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Giant Viper" + type: "Creature" + level: "2" + description: "The giant viper’s fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can cause severe blood clotting and leave a victim utterly drained of vitality." + speed: + land: "20 feet" + climb: "20 feet" + swim: "20 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "7" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+9" + Athletics: "+8" + Stealth: "+8" + Survival: "+6" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+3" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "-2" + ac: "19," + saves: + will: "+6" + ref: "+11," + fort: "+8," + hp: "26" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Coil" + traits: [] + action_cost: "One Action" + description: "The giant viper uses an action to coil itself, increasing its reach with its fangs from 5 to 10 feet. After the giant viper Strikes with its fangs, it becomes uncoiled." + - + name: "Giant Viper Venom" + traits: + - "poison" + description: "Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and drained 1." + automatic_abilities: [] + melee: + - + name: "fangs" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+3 plus giant viper venom" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Giant Anaconda" + type: "Creature" + level: "8" + description: "The monstrous giant anaconda is capable of swallowing whole creatures as big as horses—to say nothing of their riders. Although novice bushwhackers watch out for snakes that might drop on them from the jungle canopy above, giant anacondas are most commonly encountered in ponds and rivers, where they feed on prey including manatees and capybaras." + speed: + land: "30 feet" + climb: "30 feet" + swim: "30 feet" + traits: + - "N" + - "Huge" + - "Animal" + perception: "17" + senses: + - " low-light vision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+15" + Athletics: "+21" + Stealth: "+15" + Survival: "+15" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+6" + int_mod: "-4" + wis_mod: "+3" + cha_mod: "-2" + ac: "25," + saves: + will: "+15" + ref: "+17," + fort: "+20," + hp: "175" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Greater Constrict" + traits: [] + action_cost: "One Action" + description: "1d10+7 bludgeoning, DC 26" + - + name: "Slither" + traits: [] + action_cost: "One Action" + description: "The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Large, 1d10+7 bludgeoning, Rupture 21" + - + name: "Wrap in Coils" + traits: + - "attack" + action_cost: "One Action" + description: "Requirement A Large or smaller creature is grabbed or restrained in the giant anaconda’s jaws. Effect The giant anaconda moves the creature into its coils, freeing its jaws to make attacks, then uses Greater Constrict against the creature. The giant anaconda’s coils can hold as many creatures as will fit in its space." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d10+7 plus Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+21" + damage: + type: "bludgeoning" + formula: "2d8+7 plus Push 10 feet" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Soulbound Doll" + type: "Creature" + level: "2" + description: "Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal’s soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct’s alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator’s Craft DC, ruining the doll if not preventing the donor’s death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred" + speed: + land: "20 feet" + traits: + - "Any" + - "Tiny" + - "Construct" + - "Soulbound" + perception: "8" + senses: + - " darkvision" + skills: + Crafting: "r" + Acrobatics: "+8" + Occultism: "+4" + Stealth: "+8" + languages: " one spoken by its creator (typically Common)" + ability_mods: + str_mod: "-2" + dex_mod: "+4" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+0" + ac: "20," + saves: + will: "+6" + ref: "+10," + fort: "+7," + hp: "23;" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Personality Fragments" + traits: [] + description: " A soulbound doll shares fragments of its donor soul’s personality, though none of that creature’s memories. This causes a soulbound doll to match the donor soul’s alignment and gain the corresponding alignment traits." + melee: + - + name: "fist" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d6+2" + traits: + - "agile" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "18" + spell_attack_to_hit: "+8" + innate_spells: + - + name: "chilling darkness" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "grease" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "harm" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "heal" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "heroism" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "levitate" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "nondetection" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "vampiric touch" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "wall of thorns" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "zone of truth" + level: "3" + frequency: "if alignment is Lawful Evil" + - + name: "Sphinx" + type: "Creature" + level: "8" + description: "Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in legends as nothing more than monsters, and though they are quick to anger and are capable of exacting deadly retribution for perceived slights, they are also very intelligent." + speed: + land: "35 feet" + fly: "40 feet" + traits: + - "N" + - "Large" + - "Beast" + perception: "18" + senses: + - " darkvision" + skills: + Nature: " " + Arcana: "+17" + Athletics: "+18" + Deception: "+16" + Diplomacy: "+16" + Intimidation: "+18" + Occultism: "+17" + languages: + - "Common" + - "Draconic" + - "Sphinx" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+3" + int_mod: "+5" + wis_mod: "+4" + cha_mod: "+4" + ac: "27," + saves: + will: "+19" + ref: "+14," + fort: "+16," + hp: "135" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Claw Rake" + traits: [] + description: "The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike." + - + name: "Pounce" + traits: [] + action_cost: "One Action" + description: "The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, they remain hidden until after the attack." + - + name: "Warding Glyph" + traits: + - "5th" + description: ", charm (4th), fear (3rd), phantom pain (3rd), sleep (3rd). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them." + automatic_abilities: + - + name: "Bardic Lore" + traits: [] + description: " +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17
    Str +6, Dex +1, Con +3, Int +5, Wis +4, Cha +4
    Bardic Lore Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic." + melee: + - + name: "claw" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d6+9" + traits: + - "agile" + action_cost: "Two Actions" + ranged: [] + spell_dc: "27" + innate_spells: + - + name: "clairaudience" + level: "4" + frequency: "at will" + - + name: "clairvoyance" + level: "4" + frequency: "at will" + - + name: "read omens" + level: "4" + frequency: "at will" + - + name: "remove curse" + level: "4" + frequency: "at will" + - + name: "dispel magic" + level: "3" + - + name: "locate" + level: "3" + - + name: "tongues" + level: "5" + frequency: "constant" + - + name: "see invisibility" + level: "5" + frequency: "constant" + - + name: "see invisibility" + level: "2" + frequency: "constant" + - + name: "Spider Swarm" + type: "Creature" + level: "0" + description: "An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses." + speed: + land: "20 feet" + climb: "20 feet" + traits: + - "N" + - "Large" + - "Animal" + - "Swarm" + perception: "4" + senses: + - " darkvision" + - " web sense" + skills: + Acrobatics: "+5" + Athletics: "+2" + Stealth: "+5" + languages: "" + ability_mods: + str_mod: "-2" + dex_mod: "+3" + con_mod: "+0" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-4" + ac: "15," + saves: + will: "+2" + ref: "+7," + fort: "+4," + hp: "12;" + immunities: "precision, swarm mind" + resistances: "bludgeoning 2, piercing 5, slashing 5;" + proactive_abilities: + - + name: "Spider Swarm Venom" + traits: + - "poison" + description: "Saving Throw Fortitude DC 14; Maximum Duration 4 rounds; Stage 1 1 poison and enfeebled 1 (1 round); Stage 2 1d4 poison and enfeebled 1 (1 round)." + - + name: "Swarming Bites" + traits: [] + action_cost: "One Action" + description: "Each enemy in the spider swarm’s space takes 1d4 piercing damage with a DC 14 basic Reflex save. A creature that fails its save is exposed to spider swarm venom." + automatic_abilities: + - + name: "Web Sense" + traits: [] + description: " The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web." + melee: [] + ranged: [] + spell_dc: "None" + - + name: "Hunting Spider" + type: "Creature" + level: "1" + description: "Hunting spiders are the most common type of giant spider, though not the largest." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "7" + senses: + - " darkvision" + - " web sense" + skills: + Acrobatics: "+7" + Athletics: "+5" + Stealth: "+7" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "-4" + ac: "17," + saves: + will: "+5" + ref: "+9," + fort: "+6," + hp: "16" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Descend on a Web" + traits: + - "move" + action_cost: "One Action" + description: "The hunting spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn’t count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall." + - + name: "Hunting Spider Venom" + traits: + - "poison" + description: "Saving Throw Fortitude DC 16; Maximum Duration 6 rounds; Stage 1 1d10 poison and flat-footed (1 round); Stage 2 1d12 poison, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison, clumsy 2, and flat-footed (1 round)." + - + name: "Web Trap" + traits: + - "DC 17" + description: "." + automatic_abilities: + - + name: "Web Sense" + traits: [] + description: " The hunting spider has imprecise tremorsense to detect the vibrations of creatures touching its web." + melee: + - + name: "fangs" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+2 plus hunting spider venom" + traits: + - "finesse" + action_cost: "One Action" + ranged: + - + name: "web" + to_hit: "+7" + traits: + - "range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Giant Tarantula" + type: "Creature" + level: "6" + description: "Tarantulas are ambush predators, but will attack prey in the open." + speed: + land: "30 feet" + climb: "30 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "14" + senses: + - " darkvision" + skills: + Acrobatics: "+9" + Athletics: "+16" + Stealth: "+11" + languages: "" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "-4" + ac: "21," + saves: + will: "+10" + ref: "+13," + fort: "+15," + hp: "135" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Giant Tarantula Venom" + traits: + - "poison" + description: "Saving Throw Fortitude DC 23; Maximum Duration 8 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison, flat-footed, and clumsy 1 (1 round); Stage 3 1d6 poison, flat-footed, and clumsy 2; Stage 4 1d6 poison and paralyzed (1 round)." + - + name: "Hair Barrage" + traits: [] + action_cost: "Two Actions" + description: "The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save." + automatic_abilities: [] + melee: + - + name: "fangs" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d8+8 plus giant tarantula venom" + traits: [] + action_cost: "One Action" + - + name: "leg" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "1d12+8 plus Knockdown" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Goliath Spider" + type: "Creature" + level: "11" + description: "Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotami." + speed: + land: "45 feet" + climb: "30 feet" + traits: + - "N" + - "Gargantuan" + - "Animal" + perception: "22" + senses: + - " darkvision" + - " web sense" + skills: + Acrobatics: "+18" + Athletics: "+23" + Stealth: "+22" + languages: "" + ability_mods: + str_mod: "+8" + dex_mod: "+5" + con_mod: "+7" + int_mod: "-5" + wis_mod: "+3" + cha_mod: "-4" + ac: "30," + saves: + will: "+17" + ref: "+21," + fort: "+25," + hp: "220" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Descend on a Web" + traits: + - "move" + action_cost: "One Action" + description: "The goliath spider moves straight down up to 120 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn’t count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall." + - + name: "Goliath Spider Venom" + traits: + - "incapacitation" + - " poison" + description: "Saving Throw Fortitude DC 30; Maximum Duration 6 rounds; Stage 1 2d6 poison and slowed 1 (1 round); Stage 2 2d6 poison and slowed 2 (1 round); Stage 3 paralyzed for 2d4 hours." + - + name: "Web Tether" + traits: + - "AC 20" + - " Hardness 5" + - " HP 20" + description: ", but this doesn’t free the restrained creature." + automatic_abilities: + - + name: "Web Sense" + traits: [] + description: " The goliath spider has imprecise tremorsense to detect the vibrations of creatures touching its web." + melee: + - + name: "fangs" + to_hit: "+24" + damage: + type: "piercing" + formula: "2d12+12 plus goliath spider venom" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "web" + to_hit: "+22" + traits: + - "range increment 60 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Sprite" + type: "Creature" + level: "-1" + description: "Common sprites are primeval guardians that latch onto a person, place, or object and defend it for their own inscrutable reasons. Their dispositions vary from kind to spiteful, but all sprites have a capricious streak. Being only about 9 inches tall, they are wary of animals that might hunt them, particularly house cats, and prefer flight to a fight. On the other hand, sprites are incredibly curious about all forms of magic and heedlessly gather around ley line nexuses or other places of power." + speed: + land: "10 feet" + fly: "40 feet" + traits: + - "CN" + - "Tiny" + - "Fey" + - "Sprite" + perception: "4" + senses: + - " low-light vision" + skills: + Acrobatics: "+6" + Stealth: "+6" + languages: + - "Common" + - "Sylvan" + ability_mods: + str_mod: "-3" + dex_mod: "+4" + con_mod: "+0" + int_mod: "-2" + wis_mod: "+0" + cha_mod: "+2" + ac: "15," + saves: + will: "+4" + ref: "+8," + fort: "+2," + hp: "11;" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Luminous Fire" + traits: + - "evocation" + - "light" + - "primal" + description: " sprite naturally sheds light like a torch. The sprite can extinguish, rekindle, or change the color of this light using a single action, which has the concentrate trait. While this light is extinguished, the sprite’s Strikes don’t deal fire damage and they can’t use their luminous spark Strike.
    Items rapier" + melee: + - + name: "rapier" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6–3 plus 1 fire" + traits: + - "deadly 1d8" + - " disarm" + - " finesse" + - " fire" + - " magical" + action_cost: "One Action" + ranged: + - + name: "luminous spark" + to_hit: "+8" + damage: + type: "fire" + formula: "1d4" + traits: + - "fire" + - " light" + - " range 20 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "color spray" + level: "1" + - + name: "Grig" + type: "Creature" + level: "1" + description: "Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach." + speed: + land: "25 feet" + fly: "30 feet" + traits: + - "CN" + - "Tiny" + - "Fey" + - "Sprite" + perception: "7" + senses: + - " low-light vision" + skills: + Acrobatics: "+7" + Athletics: "+2 " + Performance: "+7" + Stealth: "+7" + languages: + - "Common" + - "Sylvan" + ability_mods: + str_mod: "-2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+4" + ac: "17," + saves: + will: "+9" + ref: "+9," + fort: "+6," + hp: "20;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Fiddle" + traits: + - "auditory" + - " emotion" + - " enchantment" + - " mental" + - " primal" + action_cost: "One Action" + description: "A grig can rub its legs together to create a catchy fiddling tune that compels others within 30 feet to dance about, with varying effects depending on a DC 18 Will save. A listener is temporarily immune for 10 minutes on a success, but otherwise, if the grig continues to Fiddle each round, the creature receives no additional saves.
    Success No effect.
    Failure Flat-footed and –10-foot status penalty to Speeds.
    Critical Failure As failure, and also slowed 1." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d4–2" + traits: + - "agile" + - " finesse" + - " magical" + action_cost: "One Action" + ranged: + - + name: "dissonant note" + to_hit: "+9" + damage: + type: "sonic" + formula: "1d8" + traits: + - "evocation" + - " magical" + - " range 30 feet" + - " sonic" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "glitterdust" + level: "2" + frequency: "self only" + - + name: "invisibility" + level: "2" + frequency: "self only" + - + name: "illusory disguise" + level: "1" + - + name: "Pixie" + type: "Creature" + level: "4" + description: "Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of whimsical situations, as well as to defend themselves. Other creatures often have trouble understanding a pixie’s rapid, rambling way of speaking." + speed: + land: "15 feet" + fly: "45 feet" + traits: + - "CN" + - "Small" + - "Fey" + - "Sprite" + perception: "12" + senses: + - " low-light vision" + skills: + Acrobatics: "+13" + Deception: "+11" + Nature: "+10" + Stealth: "+11" + languages: + - "Common" + - "Sylvan" + ability_mods: + str_mod: "-1" + dex_mod: "+5" + con_mod: "+1" + int_mod: "+3" + wis_mod: "+2" + cha_mod: "+3" + ac: "23," + saves: + will: "+12; +1 status to all saves vs. magic" + ref: "+14," + fort: "+8," + hp: "40;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Sprinkle Pixie Dust" + traits: + - "manipulate" + action_cost: "One Action" + description: "The pixie sprinkles pixie dust onto one of its arrows. If the pixie hits a creature with that arrow before the pixie’s next turn, the arrow inflicts one of the following special effects instead of dealing damage. Each effect depends on the target’s DC 21 Will save. On a critical hit, the target treats its save result as one degree worse.
    • Charm (emotion, enchantment, incapacitation, mental) The target suffers the effects of a charm spell, except it doesn’t gain a bonus to its save if the only hostile act was the pixie firing its bow, and the pixie can choose to direct the target’s adoration toward another creature rather than itself.
    • Memory Loss (divination, mental) On a failed Will save, the target loses the last 5 minutes of its memory.
    • Sleep (enchantment, incapacitation, mental, sleep) The target suffers the effects of a 3rd-level sleep spell.
    • Subdual (enchantment, mental, nonlethal) The target takes 4d6 mental damage, depending on its basic Will save.
    " + automatic_abilities: [] + melee: + - + name: "shartsword" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "agile" + - " finesse" + - " magical" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "longbow" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d8+4" + traits: + - "deadly 1d10" + - " magical" + - " range increment 100 feet" + - " reload 0" + - " volley 20 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "invisibility" + level: "4" + frequency: "at will; self only" + - + name: "dispel magic" + level: "3" + - + name: "entangle" + level: "2" + - + name: "faerie fire" + level: "2" + - + name: "illusory disguise" + level: "1" + - + name: "Tengu" + type: "Creature" + level: "2" + description: "Crow-like humanoids, tengus are a canny and clever people who can be found across all of Golarion. Tengus are used to being minorities and facing suspicion wherever they travel, so by necessity many possess a knack for languages as well as for blades. They live on the fringes of society and tend to flock toward less-than-legal occupations, earning them their reputation for being streetwise and unscrupulous—a label that, in turn, perpetuates the tengus’ oppressive cycle of discrimination and illegitimate work." + speed: + land: "25 feet" + traits: + - "CN" + - "Medium" + - "Humanoid" + - "Tengu" + perception: "6" + senses: + - " low-light vision" + skills: + Acrobatics: "+8" + Athletics: "+6" + Deception: "+7" + Diplomacy: "+5" + Society: "+5" + Stealth: "+8" + Thievery: "+8" + languages: + - "Common" + - "Tengu" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+1" + wis_mod: "+0" + cha_mod: "+1" + ac: "19," + saves: + will: "+4" + ref: "+10," + fort: "+7," + hp: "27" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Go for the Eyes" + traits: + - "incapacitation" + description: "Trigger The tengu critically hits with a beak Strike. Effect The tengu attempts to peck out its victim’s eyes. The target must attempt a DC 17 Fortitude save.
    Success Unaffected.
    Failure Blinded for 1 round.
    Critical Failure Blinded until healed to maximum HP." + - + name: "Sneak Attack" + traits: [] + description: "The tengu deals 1d6 extra precision damage to flat-footed creatures." + - + name: "Surprise Attacker" + traits: [] + description: "On the first round of combat, creatures that haven’t acted yet are flat-footed to the tengu." + automatic_abilities: [] + melee: + - + name: "rapier" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6+2" + traits: + - "deadly 1d8" + - " disarm" + - " finesse" + action_cost: "One Action" + - + name: "beak" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d4+2" + traits: + - "finesse" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6" + traits: + - "deadly 1d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Terotricus" + type: "Creature" + level: "19" + description: "The legendary terotricus is a massive slime-mold that hails from the Abyss. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped onto the Material Plane from the Abyssal realm, a terotricus’s agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way." + speed: + land: "35 feet; burrow 25 feet" + climb: "25 feet" + swim: "35 feet" + traits: + - "Rare" + - "CE" + - "Gargantuan" + - "Fungus" + perception: "31" + senses: + - " darkvision" + - " tremorsense (imprecise) 120 feet" + skills: + Athletics: "+37" + Deception: "+32" + Intimidation: "+35" + Nature: "+31" + Survival: "+31" + languages: + - "Abyssal" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+10" + dex_mod: "+5" + con_mod: "+9" + int_mod: "-1" + wis_mod: "+6" + cha_mod: "+5" + ac: "42," + saves: + will: "+33; +1 status to all saves vs. magic" + ref: "+28," + fort: "+34," + hp: "370, regeneration 25 (deactivated by cold);" + immunities: "controlled, disease, paralyzed, sleep" + resistances: "fire 15;" + proactive_abilities: + - + name: "Infest Environs" + traits: + - "healing" + - " necromancy" + - " primal" + action_cost: "Two Actions" + description: "Frequency once per day. Requirement The terotricus is in a swamp or forested area. Effect The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. The terotricus is healed 200 Hit Points." + - + name: "Spore Blight" + traits: + - "disease" + description: "Plants and fungi are immune. Saving Throw Fortitude DC 40; Stage 1 enfeebled 2 (1 day); Stage 2 enfeebled 4 and slowed 1 (1 day); Stage 3 controlled by the terotricus (as dominate; 5d8 days); Stage 4 dead." + - + name: "Sticky Spores" + traits: + - "DC 40" + description: "." + automatic_abilities: [] + melee: + - + name: "tentacle" + to_hit: "+37" + damage: + type: "bludgeoning" + formula: "4d10+16 plus 2d6 chaotic, 2d6 evil, and Improved Grab or Improved Push 20 feet (40 feet on a critical hit)" + traits: + - "chaotic" + - " evil" + - " magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: + - + name: "spores" + to_hit: "+37" + damage: + type: "poison" + formula: "4d8+6 plus 2d6 chaotic, 2d6 evil, spore blight, and sticky spores" + traits: + - "chaotic" + - " evil" + - " magical" + - " range increment 80 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Treerazer" + type: "Creature" + level: "25" + description: "Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Abyss itself—a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe." + speed: + land: "60 feet" + fly: "60 feet" + swim: "40 feet;" + traits: + - "Unique" + - "CE" + - "Huge" + - "Amphibious" + - "Demon" + - "Fiend" + perception: "46" + senses: + - " darkvision" + - " true seeing" + skills: + Acrobatics: "+40" + Arcana: "+38" + Athletics: "+45" + Intimidation: "+46" + Nature: "+49" + Occultism: "+38" + Religion: "+45" + Stealth: "+40" + languages: + - "Abyssal" + - "Common" + - "Elven" + - "Sylvan" + ability_mods: + str_mod: "+12" + dex_mod: "+9" + con_mod: "+11" + int_mod: "+7" + wis_mod: "+8" + cha_mod: "+8" + ac: "54," + saves: + will: "+43; +2 status to all saves vs. magic" + ref: "+40," + fort: "+42," + hp: "550, regeneration 50 (deactivated by good);" + immunities: "death effects, disease, mental, poison" + resistances: "acid 20, cold 15, fire 15, physical 20 (except cold iron);" + proactive_abilities: + - + name: "Defoliation" + traits: + - "primal" + - " necromancy" + - " plant" + action_cost: "Two Actions" + description: "Treerazer exudes a pulse of sickly green light in a 30-foot-radius emanation. All plants in the area (including creatures under the effect of his aura of corruption) blacken and wither. Non-creature plants immediately wither and die. Plant creatures take 20d8 negative damage with a DC 49 basic Fortitude save. A creature that fails its save is doomed 1 for 1 minute and sickened 3. Treerazer can choose to exclude any number of plants in the area from this effect, and generally does so to preserve twisted and corrupted plants or fungi, or plant creatures that are allied to his cause. Treerazer can’t use Defoliation for 1d4 rounds." + - + name: "Dispelling Strike" + traits: + - "abjuration" + - " primal" + action_cost: "Free Action" + description: "Frequency once per round; Trigger Treerazer hits a creature, object, or spell effect with a weapon Strike or a defoliation attack. Effect Treerazer casts his innate dispel magic, targeting the creature he hit with his Strike or one spell affecting that creature." + - + name: "Staggering Strike" + traits: [] + description: "When Treerazer scores a critical hit with a melee attack, the target is stunned 2." + automatic_abilities: [] + melee: + - + name: "Blackaxe" + to_hit: "+47" + damage: + type: "slashing" + formula: "4d12+15 plus 1d6 acid, 1d6 chaotic, and 1d6 evil, and 2d6 slashing vs. plants" + traits: + - "acid" + - " chaotic" + - " evil" + - " magical" + - " reach 15 feet" + - " sweep" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+45" + damage: + type: "slashing" + formula: "4d10+18 plus 2d6 chaotic and 2d6 evil" + traits: + - "agile" + - " chaotic" + - " evil" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+43" + innate_spells: + - + name: "horrid wilting" + level: "10" + - + name: "time stop" + level: "10" + - + name: "wall of thorns" + level: "10" + - + name: "abyssal wrath" + level: "9" + frequency: "at will" + - + name: "dispel magic" + level: "9" + frequency: "at will" + - + name: "tangling creepers" + level: "6" + frequency: "at will" + - + name: "abyssal plague" + level: "5" + frequency: "at will" + - + name: "earthbind" + level: "3" + frequency: "at will" + - + name: "telekinetic maneuver" + level: "2" + frequency: "at will" + - + name: "true seeing" + level: "8" + frequency: "constant" + - + name: "freedom of movement" + level: "8" + frequency: "constant" + - + name: "freedom of movement" + level: "4" + frequency: "constant" + - + name: "Troll" + type: "Creature" + level: "5" + description: "Common trolls are dim-witted, gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious claws and toothy maws. A troll’s endless hunger drives it to consume all variety of living creatures, and it is their ravenous eating habits that fuel trolls’ legendary regenerative abilities. Trolls stand anywhere from 12 to 16 feet tall, though they prefer to hunch for comfort and to lull foes into a false sense of security." + speed: + land: "30 feet" + traits: + - "CE" + - "Large" + - "Giant" + - "Troll" + perception: "11" + senses: + - " darkvision" + skills: + Athletics: "+12" + Intimidation: "+12" + languages: + - "Jotun" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+6" + int_mod: "-2" + wis_mod: "+0" + cha_mod: "-2" + ac: "20," + saves: + will: "+7" + ref: "+11," + fort: "+17," + hp: "115, regeneration 20 (deactivated by acid or fire);" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Rend" + traits: [] + action_cost: "One Action" + description: "claw" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "2d10+5" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+14" + damage: + type: "slashing" + formula: "2d8+5" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Troll King" + type: "Creature" + level: "10" + description: "Some trolls have learned the skills necessary to survive well beyond the typical life expectancy for their kind and rally others to follow their lead. These champions develop a number of talents that make them worthy leaders and potent hunters—namely their abilities to willingly boost the rate of their regeneration and to shake off the acid and fire that would hinder it, not to mention a bestial roar that can send would-be predators scurrying off. Troll kings possess a cunning far beyond their younger kin— they know to keep their allies close, and their enemies even closer. If a troll king so much as suspects that one of its followers is plotting to usurp it, retribution is swift and fatal." + speed: + land: "30 feet" + traits: + - "CE" + - "Large" + - "Giant" + - "Troll" + perception: "19" + senses: + - " darkvision" + skills: + Athletics: "+21" + Intimidation: "+22" + Survival: "+17" + languages: + - "Jotun" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+7" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+4" + ac: "28," + saves: + will: "+15" + ref: "+17," + fort: "+23," + hp: "220, regeneration 30 (deactivated by acid or fire);" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Forced Regeneration" + traits: + - "concentrate" + action_cost: "One Action" + description: "Requirements The troll king’s regeneration is not currently deactivated. Effect The troll king regains 15 HP." + - + name: "Primordial Roar" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + action_cost: "One Action" + description: "The troll king unleashes a bestial roar. Each non-troll creature within 100 feet must attempt a DC 29 Will save. The creature is then temporarily immune for 10 minutes.
    Critical Success The creature is unaffected.
    Success The creature is frightened 1.
    Failure The creature is frightened 2.
    Critical Failure The creature is frightened 3." + - + name: "Rend" + traits: [] + action_cost: "One Action" + description: "claw" + - + name: "Unstoppable Charge" + traits: [] + description: "The troll king Strides twice in a straight line. It can make up to two claw Strikes during this movement and one jaws Strike at the end of its movement. It can’t Strike the same creature more than once." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+23" + damage: + type: "piercing" + formula: "2d12+13" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+23" + damage: + type: "slashing" + formula: "2d8+13" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Unicorn" + type: "Creature" + level: "3" + description: "Symbols of grace and purity, unicorns resemble proud and noble horses. They are typically pure white of coat, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a de-horned unicorn is a sorry sight, and few such unicorns survive much longer in the wild." + speed: + land: "45 feet" + traits: + - "CG" + - "Large" + - "Beast" + - "Fey" + perception: "13" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Nature: " " + Acrobatics: "+10" + Diplomacy: "+11" + Stealth: "+8" + Survival: "+9" + languages: + - "Common" + - "Sylvan" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+4" + cha_mod: "+4" + ac: "20," + saves: + will: "+11 (+2 vs. mental)" + ref: "+8," + fort: "+10," + hp: "45;" + immunities: "poison" + resistances: "None" + proactive_abilities: + - + name: "Ghost Touch" + traits: [] + description: "A unicorn’s Strikes have the effects of a ghost touch property rune." + - + name: "Powerful Charge" + traits: [] + action_cost: "Two Actions" + description: "The unicorn Strides up to double its Speed in a straight line and then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an additional 2d6 damage on a hit." + automatic_abilities: + - + name: "Wild Empathy" + traits: [] + description: " The unicorn has a connection to the creatures of the natural world that allows it to communicate with them. The unicorn can use Diplomacy to Make an Impression on animals and to make very simple Requests of them." + melee: + - + name: "horn" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d10+4 plus 1d6 good and ghost touch" + traits: + - "good" + - " magical" + action_cost: "One Action" + - + name: "hoof" + to_hit: "+12" + damage: + type: "bludgeoning" + formula: "1d8+4 and ghost touch" + traits: + - "agile" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "tree stride" + level: "5" + - + name: "heal" + level: "3" + frequency: "x2" + - + name: "neutralize poison" + level: "3" + frequency: "x2" + - + name: "detect alignment" + level: "1" + frequency: "at will, good only" + - + name: "Uthul" + type: "Creature" + level: "14" + description: "An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning. Although they are clearly elemental in nature, uthuls are nearly always found on the Material Plane, where they hide among natural cloud formations, especially thunderstorms." + speed: + fly: "100 feet; swiftness" + traits: + - "CE" + - "Huge" + - "Air" + - "Elemental" + perception: "20" + senses: + - " darkvision" + skills: + Nature: " " + Acrobatics: "+29" + Athletics: "+27" + Intimidation: "+23" + Stealth: "+25" + languages: + - "Aquan" + ability_mods: + str_mod: "+7" + dex_mod: "+7" + con_mod: "+4" + int_mod: "-1" + wis_mod: "-2" + cha_mod: "+3" + ac: "36," + saves: + will: "+22" + ref: "+29," + fort: "+28," + hp: "250;" + immunities: "electricity, paralyze, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Lightning Crash" + traits: + - "electricity" + - " incapacitation" + - " sonic" + action_cost: "One Action" + description: "The uthul unleashes a powerful bolt of lightning and a stunning thunderclap. The bolt deals 6d12 electricity damage to all creatures in a 30-foot line, with a DC 34 basic Reflex save, and every creature in a 20-foot emanation must attempt a DC 34 Fortitude save. The uthul can’t use Lightning Crash again for 1d4 rounds.
    Critical Success The creature is unaffected.
    Success The creature is stunned 1.
    Failure The creature is stunned for 1 round.
    Critical Failure The creature is stunned for 1d4 rounds." + - + name: "Swiftness" + traits: [] + description: "An uthul’s movement doesn’t trigger reactions." + - + name: "Whirlwind Form" + traits: + - "concentrate" + action_cost: "Two Actions" + description: "The uthul transforms itself into a swirling vortex of storm and fury 10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until it Dismisses the effect. While in this form, the uthul gains resistance 10 to physical damage and can move through other creatures. Its aura remains active, but it can’t make debris Strikes nor use Lightning Crash. Instead, any creature the uthul moves through takes 4d6 bludgeoning damage and 2d12 electricity damage. A creature can take this damage only once per round. A Large or smaller creature must also succeed at a DC 32 Reflex save or be picked up and held suspended within the vortex. Suspended creatures move with the uthul. A creature can attempt to escape by spending an action to attempt a DC 32 Reflex save (or a DC 32 Acrobatics check to maneuver in flight if it has a fly Speed). Upon escaping, or when the uthul transforms back into its storm cloud form, a suspended creature is hurled 1d4 × 10 feet in a random direction, then falls unless it can fly or otherwise remain aloft. After returning to its normal form, the uthul must wait 1 minute before it can use Whirlwind Form again." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+29" + damage: + type: "slashing" + formula: "3d12+11" + traits: + - "agile" + action_cost: "One Action" + ranged: + - + name: "debris" + to_hit: "+29" + damage: + type: "bludgeoning" + formula: "5d8+15" + traits: + - "range increment 60 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Vampire Spawn Rogue" + type: "Creature" + level: "4" + description: "Vampires use their spawn for infiltration and reconnaissance." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "CE" + - "Medium" + - "Undead" + - "Vampire" + perception: "12" + senses: + - " darkvision" + skills: + Acrobatics: "+11" + Athletics: "+9" + Intimidation: "+8" + Society: "+5" + Stealth: "+12" + languages: + - "Common" + ability_mods: + str_mod: "+3" + dex_mod: "+5" + con_mod: "+1" + int_mod: "-1" + wis_mod: "+3" + cha_mod: "+2" + ac: "22," + saves: + will: "+11" + ref: "+13," + fort: "+9," + hp: "40 (coffin restoration, fast healing 5, negative healing);" + immunities: "death effects, disease, paralyze, poison, sleep" + resistances: "physical 5 (except silver);" + proactive_abilities: + - + name: "Drink Blood" + traits: + - "divine" + - " necromancy" + action_cost: "One Action" + description: "When Drinking Blood, the spawn regains 5 HP." + - + name: "Sneak Attack" + traits: [] + description: "The vampire spawn deals 1d6 extra precision damage to flat-footed creatures." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+14" + damage: + type: "slashing" + formula: "1d8+6 plus Grab" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Vampire Count" + type: "Creature" + level: "6" + description: "Vampire counts rule their demesnes through a mix of fear and cruelty." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "CE" + - "Medium" + - "Undead" + - "Vampire" + perception: "17" + senses: + - " darkvision" + skills: + Acrobatics: "+13" + Athletics: "+15" + Deception: "+14" + Diplomacy: "+14" + Intimidation: "+16" + Society: "+14" + Stealth: "+13" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+2" + int_mod: "+2" + wis_mod: "+4" + cha_mod: "+4" + ac: "24," + saves: + will: "+17" + ref: "+14," + fort: "+11," + hp: "65 (coffin restoration, fast healing 7, negative healing);" + immunities: "death effects, disease, paralyze, poison, sleep" + resistances: "physical 7 (except magical silver);" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "Giant bat with fangs +15 for 1d8+9 piercing." + - + name: "Create Spawn" + traits: + - "divine" + - " downtime" + - " necromancy" + description: "If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator’s control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire’s Will DC." + - + name: "Dominate" + traits: + - "divine" + - " enchantment" + - " incapacitation" + action_cost: "Two Actions" + description: "DC 22" + - + name: "Drink Blood" + traits: + - "divine" + - " necromancy" + action_cost: "One Action" + description: "When Drinking Blood, the vampire regains 10 HP." + - + name: "Turn to Mist" + traits: + - "concentrate" + - " divine" + - " transmutation" + action_cost: "One Action" + description: "The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely." + automatic_abilities: + - + name: "Children of the Night" + traits: + - "divine" + - "enchantment" + - "mental" + description: "r>Items +1 rapier, leather armor" + melee: + - + name: "rapier" + to_hit: "+17" + damage: + type: "piercing" + formula: "1d6+11" + traits: + - "deadly 1d8" + - " disarm +1" + action_cost: "One Action" + - + name: "claw" + to_hit: "+17" + damage: + type: "slashing" + formula: "1d8+8 plus Grab" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Vampire Mastermind" + type: "Creature" + level: "9" + description: "Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "Uncommon" + - "CE" + - "Medium" + - "Undead" + - "Vampire" + perception: "20" + senses: + - " darkvision" + skills: + Acrobatics: "+17" + Arcana: "+21" + Athletics: "+16" + Deception: "+20" + Diplomacy: "+20" + Intimidation: "+22" + Society: "+19" + Stealth: "+19" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+6" + wis_mod: "+4" + cha_mod: "+5" + ac: "27," + saves: + will: "+20" + ref: "+18," + fort: "+15," + hp: "115 (coffin restoration, fast healing 10, negative healing);" + immunities: "death effects, disease, paralyze, poison, sleep" + resistances: "physical 10 (except magical silver);" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " divine" + - " polymorph" + - " transmutation" + action_cost: "One Action" + description: "Giant bat with fangs +19 for 2d8+9 piercing." + - + name: "Create Spawn" + traits: + - "divine" + - " downtime" + - " necromancy" + description: "If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator’s control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire’s Will DC." + - + name: "Dominate" + traits: + - "divine" + - " enchantment" + - " incapacitation" + - " mental" + - " visual" + action_cost: "Two Actions" + description: "DC 26" + - + name: "Drain Bonded Item" + traits: + - "arcane" + - " wizard" + action_cost: "Free Action" + description: "Frequency Once per day. Requirements The vampire hasn’t acted yet on this turn. Effect The vampire expends the power stored in its signet ring. This gives the vampire the ability to cast one prepared spell it had already previously cast today, without spending a spell slot. The vampire must still Cast the Spell and meet the spell’s other requirements." + - + name: "Drink Blood" + traits: + - "divine" + - " necromancy" + action_cost: "One Action" + description: "When Drinking Blood, the vampire regains 10 HP." + - + name: "Steady Spellcasting" + traits: [] + description: "If another creature’s reaction would disrupt the vampire mastermind’s spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds, its action isn’t disrupted." + - + name: "Turn to Mist" + traits: + - "concentrate" + - " divine" + - " transmutation" + action_cost: "One Action" + description: "The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely." + automatic_abilities: + - + name: "Children of the Night" + traits: + - "divine" + - "enchantment" + - "mental" + description: "r>Items signet ring" + melee: + - + name: "claw" + to_hit: "+18" + damage: + type: "slashing" + formula: "2d8+9 plus Grab" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Warg" + type: "Creature" + level: "2" + description: "Wargs hunt in packs and surround their prey like common wolves, but their cunning and penchant for taunting victims makes them easy to distinguish from their less-intelligent cousins. But despite their intelligence, wargs have simple desires for food and shelter, making them easy for evil humanoids such as orcs and hobgoblins to recruit to protect their camps or join them in battle. Most wargs are amenable to this arrangement, but if food should run out, wargs are more than willing to integrate goblinoid flesh into their diet." + speed: + land: "40 feet" + traits: + - "NE" + - "Medium" + - "Beast" + perception: "8" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Nature: " " + Acrobatics: "+7" + Athletics: "+8" + Deception: "+6" + Intimidation: "+6" + Stealth: "+7" + Survival: "+8" + languages: + - "Common" + - "Goblin" + - "Orcish" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+2" + ac: "17," + saves: + will: "+6" + ref: "+9," + fort: "+11," + hp: "36" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pack Attack" + traits: [] + description: "The warg’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg’s allies." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Small, 1d6+2 bludgeoning, Rupture 9" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+4 plus Grab" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Winter Wolf" + type: "Creature" + level: "5" + description: "Winter wolves are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath and are big enough to easily serve as mounts for orcs and hobgoblins—provided the winter wolf is willing, of course. Like wargs, winter wolves hunt in packs, but unlike their smaller cousins, they have a notable proud streak. When they deign to serve others, they reserve this privilege for larger and more dangerous creatures such as frost giants, renegade yetis, or even white dragons." + speed: + land: "40 feet" + traits: + - "NE" + - "Large" + - "Beast" + perception: "14" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Nature: " " + Acrobatics: "+13" + Athletics: "+13" + Deception: "+11" + Intimidation: "+11" + Stealth: "+13" + Survival: "+12" + languages: + - "Common" + - "Jotun" + ability_mods: + str_mod: "+6" + dex_mod: "+4" + con_mod: "+4" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+2" + ac: "23," + saves: + will: "+10" + ref: "+15," + fort: "+13," + hp: "70;" + immunities: "cold" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "cold" + - " evocation" + - " primal" + action_cost: "Two Actions" + description: "The winter wolf breathes a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save). The winter wolf can’t use Breath Weapon again for 1d4 rounds." + - + name: "Pack Attack" + traits: [] + description: "The winter wolf’s Strikes deal 1d6 extra damage to creatures within the reach of at least two of the winter wolf’s allies." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+15" + damage: + type: "piercing" + formula: "1d10+6 plus 1d6 cold and Knockdown" + traits: + - "cold" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Warsworn" + type: "Creature" + level: "16" + description: "A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle." + speed: + land: "30 feet" + traits: + - "Uncommon" + - "NE" + - "Gargantuan" + - "Undead" + perception: "27" + senses: + - " darkvision" + skills: + Athletics: "+33" + languages: + - "Common" + ability_mods: + str_mod: "+9" + dex_mod: "+5" + con_mod: "+7" + int_mod: "-1" + wis_mod: "+5" + cha_mod: "+5" + ac: "37," + saves: + will: "+27; +1 status to all saves vs. positive" + ref: "+25," + fort: "+29," + hp: "350 (negative healing);" + immunities: "death effects, disease, paralyze, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Absorb" + traits: + - "death" + - " divine" + - " necromancy" + action_cost: "Free Action" + description: "Trigger The warsworn moves into a dying creature’s space. Effect The warsworn absorbs the dying creature into itself, instantly killing the creature and healing the warsworn for a number of Hit Points equal to the creature’s level. As long as the warsworn still exists, absorbed creatures can’t be resurrected except by wish or a similarly powerful effect." + - + name: "Animated Weapons" + traits: + - "divine" + - " evocation" + description: "The warsworn assumes control of unattended weapons within 100 feet, forcing them to levitate around it. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet." + - + name: "Energy Drain" + traits: + - "divine" + - " necromancy" + description: "When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 35 Fortitude save or become drained 2 and doomed 1. On a critical success, the target becomes temporarily immune to the warsworn’s energy drain for 24 hours." + - + name: "Plummet" + traits: + - "DC 37 to Escape" + description: "." + - + name: "Trample" + traits: [] + description: "Huge or smaller, corpse wave, DC 37" + automatic_abilities: [] + melee: + - + name: "corpse wave" + to_hit: "+32" + damage: + type: "bludgeoning" + formula: "4d12+9 plus energy drain" + traits: + - "magical" + action_cost: "One Action" + - + name: "animated weapon" + to_hit: "+30" + traits: + - "agile" + - " magical" + - " reach 100 feet" + - " versatile B" + - " versatile P" + action_cost: "One Action" + ranged: + - + name: "scrap ball" + to_hit: "+28" + damage: + type: "bludgeoning" + formula: "4d12+9 plus plummet" + traits: + - "magical" + - " range increment 100 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Giant Wasp" + type: "Creature" + level: "3" + description: "Giant wasps are much more dangerous but less common than their smaller kin, and—to the relief of those who encounter them—they tend to be solitary." + speed: + land: "20 feet" + fly: "40 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "8" + senses: + - " darkvision" + skills: + Acrobatics: "+11" + Athletics: "+9" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+4" + con_mod: "+4" + int_mod: "-5" + wis_mod: "+1" + cha_mod: "+1" + ac: "19," + saves: + will: "+6" + ref: "+11," + fort: "+9," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Giant Wasp Venom" + traits: + - "incapacitation" + - " poison" + description: "Saving Throw Fortitude DC 19; Maximum Duration 6 rounds; Stage 1 no effect (1 round); Stage 2 clumsy 2 (1 round); Stage 3 paralyzed (1 round)" + - + name: "Implant Eggs" + traits: [] + action_cost: "One Action" + description: "The giant wasp lays eggs in an adjacent creature that is paralyzed or unconscious, exposing it to the wasp larva disease." + - + name: "Wasp Larva" + traits: + - "disease" + description: "Saving Throw Fortitude DC 21; Stage 1 carrier with no ill effect (1d6 days); Stage 2 drained 1 (1d3 days); Stage 3 5d6 damage, larva emerges (disease ends)" + automatic_abilities: [] + melee: + - + name: "stinger" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d12+4 plus giant wasp venom" + traits: + - "poison" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Wasp Swarm" + type: "Creature" + level: "4" + description: "Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will—to deadly effect." + speed: + land: "20 feet" + fly: "40 feet" + traits: + - "N" + - "Large" + - "Animal" + - "Swarm" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+12" + languages: "" + ability_mods: + str_mod: "-4" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-5" + wis_mod: "+2" + cha_mod: "-1" + ac: "18," + saves: + will: "+8" + ref: "+12," + fort: "+10," + hp: "45;" + immunities: "precision, swarm mind" + resistances: "bludgeoning 7, piercing 7, slashing 3;" + proactive_abilities: + - + name: "Swarming Stings" + traits: + - "DC 21 basic Reflex save" + action_cost: "One Action" + description: "and is exposed to wasp venom. A successful save negates the poison exposure." + - + name: "Wasp Venom" + traits: + - "poison" + description: "Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 2d6 poison and clumsy 2 (2 rounds)" + automatic_abilities: [] + melee: [] + ranged: [] + spell_dc: "None" + - + name: "Web Lurker" + type: "Creature" + level: "3" + description: "Web lurkers, known also as ettercaps, are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "NE" + - "Medium" + - "Aberration" + perception: "10" + senses: + - " darkvision" + - " tremorsense (imprecise) 30 feet (creatures touching its web)" + skills: + Acrobatics: "+9" + Athletics: "+9" + Crafting: "+8 " + Stealth: "+11" + languages: + - "Aklo" + ability_mods: + str_mod: "+4" + dex_mod: "+4" + con_mod: "+3" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "-1" + ac: "19," + saves: + will: "+8" + ref: "+11," + fort: "+10," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Web Lurker Venom" + traits: + - "poison" + description: "Saving Throw Fortitude DC 19; Maximum Duration 10 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and slowed 1 (1 round)" + - + name: "Web Trap" + traits: [] + description: "A creature hit by the web lurker’s web attack is immobilized and stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to Escape." + automatic_abilities: + - + name: "Spider Speak" + traits: [] + description: " The web lurker can speak with spiders, with the same effects and limitations as speak with animals." + melee: + - + name: "fangs" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+6 plus web lurker venom" + traits: + - "poison" + action_cost: "One Action" + - + name: "claw" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d8+6" + traits: + - "agile" + action_cost: "One Action" + - + name: "web" + to_hit: "+11" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Wemmuth" + type: "Creature" + level: "15" + description: "Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water. Possessing a rudimentary intelligence and an unquenchable thirst for blood, wemmuths lie in wait for most of their lives, growing to incredible size in the bloody soil of their grisly homes. Though the vines that comprise a wemmuth’s body are scarcely thicker than rope, a single adult wemmuth system consists of 6 tons of vines, enough to stretch for 6,000 feet if stretched from end to end in a single straight line. Wemmuths never orient themselves this way, however, instead preferring to wrap themselves into massive mounds approximately 15 feet across and equally thick. Although wemmuths are often spotted lazing about, the scent of blood is enough to whip one into a violent frenzy. The creature condenses its entire mass into a sphere of sharp thorns and lashing vines, resembling a hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders or entire trees from the ground and incorporate them into their rolling mass, using these objects to bolster their defense against many forms of attack or hurling them at faraway foes with terrifying precision." + speed: + land: "25 feet" + burrow: "25 feet" + climb: "25 feet" + traits: + - "NE" + - "Huge" + - "Plant" + perception: "25" + senses: + - " darkvision" + - " tremorsense (imprecise) 60 feet" + skills: + Athletics: "+30" + Deception: "+28" + Stealth: "+30" + Survival: "+27" + languages: + - "Aklo" + - "Sylvan" + ability_mods: + str_mod: "+8" + dex_mod: "+6" + con_mod: "+6" + int_mod: "-2" + wis_mod: "+4" + cha_mod: "+2" + ac: "37," + saves: + will: "+24" + ref: "+27," + fort: "+27," + hp: "335 (blood leech);" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Blood Leech" + traits: [] + description: "The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "2d12+10, DC 37" + - + name: "Engulf" + traits: [] + action_cost: "Two Actions" + description: "DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36" + - + name: "Thorny Mass" + traits: [] + description: "Whenever a creature within 10 feet attempts a melee attack against a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes 1d12+10 piercing damage." + automatic_abilities: [] + melee: + - + name: "pummel" + to_hit: "+29" + damage: + type: "bludgeoning" + formula: "4d12+10 plus Improved Grab" + traits: + - "fatal d12" + - " reach 15 feet" + - " sweep" + action_cost: "One Action" + ranged: + - + name: "boulder" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "4d10+10" + traits: + - "fatal d12" + - " range increment 60 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Wendigo" + type: "Creature" + level: "17" + description: "Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world." + speed: + fly: "100 feet" + traits: + - "Uncommon" + - "CE" + - "Large" + - "Beast" + - "Cold" + perception: "32" + senses: + - " darkvision" + - " heatsight 60 feet" + skills: + Nature: "+28" + Acrobatics: "+32" + Athletics: "+33" + Deception: "+29" + Intimidation: "+33" + Occultism: "+29" + Religion: "+28" + Stealth: "+30" + Survival: "+30" + languages: + - "Aklo" + - "Common" + - "Jotun" + ability_mods: + str_mod: "+8" + dex_mod: "+7" + con_mod: "+9" + int_mod: "+6" + wis_mod: "+5" + cha_mod: "+6" + ac: "40," + saves: + will: "+26; +1 status to all saves vs. magic" + ref: "+30," + fort: "+32," + hp: "315, regeneration 30 (deactivated by cold iron);" + immunities: "cold, fear" + resistances: "None" + proactive_abilities: + - + name: "Dream Haunting" + traits: [] + description: "" + - + name: "Howl" + traits: + - "auditory" + - " concentrate" + - " enchantment" + - " fear" + - " incapacitation" + - " mental" + - " primal" + description: "Frequency Three times per day; Effect The wendigo unleashes a forlorn howl that can be heard up to 1 mile away. Any creature that hears the howl must succeed at a DC 38 Will save or be frightened 1. Any creature that critically fails and is within 120 feet of the wendigo is instead frightened 3, and is also fleeing for 1d4 rounds (or until it’s no longer frightened, whichever comes first). A creature frightened by a wendigo’s howl still naturally recovers from its fright but can’t reduce it below frightened 1 in this way until 1 hour has passed or magic is used. Whether it succeeds or fails its save, a creature is then temporarily immune to that wendigo’s Howl for 24 hours." + - + name: "Ride the Wind" + traits: + - "air" + - " concentrate" + - " primal" + - " transmutation" + description: "Trigger The wendigo casts wind walk while it has Grabbed a foe. Effect The wendigo attempts to turn the grabbed creature into wind and carry it along as part of the action. If the target succeeds at a DC 38 Will save, it prevents itself from being transformed; in this case, the wendigo still transforms, automatically releasing the victim. A creature forced to Ride the Wind along with the wendigo is exposed to wendigo torment. The target can attempt a new Will save each round to return to normal, though it immediately becomes corporeal and begins falling if it succeeds." + - + name: "Wendigo Torment" + traits: + - "curse" + - " enchantment" + - " mental" + - " primal" + description: "A creature affected by wendigo torment can’t recover beyond stage 1 until it has been restored to full HP. Saving Throw Will DC 38; Stage 1 Stupefied 4 (1 day); Stage 2 As stage 1 (1 day); Stage 3 The creature searches for an individual of its own ancestry to kill and devour. It then becomes affected by wind walk and sprints into the sky so fast that its feet burn away into jagged stumps. As the creature wind walks into the sky, it is replaced by a new wendigo over 2d6 minutes. Wish, similar magic, or a 9th-level resurrect ritual can return the victim to life. The new wendigo remains even if the victim is resurrected." + automatic_abilities: + - + name: "Heatsight" + traits: + - "divination" + - "primal" + description: "Heatsight is a precise sense that sees heat signatures." + melee: + - + name: "jaws" + to_hit: "+33" + damage: + type: "piercing" + formula: "3d10+12 plus 2d6 cold" + traits: + - "cold" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+33" + damage: + type: "slashing" + formula: "3d8+12 plus 2d6 cold and Grab" + traits: + - "cold" + - " magical" + - " agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "wind walk" + level: "8" + frequency: "at will" + - + name: "Wererat" + type: "Creature" + level: "2" + description: "Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan areas where they can hide in plain sight, practically any city-goer could be a wererat in disguise—from the quiet shopkeep to the city’s criminal mastermind. The bustle of crowds and countless rat-holes make ghettos and shantytowns favored homes for wererats, especially since in these poorer districts the wererat can kill out of greed or fear with little chance of the authorities noticing. In some cities, wererats operate entire thieves’ guilds or organized crime rings, and membership requires willfully submitting to the wererat’s cursed bite. Wererats look very similar to ratfolk when in hybrid form, apart from potential differences in size, but ratfolk have no love for these monsters." + speed: + land: "25 feet" + traits: + - "LE" + - "Medium" + - "Beast" + - "Human" + - "Humanoid" + - "Werecreature" + perception: "8" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Nature: " " + Society: "+4" + Acrobatics: "+8" + Athletics: "+6 " + Deception: "+5" + Stealth: "+8" + languages: + - "Common" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+1" + ac: "19," + saves: + will: "+8" + ref: "+10," + fort: "+6," + hp: "45;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Charge Shape" + traits: + - "concentrate" + - " polymorph" + - " primal" + - " transmutation" + action_cost: "One Action" + description: "Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet." + - + name: "Curse of the Wererat" + traits: + - "curse" + - " necromancy" + - " primal" + description: "This curse affects only humanoids. Saving Throw DC 18 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wererat until dawn. The creature is under the GM’s control and goes on a rampage for half the night before falling unconscious until dawn." + - + name: "Moon Frenzy" + traits: + - "polymorph" + - " primal" + - " transmutation" + description: "When a full moon appears in the night sky, the wererat must enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the wererat returns to humanoid form and is fatigued for 2d4 hours." + - + name: "Sneak Attack" + traits: [] + description: "The wererat deals 1d6 extra precision damage to flat-footed creatures." + automatic_abilities: + - + name: "Rat Empathy" + traits: + - "divination" + - "primal" + description: "he wererat can communicate with rodents.
    Items hand crossbow (20 bolts), leather armor, shortsword" + melee: + - + name: "shortsword" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + - + name: "claw" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d6+2" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d8+2 plus curse of the wererat" + traits: + - "finesse" + action_cost: "One Action" + ranged: + - + name: "hand crossbow" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6" + traits: + - "range increment 60 feet" + - " reload 1" + action_cost: "One Action" + spell_dc: "None" + - + name: "Werewolf" + type: "Creature" + level: "3" + description: "The curse of the werewolf—known as lycanthropy to many—instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves tend to dwell on the fringes of society or in small settlements where, in their humanoid forms, they work as laborers, hunters, farmers, or trappers. At night, however, these same villagers transform into violent killers and sadistic stalkers who prey on their neighbors. Werewolves are the quintessential werecreature, and the first that comes to mind when most people speak of such beings." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Beast" + - "Human" + - "Humanoid" + - "Werecreature" + perception: "9" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Nature: " " + Society: "h" + Acrobatics: "+7" + Athletics: "+9" + Survival: "+10" + languages: + - "Common" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+1" + ac: "19," + saves: + will: "+7" + ref: "+9," + fort: "+11," + hp: "63;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " polymorph" + - " primal" + - " transmutation" + action_cost: "One Action" + description: "Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown." + - + name: "Curse of the Werewolf" + traits: + - "curse" + - " necromancy" + - " primal" + description: "This curse affects only humanoids. Saving Throw DC 19 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn. The creature is under the GM’s control and goes on a rampage for half the night before falling unconscious until dawn." + - + name: "Moon Frenzy" + traits: + - "polymorph" + - " primal" + - " transmutation" + description: "When a full moon appears in the night sky, the werewolf must enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werewolf returns to humanoid form and is fatigued for 2d4 hours." + - + name: "Pack Attack" + traits: [] + description: "The werewolf’s Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf’s allies." + automatic_abilities: + - + name: "Wolf Empathy" + traits: + - "divination" + - "primal" + description: "he werewolf can communicate with lupines.
    Items battle axe, composite shortbow (20 arrows), studded leather armor" + melee: + - + name: "battle axe" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d8+8" + traits: + - "sweep" + action_cost: "One Action" + - + name: "claw" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d6+8" + traits: + - "agile" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d8+8 plus curse of the werewolf" + traits: [] + action_cost: "One Action" + ranged: + - + name: "composite shortbow" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "deadly 1d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Werebear" + type: "Creature" + level: "4" + description: "Unlike many other types of werecreature, a werebear does not become malevolent during its involuntary transformations, but is instead filled with righteous conviction. This indignation can still manifest in violent ways, though, as a transformed werebear becomes temporarily blind to its alliances and has little control over its bestial temper. As a result, werebears are loners, rarely even living together as families longer than necessary. Werebears know that as long as they live solitary lives, they can serve as protectors and guardians in wilderness regions without the overwhelming fear that, when the moon is full and the curse takes hold, they will rage against an innocent bystander or loved one. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a werebear in its animal form is generally content to forage and sleep away the night." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "LG" + - "Large" + - "Beast" + - "Human" + - "Humanoid" + - "Werecreature" + perception: "11" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Nature: "+11" + Society: "h" + Athletics: "+12" + Medicine: "+9" + Stealth: "+11" + Survival: "+11" + languages: + - "Common" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "-1" + ac: "23," + saves: + will: "+10" + ref: "+10," + fort: "+12," + hp: "75;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Change Shape" + traits: + - "concentrate" + - " polymorph" + - " primal" + - " transmutation" + action_cost: "One Action" + description: "Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet." + - + name: "Curse of the Werebear" + traits: + - "curse" + - " necromancy" + - " primal" + description: "This curse affects only humanoids. Saving Throw DC 22 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werebear until dawn. The creature is under the GM’s control and goes on a rampage for half the night before falling unconscious until dawn." + - + name: "Hunt Prey" + traits: + - "concentrate" + action_cost: "One Action" + description: "Requirements The werebear can see or hear the target or is Tracking it in exploration mode. Effect The werebear gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. The werebear also ignores the penalty for making ranged attacks within its second range increment against the prey it’s hunting. The werebear can designate only one creature as its hunted prey at a time. If it uses Hunt Prey against a different creature, the prior creature loses the designation and the new prey gains the designation. In any case, this designation lasts until the werebear’s next daily preparation." + - + name: "Mauler" + traits: [] + description: "The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed." + - + name: "Moon Frenzy" + traits: + - "polymorph" + - " primal" + - " transmutation" + description: "When a full moon appears in the night sky, the werebear must enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werebear returns to humanoid form and is fatigued for 2d4 hours." + - + name: "Precision Edge" + traits: [] + description: "The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns." + automatic_abilities: + - + name: "Bear Empathy" + traits: + - "divination" + - "primal" + description: "he werebear can communicate with ursines.
    Items chain shirt, greataxe, hatchet (8)" + melee: + - + name: "claw" + to_hit: "+13" + damage: + type: "slashing" + formula: "1d10+7 plus Grab" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + - + name: "greataxe" + to_hit: "+13" + damage: + type: "slashing" + formula: "1d12+7" + traits: + - "reach 10 feet" + - " sweep" + action_cost: "One Action" + - + name: "hatchet" + to_hit: "+13" + damage: + type: "slashing" + formula: "1d6+7" + traits: + - "agile" + - " sweep" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d12+7 plus curse of the werebear" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "hatchet" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d6+7" + traits: + - "agile" + - " sweep" + - " thrown 10 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Wight" + type: "Creature" + level: "3" + description: "Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased." + speed: + land: "25 feet" + traits: + - "LE" + - "Medium" + - "Undead" + - "Wight" + perception: "10" + senses: + - " darkvision" + skills: + Athletics: "+11" + Intimidation: "+9" + Stealth: "+6" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+2" + ac: "18," + saves: + will: "+10" + ref: "+6," + fort: "+11," + hp: "50 (negative healing);" + immunities: "death effects, disease, paralyze, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Drain Life" + traits: + - "divine" + - " necromancy" + description: "When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4" + - + name: "Wight Spawn" + traits: + - "divine" + - " necromancy" + description: "A living humanoid slain by a wight’s claw Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn’t have Drain Life or Wight Spawn and becomes clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+12" + damage: + type: "slashing" + formula: "1d6+4 plus drain life" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Will-o’-Wisp" + type: "Creature" + level: "6" + description: "Malevolent balls of colored light, will-o’-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o’-wisps can vary the color and illumination they shed, and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become invisible, and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn’t, in fact, leading them to safety. Even invisible, however, a will-o’-wisp rarely ventures far from its target, as it feasts upon the panic and dread felt by its victims." + speed: + fly: "50 feet" + traits: + - "CE" + - "Small" + - "Aberration" + - "Air" + perception: "16" + senses: + - " darkvision" + skills: + Acrobatics: "+18" + Deception: "+12" + Intimidation: "+12" + Stealth: "+16" + languages: + - "Aklo" + - "Common" + ability_mods: + str_mod: "-5" + dex_mod: "+6" + con_mod: "+0" + int_mod: "+2" + wis_mod: "+4" + cha_mod: "+2" + ac: "27," + saves: + will: "+14" + ref: "+16," + fort: "+10," + hp: "50;" + immunities: "magic" + resistances: "None" + proactive_abilities: + - + name: "Feed on Fear" + traits: + - "concentrate" + action_cost: "One Action" + description: "Requirement An enemy is under a fear effect or dying within 15 feet of the will-o’-wisp. Effect The will-o’wisp feeds on the creature’s terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites. A will-o’-wisp can take this action only once per round." + - + name: "Go Dark" + traits: + - "concentrate" + action_cost: "One Action" + description: "The will-o’-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o’-wisp only hidden to all observers until it moves." + automatic_abilities: [] + melee: + - + name: "shock" + to_hit: "+17" + damage: + type: "electricity" + formula: "2d8+4" + traits: + - "electricity" + - " magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Wolf" + type: "Creature" + level: "1" + description: "Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, their pups, and juvenile offspring from previous mating seasons. Offspring generally leave their parents’ pack upon reaching maturity, at which point they seek out mates of their own to go form their own packs elsewhere." + speed: + land: "35 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "7" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+7" + Athletics: "+5" + Stealth: "+7" + Survival: "+7" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "15," + saves: + will: "+5" + ref: "+9," + fort: "+6," + hp: "24" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pack Attack" + traits: [] + description: "The wolf's Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf's allies." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+2 plus Knockdown" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Dire Wolf" + type: "Creature" + level: "3" + description: "Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding their vicious tempers perfect for hunting and warfare." + speed: + land: "35 feet" + traits: + - "N" + - "Large" + - "Animal" + perception: "10" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+8" + Athletics: "+12" + Stealth: "+8" + Survival: "+10" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+3" + cha_mod: "-2" + ac: "18," + saves: + will: "+8" + ref: "+8," + fort: "+11," + hp: "50" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pack Attack" + traits: [] + description: "The dire wolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf's allies." + - + name: "Worry" + traits: + - "attack" + action_cost: "One Action" + description: "Requirements The dire wolf has a creature grabbed with its jaws. Effect The dire wolf fiercely shakes the grabbed creature with its teeth, dealing 1d10+2 damage (DC 20 basic Fortitude save)." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d10+5 plus Knockdown or Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Wraith" + type: "Creature" + level: "6" + description: "Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reffect their hatred for the living, and shadowy claws are weapon enough to steal the vitality from their enemies. A wraith may be created by foul necromancy, but more often they are the result of a hermitic murderer or mutilator who even in death could not give up their wicked ways. Further complicating the matter is the fact that wraiths multiply by consuming and transforming the living into more of their foul kind—meaning a handful of wraiths left unchecked can easily turn into a horde of darkness." + speed: + fly: "40 feet" + traits: + - "LE" + - "Medium" + - "Incorporeal" + - "Undead" + - "Wraith" + perception: "14" + senses: + - " darkvision" + - " lifesense 60 feet" + skills: + Acrobatics: "+14" + Intimidation: "+15" + Stealth: "+14" + languages: + - "Common" + - "Necril" + ability_mods: + str_mod: "-5" + dex_mod: "+4" + con_mod: "+0" + int_mod: "+2" + wis_mod: "+2" + cha_mod: "+5" + ac: "24," + saves: + will: "+14; +1 status to all saves vs. positive" + ref: "+14," + fort: "+8," + hp: "80 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, precision, unconscious" + resistances: "all 5 (except force," + proactive_abilities: + - + name: "Drain Life" + traits: + - "divine" + - " necromancy" + description: "When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points and the creature must succeed at a DC 23 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4." + - + name: "Wraith Spawn" + traits: + - "divine" + - " necromancy" + description: "A living humanoid slain by a wraith’s spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the wraith that killed it. It doesn’t have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy." + automatic_abilities: + - + name: "Lifesense" + traits: + - "divination" + - "divine" + description: "raiths sense the vital essence of living and undead creatures within the listed range." + melee: + - + name: "spectral hand" + to_hit: "+17" + damage: + type: "negative" + formula: "2d8+5 plus drain life" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Xulgath Warrior" + type: "Creature" + level: "1" + description: "Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle—including weapons and items stolen from defeated foes along with grislier trophies harvested from fallen victims’ flesh—is a popular pursuit among these vicious reptiles, and those whose armor and scales are most adorned are awarded the greatest respect (and perhaps fear) from their kin." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Humanoid" + - "Xulgath" + perception: "6" + senses: + - " darkvision" + skills: + Athletics: "+7" + Stealth: "+5" + languages: + - "Draconic" + - "Undercommon" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "16," + saves: + will: "+4" + ref: "+7," + fort: "+8," + hp: "21" + immunities: "None" + resistances: "None" + proactive_abilities: [] + automatic_abilities: [] + melee: + - + name: "club" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d6+4" + traits: [] + action_cost: "One Action" + - + name: "jaws" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+4" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+9" + damage: + type: "slashing" + formula: "1d4+4" + traits: + - "agile" + action_cost: "One Action" + ranged: + - + name: "club" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d6+4" + traits: + - "thrown 10 feet" + action_cost: "One Action" + - + name: "javelin" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "thrown 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Xulgath Skulker" + type: "Creature" + level: "2" + description: "Xulgath warrens are patrolled—some might say “haunted”—by the community’s skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows and otherwise ambushing foes." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Humanoid" + - "Xulgath" + perception: "7" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Stealth: "+8" + Thievery: "+8" + languages: + - "Draconic" + - "Undercommon" + ability_mods: + str_mod: "+3" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "19," + saves: + will: "+5" + ref: "+10," + fort: "+8," + hp: "28" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Hidden Movement" + traits: [] + description: "against the skulker’s attacks until the end of the skulker’s turn." + - + name: "Sneak Attack" + traits: [] + description: "A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures." + automatic_abilities: [] + melee: + - + name: "dagger" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d4+3" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d6+3" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+10" + damage: + type: "slashing" + formula: "1d4+3" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: + - + name: "dagger" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d4+3" + traits: + - "agile" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "None" + - + name: "Xulgath Leader" + type: "Creature" + level: "3" + description: "Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath tribes are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or slaves." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Humanoid" + - "Xulgath" + perception: "9" + senses: + - " darkvision" + skills: + Athletics: "+11" + Intimidation: "+6" + Stealth: "+6" + languages: + - "Draconic" + - "Undercommon" + ability_mods: + str_mod: "+4" + dex_mod: "+1" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+2" + cha_mod: "+1" + ac: "20," + saves: + will: "+9" + ref: "+6," + fort: "+9," + hp: "44" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Weakening Strike" + traits: + - "or enfeebled 2 on a critical hit" + action_cost: "One Action" + description: "for 1 round." + automatic_abilities: [] + melee: + - + name: "greataxe" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d10+6 plus Weakening Strike" + traits: + - "sweep" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d6+6 plus Weakening Strike" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d4+6" + traits: + - "agile" + action_cost: "One Action" + ranged: + - + name: "javelin" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "thrown 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Yeti" + type: "Creature" + level: "5" + description: "Nearly a myth, the yeti is rarely seen—and even when it is, it is often too late. Yetis dwell amid the highest, most remote peaks of the world, coming down from their snowy mountain holds to raid, steal livestock, and sometimes feed their insatiable urges for slaughter and destruction. Those folks who live at the foot of a yeti-ruled mountain warn of the “abominable snowmen”: monstrous, fur-covered humanoids who leave strange and bloody tracks in the snow." + speed: + land: "35 feet" + climb: "20 feet" + traits: + - "Uncommon" + - "N" + - "Large" + - "Humanoid" + perception: "15" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+14" + Stealth: "+12" + Survival: "+11" + languages: + - "Aklo" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-1" + wis_mod: "+4" + cha_mod: "-1" + ac: "21," + saves: + will: "+13; +4 status to all saves vs. fear and dreams" + ref: "+11," + fort: "+15," + hp: "115;" + immunities: "cold" + resistances: "None" + proactive_abilities: + - + name: "Grizzly Arrival" + traits: + - "emotion" + - " fear" + - " mental" + action_cost: "Free Action" + description: "Trigger The yeti hits a creature in the first round of combat and the yeti was hidden from that creature at the start of combat. Effect Each enemy within 30 feet that witnesses the attack (including the target of the attack) must attempt a DC 23 Will save. On a failure, the creature is frightened 2; on a critical failure, it’s frightened 4." + - + name: "Rend" + traits: [] + action_cost: "One Action" + description: "claw" + automatic_abilities: + - + name: "Snowblind" + traits: [] + description: " When Hiding, the yeti is concealed by any snowfall, even if it’s not thick enough to make other creatures concealed." + melee: + - + name: "claw" + to_hit: "+15" + damage: + type: "slashing" + formula: "2d10+5" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Zaramuun" + type: "Creature" + level: "16" + description: "Zaramuuns are beings of elemental sand that hide in deserts and wastelands. They disguise themselves as massive dunes before rising up to attack living creatures. The most infamous zaramuuns kill any living creatures they find, but others simply rob their victims of all metal and stone possessions before fleeing. Although zaramuuns insist they are only reclaiming what was taken from their ancestral earth, this is simple self-delusion; most zaramuuns use their stolen goods as payment and material components to conjure fiends, for Zaramuuns were exiled from the Plane of Earth after worshipping fiends who promised to give them power over other elementals. This worship gradually transformed into servitude, and now many zaramuuns believe that if they send enough souls to their masters, they will be set free." + speed: + land: "35 feet" + burrow: "35 feet; sand glide" + traits: + - "CE" + - "Large" + - "Earth" + - "Elemental" + perception: "30" + senses: + - " darkvision" + - " tremorsense 60 feet" + skills: + Nature: " " + Athletics: "+31" + Religion: "+26" + Stealth: "+27" + Deception: " " + languages: + - "Abyssal" + - "Terran" + ability_mods: + str_mod: "+9" + dex_mod: "+5" + con_mod: "+6" + int_mod: "+0" + wis_mod: "+5" + cha_mod: "-1" + ac: "39," + saves: + will: "+25" + ref: "+30," + fort: "+34," + hp: "291;" + immunities: "paralyzed, poison, sleep" + resistances: "None" + proactive_abilities: + - + name: "Dune" + traits: + - "concentrate" + action_cost: "One Action" + description: "Until the next time it acts, the zaramuun appears to be a sand dune. It has an automatic result of 47 (50 in sandy terrain) on Deception and Stealth checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun moves into its body and is Engulfed." + - + name: "Engulf" + traits: [] + action_cost: "Two Actions" + description: ", Escape DC 32, Rupture 28" + - + name: "Raking Sand" + traits: [] + action_cost: "One Action" + description: "The zaramuun attempts to Disarm one primarily metal or stone object from the Struck or Engulfed creature and casts its innate dimensional anchor on the target creature." + - + name: "Sand Glide" + traits: + - "but not stone" + description: "at its full burrow Speed, leaving no tunnel or sign of its passing. Any Engulfed creatures are left behind when it Burrows. Loose sand and scree are not difficult terrain for a zaramuun." + - + name: "Sandblast" + traits: + - "earth" + action_cost: "Two Actions" + description: "The zaramuun sprays a blast of sand that deals 11d10 slashing damage to all creatures in a 60-foot line (Reflex DC 38). It can’t Sandblast again for 1d4 rounds.
    Critical Success No effect.
    Success Half damage.
    Failure Full damage.
    Critical Failure Full damage and blinded for 1 round." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+33" + damage: + type: "bludgeoning" + formula: "4d12+13" + traits: [] + action_cost: "One Action" + ranged: + - + name: "rock or metal debris" + to_hit: "+29" + damage: + type: "bludgeoning" + formula: "4d8+13" + traits: + - "range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + spell_attack_to_hit: "+31" + innate_spells: + - + name: "dimensional anchor" + level: "8" + frequency: "at will" + - + name: "disintegrate" + level: "6" + - + name: "spirit blast" + level: "6" + - + name: "suggestion" + level: "4" + frequency: "at will" + - + name: "dimensional anchor" + level: "8" + frequency: "constant" + - + name: "Zombie Shambler" + type: "Creature" + level: "-1" + description: "A zombie shambler is a slow-moving horror dangerous in larger groups." + speed: + land: "25 feet" + traits: + - "NE" + - "Medium" + - "Mindless" + - "Undead" + - "Zombie" + perception: "0" + senses: + - " darkvision" + skills: + Athletics: "+5" + languages: "" + ability_mods: + str_mod: "+3" + dex_mod: "-2" + con_mod: "+2" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-2" + ac: "12," + saves: + will: "+2" + ref: "+0," + fort: "+6," + hp: "20 (negative healing);" + immunities: "death effects, disease, mental, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Jaws" + traits: + - "attack" + action_cost: "One Action" + description: "Requirement The zombie has a creature grabbed or restrained. Effect The zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing damage." + automatic_abilities: + - + name: "Slow" + traits: [] + description: " A zombie is permanently slowed 1 and can’t use reactions." + melee: + - + name: "fist" + to_hit: "+7" + damage: + type: "bludgeoning" + formula: "1d6+3 plus Grab" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Plague Zombie" + type: "Creature" + level: "1" + description: "Plague zombies are infested with hideous contagions." + speed: + land: "25 feet" + traits: + - "NE" + - "Medium" + - "Mindless" + - "Undead" + - "Zombie" + perception: "3" + senses: + - " darkvision" + skills: + Athletics: "+7" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "-2" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-2" + ac: "13," + saves: + will: "+4" + ref: "+3," + fort: "+6," + hp: "50 (negative healing);" + immunities: "death effects, disease, mental, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Jaws" + traits: + - "attack" + action_cost: "One Action" + description: "Requirement The plague zombie has a creature grabbed or restrained. Effect The plague zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +9 that deals 1d12+4 piercing damage. A creature damaged by the jaws is exposed to zombie rot." + - + name: "Zombie Rot" + traits: + - "disease" + - " necromancy" + description: "An infected creature can’t heal damage it takes from zombie rot until it has been cured of the disease. Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 negative damage (1 day); Stage 3 1d6 negative damage (1 day); Stage 4 1d6 negative damage (1 day); Stage 5 dead, rising as a plague zombie immediately" + automatic_abilities: + - + name: "Slow" + traits: [] + description: " A zombie is permanently slowed 1 and can’t use reactions." + melee: + - + name: "fist" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "1d8+4 plus Grab and zombie rot" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Zombie Brute" + type: "Creature" + level: "2" + description: "Necromantic augmentations have granted this zombie increased size and power." + speed: + land: "25 feet" + traits: + - "NE" + - "Large" + - "Mindless" + - "Undead" + - "Zombie" + perception: "4" + senses: + - " darkvision" + skills: + Athletics: "+9" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "-3" + con_mod: "+4" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-2" + ac: "15," + saves: + will: "+6" + ref: "+3," + fort: "+10," + hp: "70 (negative healing);" + immunities: "death effects, disease, mental, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: [] + automatic_abilities: + - + name: "Slow" + traits: [] + description: " A zombie is permanently slowed 1 and can’t use reactions." + melee: + - + name: "fist" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d12+5 plus Improved Push 5 feet" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Zombie Hulk" + type: "Creature" + level: "6" + description: "These towering horrors are animated from the corpses of monstrosities." + speed: + land: "25 feet" + traits: + - "NE" + - "Huge" + - "Mindless" + - "Undead" + - "Zombie" + perception: "8" + senses: + - " darkvision" + skills: + Athletics: "+18" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "-1" + con_mod: "+4" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-2" + ac: "21," + saves: + will: "+12" + ref: "+9," + fort: "+16," + hp: "160 (negative healing);" + immunities: "death effects, disease, mental, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Corpse Throwing" + traits: [] + description: "A zombie hulk can throw corpses at foes. While any Medium dead body will do, they sometimes throw zombie shamblers, who take just as much damage from being thrown as the target they hit. A thrown shambler lands prone, but if it’s not destroyed, it can rise and use other actions normally." + - + name: "Wide Swing" + traits: [] + action_cost: "One Action" + description: "The zombie hulk makes a hunk of meat Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the Strike’s reach. This attack counts as two attacks for the zombie hulk’s multiple attack penalty." + automatic_abilities: + - + name: "Slow" + traits: [] + description: " A zombie is permanently slowed 1 and can’t use reactions." + melee: + - + name: "hunk of meat" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d10+9" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "hunk of meat" + to_hit: "+9" + damage: + type: "bludgeoning" + formula: "2d10+9" + traits: + - "thrown 10 feet" + action_cost: "One Action" + - + name: "corpse" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d6+9" + traits: + - "brutal" + - " range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Bloodlash Bush" + type: "Creature" + level: "2" + description: "What first appears to be a simple shrub suddenly stirs to life." + speed: + land: "20 feet" + traits: + - "N" + - "Small" + - "Plant" + perception: "6" + senses: + - " tremorsense (imprecise) 30 feet" + skills: + Athletics: "+8" + Stealth: "+6" + languages: "" + ability_mods: + str_mod: "+4" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+0" + cha_mod: "+0" + ac: "16," + saves: + will: "+6" + ref: "+8," + fort: "+10," + hp: "35;" + immunities: "None" + resistances: "bludgeoning 5, piercing 5;" + proactive_abilities: + - + name: "Blood Siphon" + traits: + - "basic Reflex DC 17" + action_cost: "Two Actions" + description: ". The bush regains an amount of Hit Points equal to double the damage dealt." + - + name: "Spinning Strike" + traits: [] + 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: "Weeping Wounds" + traits: + - "2 on a critical hit" + 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." + automatic_abilities: [] + melee: + - + name: "vine" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d8+4 plus weeping wounds" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Vine Lasher" + type: "Creature" + level: "0" + description: "What first appears to be a simple shrub suddenly stirs to life." + speed: + land: "25 feet" + traits: + - "N" + - "Small" + - "Plant" + perception: "4" + senses: + - " tremorsense (imprecise) 30 feet" + skills: + Athletics: "+6" + Stealth: "+5" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-4" + wis_mod: "+0" + cha_mod: "+0" + ac: "16," + saves: + will: "+4" + ref: "+7," + fort: "+6," + hp: "15" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Light Hold" + traits: [] + description: "A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target’s space and adjacent square instead use the rules for greater difficult terrain." + automatic_abilities: [] + melee: + - + name: "vine" + to_hit: "+7" + damage: + type: "plus" + formula: "1d8+2 Grab" + traits: + - "agile" + - " finesse" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Blood Ooze" + type: "Creature" + level: "4" + 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." + speed: + land: "10 feet" + climb: "10 feet" + traits: + - "N" + - "Large" + - "Mindless" + - "Ooze" + perception: "8" + senses: + - " motion sense 60 feet" + - " no vision" + skills: + Athletics: "+13" + Stealth: "+4 " + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "-4" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "12," + saves: + will: "+6" + ref: "+6," + fort: "+15," + hp: "90;" + immunities: "critical hits, mental, precision, unconscious, visual" + resistances: "None" + proactive_abilities: + - + name: "Siphon Vitality" + traits: + - "DC 21 basic Fortitude save" + 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." + automatic_abilities: + - + name: "Infuse Corpse" + traits: [] + description: " \"Single\"Single 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." + melee: + - + name: "pseudopod" + to_hit: "+15" + damage: + type: "bludgeoning" + formula: "1d12+8 plus 1d6 persistent bleed" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Anadi Hunter" + type: "Creature" + level: "2" + description: "Anadi hunters act as the eyes and ears of their clans, scouting the surrounding area for potential invaders." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "Uncommon" + - "CG" + - "Medium" + - "Anadi" + - "Humanoid" + perception: "" + senses: null + skills: + Acrobatics: "+8" + Athletics: "+6 " + Crafting: "+6 " + Nature: "+5" + Stealth: "+8" + languages: + - "Anadi" + - "Common" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+0" + ac: "19," + saves: + will: "+7" + ref: "+10," + fort: "+6," + hp: "27" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Anadi Venom" + traits: + - "poison" + 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: "Change Shape" + traits: + - "arcane" + - " concentrate" + - " polymorph" + - " transmutation" + 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: "Spin Silk" + traits: + - "concentrate" + - " exploration" + - " manipulate" + 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." + automatic_abilities: [] + melee: + - + name: "shortsword" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6+2" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + - + name: "fangs" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d8+2 plus anadi venom" + traits: + - "finesse" + action_cost: "One Action" + ranged: + - + name: "composite shortbow" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d6+1" + traits: + - "deadly 1d10" + - " propulsive" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Anadi Sage" + type: "Creature" + level: "4" + description: "Anadi sages commune with nature and hone their magic through practice." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "Uncommon" + - "CG" + - "Medium" + - "Anadi" + - "Humanoid" + perception: "" + senses: null + skills: + Athletics: "+6 " + Crafting: "+9 " + Deception: "+8" + Diplomacy: "+10" + Nature: "+12" + Survival: "+10" + languages: + - "Anadi" + - "Common" + ability_mods: + str_mod: "+0" + dex_mod: "+2" + con_mod: "+0" + int_mod: "+1" + wis_mod: "+4" + cha_mod: "+2" + ac: "21," + saves: + will: "+12" + ref: "+10," + fort: "+8," + hp: "58" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Anadi Venom" + traits: + - "poison" + 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: "Change Shape" + traits: + - "arcane" + - " concentrate" + - " polymorph" + - " transmutation" + 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: "Spin Silk" + traits: + - "concentrate" + - " exploration" + - " manipulate" + 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." + automatic_abilities: [] + melee: + - + name: "shortsword" + to_hit: "+12" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + - + name: "fangs" + to_hit: "+12" + damage: + type: "piercing" + formula: "2d6+3 plus anadi venom" + traits: + - "finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "blur" + level: "2" + - + name: "illusory creature" + level: "2" + - + name: "color spray" + level: "1" + - + name: "illusory disguise" + level: "1" + - + name: "illusory object" + level: "1" + - + name: "Anadi Elder" + type: "Creature" + level: "6" + description: "Anadi elders must make the difficult decision of whether to continue negotiations or to escalate a disagreement to outright conflict." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "Uncommon" + - "CG" + - "Medium" + - "Anadi" + - "Humanoid" + perception: "" + senses: null + skills: + Athletics: "+12" + Crafting: "+13" + Deception: "+12" + Diplomacy: "+10" + Nature: "+14" + Society: "+9" + Survival: "+12" + languages: + - "Anadi" + - "Common" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+0" + int_mod: "+1" + wis_mod: "+4" + cha_mod: "+2" + ac: "23," + saves: + will: "+16" + ref: "+14," + fort: "+10," + hp: "95" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Anadi Venom" + traits: + - "poison" + 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: "Change Shape" + traits: + - "arcane" + - " concentrate" + - " polymorph" + - " transmutation" + 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: "Spin Silk" + traits: + - "concentrate" + - " exploration" + - " manipulate" + 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." + automatic_abilities: [] + melee: + - + name: "shortsword" + to_hit: "+16" + damage: + type: "piercing" + formula: "1d6+5" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + - + name: "fangs" + to_hit: "+16" + damage: + type: "piercing" + formula: "2d6+5 plus anadi venom" + traits: + - "finesse" + action_cost: "One Action" + ranged: + - + name: "composite longbow" + to_hit: "+16" + damage: + type: "piercing" + formula: "1d8+1" + traits: + - "deadly 1d10" + - " propulsive" + - " range increment 100 feet" + - " reload 0" + - " volley 30 feet" + action_cost: "One Action" + spell_dc: "None" + spell_attack_to_hit: "+17" + innate_spells: + - + name: "hypnotic pattern" + level: "3" + - + name: "invisibility sphere" + level: "3" + - + name: "blur" + level: "2" + - + name: "invisibility" + level: "2" + - + name: "mirror image" + level: "2" + - + name: "color spray" + level: "1" + - + name: "illusory disguise" + level: "1" + - + name: "illusory object" + level: "1" + - + name: "Doorwarden" + type: "Creature" + level: "5" + description: "Doorwardens are constructs originally invented by elves. Upon first glance, these guardians resemble ornate doors made entirely of steel or even mithral, but when trespassers try to force their way past, the doorwarden transforms into a skilled and sturdy soldier bearing its “door” like a towering shield." + speed: + land: "20 feet" + traits: + - "Uncommon" + - "LN" + - "Large" + - "Construct" + perception: "13" + senses: + - " low-light vision" + skills: + Crafting: "r" + Athletics: "+13" + Intimidation: "+11" + Deception: " " + languages: + - "Common" + ability_mods: + str_mod: "+6" + dex_mod: "+0" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+2" + ac: "22 (24 with shield raised)," + saves: + will: "+10" + ref: "+7," + fort: "+12," + hp: "60;" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "physical 5 (except bludgeoning)" + proactive_abilities: + - + name: "Imitate Door" + traits: + - "concentrate" + action_cost: "One Action" + description: "Until the next time it acts, the doorwarden appears to be a door. It has an automatic result of 31 on Deception checks and DCs to pass as a door." + - + name: "Slam Doors" + traits: + - "concentrate" + action_cost: "Two Actions" + description: "The door opens and slams its doors, making two door Strikes against one creature. If both hit, the creature is grabbed—stuck between the doors. The doorwarden’s multiple attack penalty doesn’t increase until it has finished both attacks." + automatic_abilities: [] + melee: + - + name: "longsword" + to_hit: "+15" + damage: + type: "slashing" + formula: "1d8+9" + traits: + - "reach 10 feet" + - " versatile P" + action_cost: "One Action" + - + name: "shield boss" + to_hit: "+15" + damage: + type: "bludgeoning" + formula: "1d6+9" + traits: [] + action_cost: "One Action" + - + name: "door" + to_hit: "+13" + damage: + type: "bludgeoning" + formula: "1d4+8" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Emperor Bird" + type: "Creature" + level: "2" + description: "The emperor bird is native to the jungles of the Mwangi Expanse and known for its brilliant plumage and innate magic. While it usually feeds on lizards, big insects, and other small creatures, the emperor bird is highly territorial and not afraid to attack larger prey. Its beak, resembling that of the much smaller peafowl, is exceptionally sharp, but its deadliest weapon is its tail—the long, whiplike blades of bone hidden among its tail feathers are a nasty surprise for any predator trying to sneak up on the bird." + speed: + land: "15 feet" + fly: "20 feet" + traits: + - "Uncommon" + - "N" + - "Medium" + - "Animal" + perception: "" + senses: null + skills: + Acrobatics: "+9" + Intimidation: "+7" + Survival: "+7" + languages: "" + ability_mods: + str_mod: "+2" + dex_mod: "+3" + con_mod: "+0" + int_mod: "-4" + wis_mod: "+1" + cha_mod: "+3" + ac: "18," + saves: + will: "+7" + ref: "+9," + fort: "+6," + hp: "27" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Dazzling Display" + traits: + - "enchantment" + - " mental" + - " primal" + - " visual" + action_cost: "Two Actions" + description: "The emperor bird flaps its mesmerizing wings. Each creature within 15 feet that can see the emperor bird must attempt a DC 19 Will save.
    Critical Success The creature is unaffected.
    Success The creature is dazzled for 1 round.
    Failure The creature is dazzled for 1d4 rounds.
    Critical Failure The creature is confused for 1d4 rounds." + - + name: "Tail Lash" + traits: [] + action_cost: "Two Actions" + description: "The emperor bird makes tail Strikes against two different creatures within reach. The emperor bird’s multiple attack penalty does not increase until it has finished both attacks." + automatic_abilities: [] + melee: + - + name: "beak" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d10+2" + traits: [] + action_cost: "One Action" + - + name: "tail" + to_hit: "+11" + damage: + type: "slashing" + formula: "1d8+3" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Grauladon" + type: "Creature" + level: "2" + description: "Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind. They make their dens in the shallows of fetid ponds or isolated corners of larger bodies of water, usually in rural swamps or woodlands. Driven almost entirely by their base desire to feed, grauladons spend most of their time swimming leisurely underwater looking for prey such as fish or waterfowl. Possessed of a greed befitting their more majestic dragon cousins, grauladons often take down prey larger than they need, jealously guarding the corpses to keep scavengers away even as the meat rots. A typical grauladon is 16 feet long from its snout to the tip of its tail and weighs 1,500 pounds." + speed: + land: "20 feet" + swim: "30 feet" + traits: + - "Uncommon" + - "N" + - "Large" + - "Dragon" + perception: "7" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+10" + Stealth: "+6" + Survival: "+5" + languages: + - "Draconic" + ability_mods: + str_mod: "+4" + dex_mod: "+0" + con_mod: "+4" + int_mod: "-3" + wis_mod: "+1" + cha_mod: "-2" + ac: "17," + saves: + will: "+7" + ref: "+6," + fort: "+12," + hp: "35;" + immunities: "paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Body Slam" + traits: [] + action_cost: "One Action" + description: "check and compares the result to the Fortitude DC of each target." + - + name: "Deep Breath" + traits: + - "22-1/2 minutes" + description: "." + - + name: "Noxious Breath" + traits: + - "sickened 2 on a critical failure" + action_cost: "One Action" + description: ". The grauladon can’t use Noxious Breath or Reactive Breath again for 1d4 rounds." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d12+4" + traits: [] + action_cost: "One Action" + - + name: "tail" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d8+4" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Graveshell" + type: "Creature" + level: "1" + description: "The graveshell is a dangerous predator that draws scavengers and explorers into its grasp using a morbid lure: the corpse of a former victim impaled upon the spikes that protrude from its large, turtle-like shell. Aside from its shell, the monster resembles no known animal. Small but bright yellow eyes watch from the sagging flesh of its head, the most prominent feature of which is a curiously shaped, toothy maw twisted into a perpetual grin. Its stubby arms and legs are impractical for both walking and swimming, though the algae-caked claws tipping each limb are deadly weapons." + speed: + land: "20 feet" + swim: "20 feet" + traits: + - "Uncommon" + - "N" + - "Large" + - "Beast" + perception: "4" + senses: + - " darkvision" + - " wavesense (imprecise) 30 feet" + skills: + Nature: " " + Athletics: "+6" + Stealth: "+4" + languages: + - "Common" + - "Undercommon" + ability_mods: + str_mod: "+3" + dex_mod: "-1" + con_mod: "+3" + int_mod: "-3" + wis_mod: "+1" + cha_mod: "+0" + ac: "17 (19 while withdrawn into its shell)," + saves: + will: "+4" + ref: "+2," + fort: "+8," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Deep Breath" + traits: + - "20 minutes" + description: "." + - + name: "Shell Game" + traits: [] + action_cost: "One Action" + description: "The graveshell withdraws into its shell, gaining a +2 circumstance bonus to AC and allowing it to use Shell Block. This lasts until the graveshell moves or attacks with any attack other than its shell spikes. The graveshell can’t take this action or get any benefit from it if its shell is broken." + automatic_abilities: + - + name: "Corpse Disguise" + traits: + - "exploration" + description: "he graveshell conceals its true nature over the course of a few minutes by impaling a corpse (typically humanoid) on its spiky shell before partially submerging itself in water. It has an automatic result of 22 on Deception checks and DCs to pass as a corpse floating in the water." + melee: + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6+3" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d4+3" + traits: + - "agile" + action_cost: "One Action" + - + name: "shell spikes" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d4+3" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Hellcrown" + type: "Creature" + level: "1" + description: "The life of a Hellknight is bloody, brutal, and often short. Many who perish in service to a Hellknight order are glad to rest after having served their masters so faithfully, but others seek to continue their work even in death. When a Hellknight is decapitated, the ghostly undead known as a hellcrown is an occasional result. Consumed by the desire to bring about order by inflicting cruelty, hellcrowns haunt battlefields and abandoned castles, slaying all they encounter. A strange fusion of spirit and steel, a hellcrown has no corporeal form by itself, but instead inhabits the helmet it so proudly wore in life. Dangling from the helmet like a shroud is a shadow of the former Hellknight’s spine, adding to the creature’s terrifyingly gruesome appearance. Hellknights regard hellcrowns with a mixture of disgust and respect, considering the individuals who transform into these floating undead to have been resolute in purpose but weak in body." + speed: + fly: "25 feet" + traits: + - "Uncommon" + - "LE" + - "Tiny" + - "Undead" + perception: "10" + senses: + - " darkvision" + skills: + Intimidation: "+8" + Stealth: "+7" + languages: + - "Common" + ability_mods: + str_mod: "-2" + dex_mod: "+4" + con_mod: "+3" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+1" + ac: "16," + saves: + will: "+10" + ref: "+6," + fort: "+4," + hp: "20 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Bleeding Nail" + traits: + - "enfeebled 2 and 1d4 persistent bleed damage on a critical failure" + description: ". Each additional embedded nail increases the enfeebled value by 1 (to a maximum of enfeebled 4) and the bleed damage by 1. A creature can remove a nail with an Interact action to reduce the enfeeblement and amount of bleed damage. Pulling out the last nail removes both conditions." + - + name: "Terrifying Stare" + traits: + - "fear" + - " mental" + - " visual" + action_cost: "One Action" + description: "All creatures that can see the hellcrown and are suffering from its bleeding nail must attempt a DC 16 Will saving throw. A creature that fails is frightened 1, and on a critical failure becomes fleeing for as long as it’s frightened. Any creature that attempts a save is then temporarily immune for 10 minutes." + automatic_abilities: [] + melee: [] + ranged: + - + name: "nail" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4+2 plus bleeding nail" + traits: + - "range increment 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Tixitog" + type: "Creature" + level: "3" + description: "Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders. Immune to poison and able to traverse sticky webs thanks to the thick slime that covers their bodies, tixitogs steal food cocooned in spider lairs and prey on spiders themselves, but they are careful never to kill so many that their food supply runs out. Their favorite meal, however, is the odd adventurer or spelunker who stumbles into their nest." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "Uncommon" + - "NE" + - "Medium" + - "Aberration" + perception: "9" + senses: + - " darkvision" + - " web sense (imprecise) 60 feet" + skills: + Acrobatics: "+8" + Athletics: "+10" + Occultism: "+7" + Stealth: "+10" + languages: + - "Aklo" + - "Common" + ability_mods: + str_mod: "+3" + dex_mod: "+3" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "-1" + ac: "19," + saves: + will: "+7" + ref: "+10," + fort: "+9," + hp: "40;" + immunities: "poison" + resistances: "None" + proactive_abilities: + - + name: "Swallow Whole" + traits: [] + action_cost: "One Action" + description: "Small, 1d12+3 bludgeoning, Rupture 10" + - + name: "Tongue Pull" + traits: [] + description: "When a tixitog hits a Small or smaller creature with its tongue Strike, the target is pulled into the tixitog’s mouth. The tixitog can then attempt to Swallow it Whole." + automatic_abilities: + - + name: "Web Sense" + traits: [] + description: " The tixitog can detect the vibrations of creatures touching a web that the tixitog is also touching." + melee: + - + name: "jaws" + to_hit: "+10" + damage: + type: "piercing" + formula: "1d12+5" + traits: [] + action_cost: "One Action" + - + name: "tongue" + to_hit: "+12" + traits: + - "reach 20 feet" + action_cost: "One Action" + - + name: "leg" + to_hit: "+10" + damage: + type: "bludgeoning" + formula: "1d10+5" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Asanbosam" + type: "Creature" + level: "6" + 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." + speed: + land: "35 feet" + climb: "20 feet" + traits: + - "CE" + - "Large" + - "Humanoid" + perception: "17" + senses: + - " darkvision" + skills: + Acrobatics: "+14" + Athletics: "+16" + Intimidation: "+15" + Stealth: "+16" + Survival: "+14" + languages: + - "Mwangi" + ability_mods: + str_mod: "+5" + dex_mod: "+4" + con_mod: "+2" + int_mod: "-3" + wis_mod: "+1" + cha_mod: "-2" + ac: "24," + saves: + will: "+10" + ref: "+17," + fort: "+15," + hp: "95" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Attack from Above" + traits: + - "usually by using its Climb speed" + 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: "Drink Blood" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "cold iron jaws" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d8+7" + traits: + - "deadly 1d8" + action_cost: "One Action" + - + name: "claw" + to_hit: "+17" + damage: + type: "slashing" + formula: "2d6+7 plus Grab" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Bida" + type: "Creature" + level: "8" + 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." + speed: + land: "40 feet" + climb: "20 feet" + fly: "60 feet" + traits: + - "Uncommon" + - "LE" + - "Huge" + - "Dragon" + perception: "15" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Deception: "+20" + Diplomacy: "+18" + Intimidation: "+18" + Society: "+16" + Stealth: "+16" + languages: + - "Common" + - "Draconic" + - "Mwangi" + ability_mods: + str_mod: "+6" + dex_mod: "+2" + con_mod: "+3" + int_mod: "+4" + wis_mod: "+3" + cha_mod: "+6" + ac: "27," + saves: + will: "+18; +2 circumstance to all saves to disbelieve illusions" + ref: "+15," + fort: "+18," + hp: "135;" + immunities: "paralyzed, sleep" + resistances: "acid 10, poison 10" + proactive_abilities: + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "1d6+6 bludgeoning, DC 26" + - + name: "Eight Coils" + traits: [] + 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: "Mask Settlement" + traits: + - "arcane" + - " illusion" + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d12+9" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+20" + damage: + type: "bludgeoning" + formula: "2d6+9 plus Improved Grab" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "26" + innate_spells: + - + name: "nondetection" + level: "3" + - + name: "Biloko Warrior" + type: "Creature" + level: "1" + description: "Rank-and-file bilokos stalk the jungles in small hunting bands." + speed: + land: "20 feet" + traits: + - "NE" + - "Small" + - "Fey" + perception: "7" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+7" + Crafting: "+7" + Nature: "+5" + Stealth: "+6" + Survival: "+6" + languages: + - "Mwangi" + - "Sylvan" + ability_mods: + str_mod: "+3" + dex_mod: "+2" + con_mod: "-1" + int_mod: "+0" + wis_mod: "+2" + cha_mod: "+1" + ac: "16 (18 with shield raised)," + saves: + will: "+7" + ref: "+7," + fort: "+4," + hp: "19" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Inspired Feast" + traits: + - "emotion" + - " mental" + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d8+3" + traits: [] + action_cost: "One Action" + - + name: "spear" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d6+3" + traits: [] + action_cost: "One Action" + ranged: + - + name: "spear" + to_hit: "+7" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Biloko Veteran" + type: "Creature" + level: "4" + description: "A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions." + speed: + land: "20 feet" + traits: + - "NE" + - "Small" + - "Fey" + perception: "11" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+10" + Crafting: "+10" + Intimidation: "+12" + Nature: "+9" + Stealth: "+13" + Survival: "+11" + languages: + - "Mwangi" + - "Sylvan" + ability_mods: + str_mod: "+4" + dex_mod: "+4" + con_mod: "+0" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+2" + ac: "21," + saves: + will: "+11" + ref: "+13," + fort: "+8," + hp: "58" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Inspired Feast" + traits: + - "emotion" + - " mental" + 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: "Swipe" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "2d8+5" + traits: [] + action_cost: "One Action" + - + name: "longspear" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d8+5" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "deadly d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Eloko" + type: "Creature" + level: "7" + description: "If a biloko is lucky enough to consume several spellcasters or other creatures with innate magical abilities, it undergoes a subtle transformation over the course of 1 week. Such a fey is known as an eloko, and in addition to their incredible appetite (even by biloko standards), they have the supernatural ability to grow to immense size." + speed: + land: "20 feet" + traits: + - "NE" + - "Small" + - "Fey" + perception: "15" + senses: + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+18" + Crafting: "+13" + Deception: "+15" + Nature: "+13" + Stealth: "+16" + Survival: "+13" + languages: + - "Aklo" + - "Mwangi" + - "Sylvan" + ability_mods: + str_mod: "+6" + dex_mod: "+5" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+4" + cha_mod: "+1" + ac: "25," + saves: + will: "+15" + ref: "+18," + fort: "+12," + hp: "115" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Inspired Feast" + traits: + - "emotion" + - " mental" + 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: "Size Alteration" + traits: + - "polymorph" + - " primal" + - " transmutation" + action_cost: "Two Actions" + description: "The eloko is affected by a 4th-level enlarge spell. This lasts for 1 minute, and the eloko can Dismiss the Spell." + - + name: "Sneak Attack" + traits: [] + description: "creatures." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d8+8" + traits: [] + action_cost: "One Action" + - + name: "dagger" + to_hit: "+18" + damage: + type: "piercing" + formula: "1d4+8" + traits: + - "agile" + - " magical" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "blowgun" + to_hit: "+17" + traits: + - "agile" + - " nonlethal" + - " range increment 20 feet" + - " reload 1" + action_cost: "One Action" + - + name: "dagger" + to_hit: "+18" + damage: + type: "piercing" + formula: "1d4+8" + traits: + - "agile" + - " magical" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Charau-ka Warrior" + type: "Creature" + level: "1" + 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." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "CE" + - "Small" + - "Charau-ka" + - "Humanoid" + perception: "6" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+6" + Religion: "+4" + Stealth: "+6" + languages: + - "Draconic" + - "Mwangi" + ability_mods: + str_mod: "+3" + dex_mod: "+3" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "18," + saves: + will: "+4" + ref: "+8," + fort: "+7," + hp: "18" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Shrieking Frenzy" + traits: + - "primal" + - " transmutation" + 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: "Thrown Weapon Mastery" + traits: [] + description: "trait to make a lethal attack." + automatic_abilities: [] + melee: + - + name: "hatchet" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d6+3" + traits: + - "agile" + - " sweep" + action_cost: "One Action" + - + name: "dagger" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d4+3" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + - + name: "fist" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d4+3" + traits: + - "agile" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "hatchet" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d6+3" + traits: + - "agile" + - " deadly d6" + - " sweep" + - " thrown 10 feet" + action_cost: "One Action" + - + name: "dagger" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d4+3" + traits: + - "agile" + - " deadly d6" + - " thrown 10 feet" + - " versatile S" + action_cost: "One Action" + - + name: "thrown debris" + to_hit: "+8" + damage: + type: "bludgeoning" + formula: "1d6+3" + traits: + - "deadly d6" + - " thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Charau-ka Acolyte of Angazhan" + type: "Creature" + level: "3" + description: "Even with the Gorilla King’s fall, some charau-kas still worship Angazhan." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "CE" + - "Small" + - "Charau-ka" + - "Humanoid" + perception: "9" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+7" + Intimidation: "+7" + Nature: "+9" + Religion: "+11" + Stealth: "+7" + languages: + - "Abyssal" + - "Draconic" + - "Mwangi" + ability_mods: + str_mod: "+2" + dex_mod: "+2" + con_mod: "+1" + int_mod: "+0" + wis_mod: "+4" + cha_mod: "+2" + ac: "19," + saves: + will: "+11" + ref: "+7," + fort: "+8," + hp: "45" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Shrieking Frenzy" + traits: + - "primal" + - " transmutation" + 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: "Thrown Weapon Mastery" + traits: [] + description: "trait to make a lethal attack." + automatic_abilities: [] + melee: + - + name: "spear" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d6+5" + traits: + - "thrown 20 feet" + action_cost: "One Action" + - + name: "fist" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d4+5" + traits: + - "agile" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "spear" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d6+5" + traits: + - "deadly d6" + - " thrown 20 feet" + action_cost: "One Action" + - + name: "thrown debris" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d6+5" + traits: + - "deadly d6" + - " thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Charau-ka Butcher" + type: "Creature" + level: "6" + description: "While charau-kas are well known for their brutality, some frighten even others of their kind with their obsession with violence." + speed: + land: "25 feet" + climb: "25 feet" + traits: + - "CE" + - "Small" + - "Charau-ka" + - "Humanoid" + perception: "11" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+11" + Athletics: "+15" + Intimidation: "+14" + Religion: "+9" + Stealth: "+13" + languages: + - "Draconic" + - "Mwangi" + ability_mods: + str_mod: "+5" + dex_mod: "+3" + con_mod: "+3" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+2" + ac: "23," + saves: + will: "+13" + ref: "+11," + fort: "+17," + hp: "95" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Blood Fury" + traits: + - "manipulate" + 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: "Mauler" + traits: [] + description: "While the charau-ka butcher is raging, its melee Strikes deal 1d4 persistent bleed damage." + - + name: "Rage" + traits: [] + action_cost: "One Action" + description: "; AC 22, +9 HP, +2 melee damage." + - + name: "Shrieking Frenzy" + traits: + - "primal" + - " transmutation" + 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: "Thrown Weapon Mastery" + traits: [] + description: "trait to make a lethal attack." + automatic_abilities: [] + melee: + - + name: "trident" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d8+8" + traits: + - "magical" + action_cost: "One Action" + - + name: "fist" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "1d4+8" + traits: + - "agile" + - " nonlethal" + action_cost: "One Action" + ranged: + - + name: "trident" + to_hit: "+18" + damage: + type: "piercing" + formula: "2d8+8" + traits: + - "deadly d6" + - " magical" + - " thrown 20 feet" + action_cost: "One Action" + - + name: "thrown debris" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d6+8" + traits: + - "deadly d6" + - " thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Grippli Scout" + type: "Creature" + level: "1" + description: "The best grippli hunters are chosen for the honorable role of scouts." + speed: + land: "25 feet" + climb: "20 feet" + traits: + - "N" + - "Small" + - "Grippli" + - "Humanoid" + perception: "8" + senses: + - " darkvision" + skills: + Acrobatics: "+7" + Athletics: "+4" + Nature: "+6" + Stealth: "+7 " + Survival: "+6" + languages: + - "Common" + - "Grippli" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "-1" + ac: "18," + saves: + will: "+6" + ref: "+9," + fort: "+7," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Hurl Net" + traits: + - "with a +9 modifier" + action_cost: "One Action" + description: "against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is restrained instead. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it." + - + name: "Jungle Stride" + traits: [] + description: "A grippli ignores difficult terrain in forests and jungles." + automatic_abilities: [] + melee: + - + name: "sickle" + to_hit: "+9" + damage: + type: "slashing" + formula: "1d4+1" + traits: + - "agile" + - " finesse" + - " trip" + action_cost: "One Action" + ranged: + - + name: "dart" + to_hit: "+9" + damage: + type: "piercing" + formula: "1d4+1" + traits: + - "agile" + - " thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Grippli Archer" + type: "Creature" + level: "3" + description: "These sharpshooters are renowned for their patience and their accuracy." + speed: + land: "25 feet" + climb: "20 feet" + traits: + - "N" + - "Small" + - "Grippli" + - "Humanoid" + perception: "10" + senses: + - " darkvision" + skills: + Acrobatics: "+9" + Athletics: "+6" + Nature: "+8" + Stealth: "+11" + Survival: "+8" + languages: + - "Common" + - "Grippli" + ability_mods: + str_mod: "+1" + dex_mod: "+4" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "-1" + ac: "20," + saves: + will: "+10" + ref: "+11," + fort: "+9," + hp: "44" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Hail of Arrows" + traits: [] + action_cost: "Two Actions" + description: "The grippli archer makes three ranged Strikes with their shortbow, all against a single target. Combine the damage of any Strikes that hit for the purpose of resistances and weaknesses." + - + name: "Jungle Stride" + traits: [] + description: "A grippli ignores difficult terrain in forests and jungles." + automatic_abilities: [] + melee: + - + name: "shortsword" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d6+3" + traits: + - "agile" + - " finesse" + - " versatile S" + action_cost: "One Action" + ranged: + - + name: "shortbow" + to_hit: "+11" + damage: + type: "piercing" + formula: "1d6+2" + traits: + - "deadly 1d10" + - " range increment 60 feet" + - " reload 0" + action_cost: "One Action" + spell_dc: "None" + - + name: "Grippli Greenspeaker" + type: "Creature" + level: "5" + description: "The unofficial healers of gripplikind are known as greenspeakers." + speed: + land: "25 feet" + climb: "20 feet" + traits: + - "N" + - "Small" + - "Grippli" + - "Humanoid" + perception: "13" + senses: + - " darkvision" + skills: + Acrobatics: "+11" + Athletics: "+9" + Diplomacy: "+10" + Medicine: "+11" + Nature: "+14" + Religion: "+11" + Stealth: "+11" + Survival: "+11" + languages: + - "Common" + - "Grippli" + ability_mods: + str_mod: "+2" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+1" + wis_mod: "+4" + cha_mod: "+0" + ac: "21," + saves: + will: "+13" + ref: "+13," + fort: "+10," + hp: "71" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Jungle Stride" + traits: [] + description: "A grippli ignores difficult terrain in forests and jungles." + automatic_abilities: + - + name: "Green Empathy" + traits: [] + description: " The greenspeaker can use Diplomacy to Make an Impression on and make very simple Requests of plants and fungi.
    Items dart (4), staff" + melee: + - + name: "staff" + to_hit: "+11" + damage: + type: "bludgeoning" + formula: "1d4+4" + traits: + - "two-hand d8" + action_cost: "One Action" + ranged: + - + name: "dart" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d4+4" + traits: + - "agile" + - " thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Kishi" + type: "Creature" + level: "8" + description: "Kishi are duplicitous and murderous fey who dwell on the edges of Golarion’s darkest jungles. At first glance, kishi appear to be attractive humans, usually of a local ethnicity, but their full heads of thick hair conceal a second face, that of a snarling hyena. When a kishi lures their prey into a vulnerable situation, their head swivels around, revealing this fearsome visage. In this form, a kishi’s powerful jaws are almost impossible to pry loose and can crush a victim’s bones in a matter of moments. Kishi are highly varied in their physical features, and their height and weight are as variable as the people whose communities they infiltrate." + speed: + land: "25 feet" + traits: + - "NE" + - "Medium" + - "Fey" + perception: "14" + senses: + - " low-light vision" + skills: + Athletics: "+20" + Deception: "+20" + Diplomacy: "+19" + Society: "+15" + Stealth: "+18" + languages: + - "Common" + - "Sylvan" + ability_mods: + str_mod: "+6" + dex_mod: "+4" + con_mod: "+1" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+5" + ac: "25," + saves: + will: "+17" + ref: "+18," + fort: "+13," + hp: "138;" + immunities: "None" + resistances: "piercing 10;" + proactive_abilities: + - + name: "Constrict" + traits: + - "grabbed by jaws only" + action_cost: "One Action" + description: "" + - + name: "Head Spin" + traits: [] + action_cost: "Free Action" + description: "skills only when its human face is showing, and it can use its jaws Strike only when its hyena face is showing." + - + name: "Sudden Charge" + traits: [] + action_cost: "Two Actions" + description: "The kishi Strides twice. If it ends its movement within melee reach of at least one enemy, it can make a melee Strike against that enemy." + - + name: "Vice-Like Jaws" + traits: [] + description: "A creature grabbed in the kishi’s jaws can’t speak, including providing verbal components for spells. In addition, the creature takes a –2 circumstance penalty to Escape." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d10+9 plus Grab" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d8+9" + traits: + - "agile" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Living Sap" + type: "Creature" + level: "6" + description: "The tall sharinga trees of the Mwangi Expanse leak golden sap from their swollen, bulbous trunks, which coagulates when exposed to air. The toxic resin, which has a bitter taste, protects the tree from herbivorous insects and other animals, but in rare cases—usually in areas awash in positive energy or the influence of the First World—the sap gains a life of its own. Such “living sap” is a mindless ooze that attempts to smother and engulf just about anything that moves, from the bugs and small beasts that feed on its sharinga tree to larger creatures unlucky enough to stumble upon it. Due to its immunities to most forms of physical damage and its protectiveness of its mother tree, a living ooze is a nuisance to communities that rely on the sap of sharinga trees to make resin, rubber, and glue." + speed: + land: "10 feet" + climb: "10 feet" + traits: + - "Uncommon" + - "N" + - "Medium" + - "Mindless" + - "Ooze" + perception: "7" + senses: + - " motion sense 60 feet" + - " no vision" + skills: + Occultism: "e" + Athletics: "+17" + Stealth: "+10" + Crafting: "c" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "-3" + con_mod: "+4" + int_mod: "-5" + wis_mod: "-5" + cha_mod: "-5" + ac: "13," + saves: + will: "+5" + ref: "+7," + fort: "+18," + hp: "175;" + immunities: "critical hits, mental, piercing, precision, slashing, unconscious, visual" + resistances: "None" + proactive_abilities: + - + name: "Engulf" + traits: [] + action_cost: "Two Actions" + description: "DC 22, 2d6 acid, Escape DC 24, Rupture 10" + - + name: "Entangling Residue" + traits: [] + description: "until the end of the living sap’s next turn." + automatic_abilities: + - + name: "Motion Sense" + traits: [] + description: " Living sap can sense nearby motion through vibration and air movement." + melee: + - + name: "pseudopod" + to_hit: "+17" + damage: + type: "bludgeoning" + formula: "2d8+8 plus entangling residue" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Mokele-Mbembe" + type: "Creature" + level: "9" + description: "Mokele-mbembes are large, reptilian predators found deep within Golarion’s jungles. Mwangi view mokele-mbembes as embodiments of nature’s strength and majesty, and they consider the sighting of this rare being a sign of favor from the gods and an omen of powerful natural forces." + speed: + land: "30 feet" + swim: "30 feet" + traits: + - "Uncommon" + - "N" + - "Huge" + - "Animal" + perception: "15" + senses: + - " darkvision" + - " scent (imprecise) 30 feet" + skills: + Athletics: "+20" + Stealth: "+19" + Survival: "+17" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+6" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "+0" + ac: "27," + saves: + will: "+17" + ref: "+15," + fort: "+21," + hp: "172" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Trample" + traits: [] + description: "Large or smaller, foot, DC 28" + - + name: "Whip Tail" + traits: + - "sonic" + action_cost: "Two Actions" + description: "The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot burst centered on a corner within reach of its tail Strike. Each creature in the burst’s area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune.
    Critical Success The creature is unaffected.
    Success The creature is stunned 1.
    Failure The creature is stunned 2.
    Critical Failure The creature is stunned 3.
    " + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+22" + damage: + type: "piercing" + formula: "2d12+10" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+22" + damage: + type: "bludgeoning" + formula: "2d6+10" + traits: + - "reach 20 feet" + action_cost: "One Action" + - + name: "foot" + to_hit: "+22" + damage: + type: "bludgeoning" + formula: "2d8+10" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Sabosan" + type: "Creature" + level: "5" + description: "Sabosans are evil, intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, emaciated torsos and broad, leathery wings that can reach a span of almost 20 feet. Sabosans’ heads, necks, shoulders, and upper chests are covered with red or dark-brown fur that barely obscures their stretched.thin flesh. Their ears are large and pointed like a batfs, and indeed they can echolocate to locate prey much like bats can, though their eyes are also capable of seeing in low light." + speed: + land: "25 feet" + fly: "25 feet" + traits: + - "NE" + - "Medium" + - "Humanoid" + perception: "10" + senses: + - " echolocation 20 feet" + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+16" + Athletics: "+11" + Stealth: "+16" + languages: + - "Abyssal" + - "Mwangi" + ability_mods: + str_mod: "+4" + dex_mod: "+5" + con_mod: "+2" + int_mod: "-1" + wis_mod: "+1" + cha_mod: "+0" + ac: "22," + saves: + will: "+10" + ref: "+14," + fort: "+11," + hp: "78" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Drain Blood" + traits: [] + action_cost: "One Action" + description: ". The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature." + - + name: "Fell Shriek" + traits: + - "auditory" + action_cost: "Two Actions" + description: "The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 Fortitude save or be deafened for 1 minute." + - + name: "Powerful Charge" + traits: [] + action_cost: "Two Actions" + description: "The sabosan Strides up to double its Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, it deals an additional 1d6 damage on a hit." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+14" + damage: + type: "piercing" + formula: "2d8+4 plus 1 persistent bleed" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+15" + damage: + type: "slashing" + formula: "2d6+4 plus Grab" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + - + name: "spear" + to_hit: "+13" + damage: + type: "piercing" + formula: "1d6+4" + traits: [] + action_cost: "One Action" + ranged: + - + name: "spear" + to_hit: "+14" + damage: + type: "piercing" + formula: "1d6+4" + traits: + - "thrown 20 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Blood Boar" + type: "Creature" + level: "6" + 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." + speed: + land: "40 feet" + traits: + - "NE" + - "Medium" + - "Animal" + perception: "15" + senses: + - " bloodsense 60 feet" + - " low-light vision" + - " scent (imprecise) 30 feet" + skills: + Acrobatics: "+10" + Athletics: "+15" + Survival: "+15" + languages: "" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "-4" + wis_mod: "+2" + cha_mod: "-2" + ac: "23," + saves: + will: "+10" + ref: "+14," + fort: "+16," + hp: "98" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Chase Down" + traits: [] + 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: "Terrifying Squeal" + traits: + - "auditory" + - " emotion" + - " fear" + - " mental" + 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." + automatic_abilities: + - + name: "Bloodsense" + traits: [] + range: "60 feet" + 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: "Blood Quarry" + traits: [] + 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." + melee: + - + name: "jaws" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d8+8" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Kalavakus (Slaver Demon)" + type: "Creature" + level: "10" + description: "Kalavakuses work as slavers in the Abyss, earning them the alternate moniker of “slaver demons”; these fiends round up captured victims and sell them to other fiends or unscrupulous mortals. Pleas for freedom or clemency fall on deaf ears, as slaver demons consider anyone they can catch and hold to be their rightful property and theirs to sell. Kalavakuses know more than just physical means of restraining slaves; they also know how to fetter a victim’s soul. The most successful slaver demons have vast slave-pits in the Abyss where they keep stables of imprisoned souls." + speed: + land: "25 feet" + traits: + - "CE" + - "Medium" + - "Demon" + - "Fiend" + perception: "19" + senses: + - " darkvision" + skills: + Acrobatics: "+15" + Athletics: "+23" + Intimidation: "+22" + Religion: "+17" + Stealth: "+19" + languages: + - "Abyssal" + - "Celestial" + - "Draconic" + ability_mods: + str_mod: "+7" + dex_mod: "+1" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+3" + cha_mod: "+3" + ac: "30," + saves: + will: "+19; +1 status to all saves vs. magic" + ref: "+17," + fort: "+21," + hp: "200;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Enslave Soul" + traits: + - "arcane" + - " enchantment" + - " mental" + action_cost: "Two Actions" + description: "The demon enslaves the soul of a living creature within 60 feet. The target can attempt to resist this enslavement with a DC 29 Will save. A slaver demon can have only one living soul enslaved with this ability at a time, and no more than one slaver demon can enslave the same soul. If a slaver demon kills a creature whose soul it has enslaved, the demon regains 20 HP and the soul is consigned to an eternity of toil in the Abyss, adding to the slaver demon’s tally of souls and allowing the demon to enslave another.
    Success The target avoids being enslaved and is temporarily immune for 24 hours.
    Failure The target is enslaved and is enfeebled 2 for 24 hours or until the slaver demon is slain, whichever comes first.
    Critical Failure As failure, and the target also suffers the effects of a failed saving throw against dominate." + automatic_abilities: [] + melee: + - + name: "horns" + to_hit: "+23" + damage: + type: "piercing" + formula: "2d10+13" + traits: + - "deadly 1d8" + action_cost: "One Action" + - + name: "claw" + to_hit: "+23" + damage: + type: "slashing" + formula: "2d8+13" + traits: + - "agile" + action_cost: "One Action" + - + name: "jaws" + to_hit: "+23" + damage: + type: "piercing" + formula: "2d6+13" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "5" + - + name: "air walk" + level: "4" + frequency: "x2" + - + name: "dimension door" + level: "4" + frequency: "x2" + - + name: "haste" + level: "3" + - + name: "Osyluth (Bone Devil)" + type: "Creature" + level: "9" + description: "Perhaps more than any other devil, osyluths—also known as bone devils— embrace the torture and sadism for which Hell is so well known. They are exemplary inquisitors with an unwavering devotion to Hell’s laws and hierarchy, and they seek out heresies among mortals and devilkind with equal vigor. These devils arise from the Styx-fed swamps of Stygia, Hell’s fifth layer, from the stagnant energy of long-dead heresies. Left to their own devices, osyluths build massive, calcified hives in Stygia’s remote corners and hunt the infernal swampland for lesser devils and petitioners." + speed: + land: "35 feet" + fly: "30 feet" + traits: + - "LE" + - "Large" + - "Devil" + - "Fiend" + perception: "17" + senses: + - " greater darkvision" + skills: + Arcana: "+18" + Deception: "+19" + Intimidation: "+21" + Religion: "+15" + Stealth: "+20" + languages: + - "Celestial" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+5" + dex_mod: "+5" + con_mod: "+4" + int_mod: "+3" + wis_mod: "+2" + cha_mod: "+4" + ac: "28," + saves: + will: "+15; +1 status to all saves vs. magic" + ref: "+18," + fort: "+21," + hp: "146;" + immunities: "fire" + resistances: "physical 10 (except silver), poison 10;" + proactive_abilities: + - + name: "Bone Devil Venom" + traits: + - "poison" + description: "Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage, enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage, enfeebled 2, and the creature takes a –4 status penalty to Will saves against attempts to Coerce it (1 hour)" + - + name: "Quick Invisibility" + traits: [] + description: "on itself using only 1 action." + - + name: "Sadistic Strike" + traits: [] + description: "condition with any of its Strikes." + - + name: "Tail Sweep" + traits: [] + action_cost: "One Action" + description: "." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d10+11" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+20" + damage: + type: "slashing" + formula: "2d6+11" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + - + name: "stinger" + to_hit: "+21" + damage: + type: "piercing" + formula: "1d10+11 plus bone devil venom" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "bone shard" + to_hit: "+20" + damage: + type: "piercing" + formula: "2d6+8" + traits: + - "range increment 30 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: + - + name: "dimension door" + level: "5" + - + name: "phantom pain" + level: "5" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "dimensional anchor" + level: "4" + frequency: "at will" + - + name: "discern lies" + level: "4" + frequency: "at will" + - + name: "Shadow Giant" + type: "Creature" + level: "13" + description: "Shadow giants are natives of the Plane of Shadow, where they have dwelled in perpetual twilight for millennia. Their cultures vary greatly depending on whether the giants reside in their land of origin or have relocated to the Material Plane. On the Plane of Shadow, they live in familial groups and uphold a nomadic way of life as they roam across vast ancestral lands between forests of shadow and misty chasms. These hunter-gatherers pass their lore down through oral histories, conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood of their long-standing foes, including rival shadow giant tribes and velstracs intent on enslaving their kind. On the Material Plane, conversely, they are typically secretive and isolationist, keeping apart from other peoples." + speed: + land: "35 feet" + traits: + - "LE" + - "Large" + - "Giant" + - "Humanoid" + perception: "20" + senses: + - " darkvision" + skills: + Athletics: "+27" + Intimidation: "+24" + Stealth: "+21" + languages: + - "Jotun" + - "Shadowtongue" + ability_mods: + str_mod: "+8" + dex_mod: "+2" + con_mod: "+5" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+3" + ac: "33," + saves: + will: "+23" + ref: "+20," + fort: "+25," + hp: "275" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pall of Shadow" + traits: + - "divine" + - " necromancy" + description: "When a shadow giant hits with a melee attack, the target must succeed at a DC 30 Fortitude save or become drained 1 and take a –1 status penalty to Perception checks involving sight as long as they remain drained. On a critical failure, this condition doesn’t heal naturally and can be removed only with magic." + - + name: "Shadowcloak" + traits: + - "divine" + - " illusion" + action_cost: "One Action" + description: "The shadow giant gains the effect of the blur spell for 1 minute or until it is exposed to direct sunlight, whichever comes first." + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + automatic_abilities: [] + melee: + - + name: "spiked chain" + to_hit: "+27" + damage: + type: "slashing" + formula: "3d8+18 plus pall of shadow" + traits: + - "disarm" + - " reach 10 feet" + - " trip" + action_cost: "One Action" + - + name: "fist" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "3d8+18 plus pall of shadow" + traits: + - "agile" + - " nonlethal" + - " reach 10 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "2d8+18" + traits: + - "brutal" + - " range increment 120 feet" + action_cost: "One Action" + spell_dc: "None" + - + name: "Remnant of Barzillai" + type: "Creature" + level: "10" + description: "Though the Silver Ravens defeated the evil tyrant Barzillai Thrune before he could fully realize his goal of becoming a genius loci, remnants of his spirit remain throughout the Ravounel region. On occasion, these scraps of sentience form a vague, Barzillai-shaped body from bits of the nearby terrain, but when near haunted locations, the spectral force can coalesce into a more precise body using ectoplasm siphoned from these haunts. In either form, the remnant carries a form of Barzillai’s own burning mace, which dissolves into a thin mist 1 hour after the remnant is destroyed." + speed: + fly: "25 feet" + traits: + - "Rare" + - "LE" + - "Medium" + - "Incorporeal" + - "Undead" + perception: "22" + senses: + - " darkvision" + skills: + Arcana: "+21" + Deception: "+23" + Religion: "+21" + Society: "+19" + languages: + - "Aklo" + - "Azlanti" + - "Common" + - "Draconic" + - "Elven" + - "Gnomish" + - "Halfling" + - "Infernal" + - "Jotun" + - "Shadowtongue" + - "Strix" + - "Varisian" + ability_mods: + str_mod: "-5" + dex_mod: "+3" + con_mod: "+0" + int_mod: "+3" + wis_mod: "+7" + cha_mod: "+5" + ac: "29," + saves: + will: "+23" + ref: "+21," + fort: "+14," + hp: "135;" + immunities: "death effects, disease, paralyzed, poison, precision, unconscious" + resistances: "all damage 8 (except force," + proactive_abilities: + - + name: "Create Haunt" + traits: + - "divine" + - " necromancy" + description: "Frequency three times per day; Requirements The remnant of Barzillai is within Ravounel. Effect The remnant of Barzillai stirs up and amplifies unsettled spirits in the area to create a single haunt of 6th level or lower at his present location. This haunt is permanent until it is disabled or the remnant of Barzillai is destroyed." + automatic_abilities: [] + melee: + - + name: "burning mace" + to_hit: "+22" + damage: + type: "bludgeoning" + formula: "2d6+8 plus 2d6 fire" + traits: + - "magical" + - " fire" + - " shove" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Rusalka" + type: "Creature" + level: "12" + description: "Rusalkas are androgynous, river-dwelling fey who delight in manipulating the emotions of those unfortunate enough to fall into their grasp." + speed: + land: "25 feet" + swim: "50 feet;" + traits: + - "NE" + - "Medium" + - "Aquatic" + - "Fey" + perception: "22" + senses: + - " low-light vision" + skills: + Acrobatics: "+21" + Athletics: "+22" + Deception: "+25" + Diplomacy: "+21" + Nature: "+21" + Performance: "+23" + Stealth: "+25" + languages: + - "Common" + - "Sylvan" + ability_mods: + str_mod: "+4" + dex_mod: "+5" + con_mod: "+3" + int_mod: "+1" + wis_mod: "+3" + cha_mod: "+7" + ac: "33," + saves: + will: "+21" + ref: "+25," + fort: "+21," + hp: "180;" + immunities: "None" + resistances: "fire 10;" + proactive_abilities: + - + name: "Beckoning Call" + traits: + - "auditory" + - " concentrate" + - " enchantment" + - " incapacitation" + - " mental" + - " primal" + action_cost: "One Action" + description: "The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours.
    Success The creature is unaffected.
    Failure The creature is fascinated and must spend each of its actions to move closer to the rusalka, while avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn’t act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka’s turn.
    Critical Failure As failure, but if attacked by the rusalka, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the rusalka’s turn." + - + name: "Constrict" + traits: [] + action_cost: "One Action" + description: "2d8+10 bludgeoning, DC 32" + - + name: "Entangling Tresses" + traits: [] + description: "A rusalka can have up to eight creatures grabbed within their tresses at a time." + - + name: "Flowing Hair" + traits: [] + action_cost: "Two Actions" + description: "check and compares the result to each grabbed creature’s Fortitude DC. The rusalka moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its tresses." + - + name: "Shameful Touch" + traits: + - "emotion" + - " enchantment" + - " mental" + - " primal" + action_cost: "One Action" + description: "The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will save.
    Critical Success The target is unaffected.
    Success The target is sickened 1.
    Failure The creature is sickened 1 and stunned 1.
    Critical Failure The creature is sickened 1 and stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting." + automatic_abilities: [] + melee: + - + name: "tresses" + to_hit: "+24" + damage: + type: "bludgeoning" + formula: "3d8+10 plus Improved Grab" + traits: + - "agile" + - " finesse" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "control water" + level: "5" + frequency: "at will" + - + name: "summon elemental" + level: "5" + frequency: "at will" + - + name: "charm" + level: "3" + frequency: "at will" + - + name: "invisibility" + level: "2" + frequency: "at will" + - + name: "obscuring mist" + level: "2" + frequency: "at will" + - + name: "water walk" + level: "6" + frequency: "constant" + - + name: "Augur" + type: "Creature" + level: "1" + 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." + speed: + land: "20 feet" + fly: "40 feet" + traits: + - "Uncommon" + - "LE" + - "Tiny" + - "Fiend" + - "Velstrac" + perception: "8" + senses: + - " darkvision" + - " painsight" + skills: + Acrobatics: "+8" + Deception: "+6" + Intimidation: "+7" + Religion: "+4" + Stealth: "+8" + languages: + - "Common" + - "Infernal" + - "Shadowtongue" + ability_mods: + str_mod: "-1" + dex_mod: "+3" + con_mod: "+1" + int_mod: "+2" + wis_mod: "+1" + cha_mod: "-1" + ac: "17," + saves: + will: "+7" + ref: "+10," + fort: "+4," + hp: "14, regeneration 2 (deactivated by good or silver);" + immunities: "cold" + resistances: "None" + proactive_abilities: + - + name: "Focus Gaze" + traits: + - "concentrate" + - " divine" + - " enchantment" + - " fear" + - " mental" + - " visual" + 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: "Whirling Slice" + traits: + - "DC 16 basic Reflex save" + action_cost: "Two Actions" + description: ". Each creature is affected only once, even if the augur moves through its space multiple times." + automatic_abilities: + - + name: "Painsight" + traits: + - "divination" + - "divine" + 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." + melee: + - + name: "blade" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d4-1 plus 1d4 persistent bleed" + traits: + - "agile" + - " finesse" + - " versatile P" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "read omens" + level: "4" + frequency: "once per week" + - + name: "augury" + level: "2" + frequency: "x2" + - + name: "harm" + level: "1" + frequency: "x3" + - + name: "Evangelist" + type: "Creature" + level: "6" + description: "The velstracs’ unofficial ambassadors, evangelists roam the farthest reaches of the planes to spread the word of their kind’s abhorrent belief in perfection through pain. They are therefore the most frequently encountered velstracs on the Material Plane, often leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists may serve as lieutenants or advisors, whispering secret paths to power in exchange for mortals’ souls or choice mortal flesh." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "LE" + - "Medium" + - "Fiend" + - "Velstrac" + perception: "13" + senses: + - " darkvision" + - " painsight" + skills: + Acrobatics: "+13" + Athletics: "+15" + Crafting: "+10" + Intimidation: "+15" + Religion: "+11" + languages: + - "Common" + - "Infernal" + - "Shadowtongue" + ability_mods: + str_mod: "+4" + dex_mod: "+3" + con_mod: "+2" + int_mod: "+0" + wis_mod: "+1" + cha_mod: "+1" + ac: "24," + saves: + will: "+11; +1 status to all saves vs. magic" + ref: "+14," + fort: "+15," + hp: "90, regeneration 10 (deactivated by good or silver);" + immunities: "cold" + resistances: "None" + proactive_abilities: + - + name: "Animate Chains" + traits: + - "divine" + - " transmutation" + description: "Chains in the evangelist’s vicinity sprout barbs and writhe menacingly. The evangelist can make chain Strikes against any creature that is adjacent to an unattended chain within 20 feet, in addition to within the reach of its own chain Strike." + - + name: "Focus Gaze" + traits: + - "concentrate" + - " divine" + - " enchantment" + - " fear" + - " mental" + - " visual" + action_cost: "One Action" + description: "The evangelist stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the evangelist’s unnerving gaze. In addition, if the creature was already frightened, on a failed save, the evangelist is concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune until the start of the evangelist’s next turn." + - + name: "Impaling Chain" + traits: + - "Escape DC 25" + description: "." + automatic_abilities: + - + name: "Painsight" + traits: + - "divination" + - "divine" + description: "n evangelist automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions." + melee: + - + name: "chain" + to_hit: "+17" + damage: + type: "piercing" + formula: "2d8+7 plus 1d6 persistent bleed and impaling chain" + traits: + - "disarm" + - " reach 10 feet" + - " trip" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Interlocutor" + type: "Creature" + level: "12" + description: "Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and metal. Few interlocutors resemble one another, but all are towering, multi-limbed amalgamations of the strongest limbs, densest bone, and sharpest metal they can find. They continually search for new material to graft to their forms, and their slain foes are rarely found intact, as little is more valuable to interlocutors than a powerful opponent’s legs, eyes, or even brain." + speed: + land: "40 feet" + traits: + - "Uncommon" + - "LE" + - "Large" + - "Fiend" + - "Velstrac" + perception: "24" + senses: + - " darkvision" + - " painsight" + skills: + Athletics: "+25" + Crafting: "+22" + Intimidation: "+25" + Medicine: "+26" + Religion: "+22" + Stealth: "+19" + languages: + - "Common" + - "Infernal" + - "Shadowtongue" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+6" + cha_mod: "+5" + ac: "33," + saves: + will: "+26; +1 status to all saves vs. magic" + ref: "+21," + fort: "+23," + hp: "215, regeneration 20 (deactivated by good or silver);" + immunities: "cold" + resistances: "None" + proactive_abilities: + - + name: "Focus Gaze" + traits: + - "concentrate" + - " divine" + - " enchantment" + - " mental" + - " visual" + action_cost: "One Action" + description: "The interlocutor stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the interlocutor’s unnerving gaze. In addition, if the creature was already stunned, on a failed save, it feels its muscles and organs twitch and writhe, causing it to be clumsy 2 for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor’s next turn." + - + name: "Surgical Rend" + traits: [] + action_cost: "One Action" + description: "This functions as the Rend ability, dealing claw damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, closing the wound, Strikes against the creature deal 1d6 extra precision damage." + automatic_abilities: + - + name: "Painsight" + traits: + - "divination" + - "divine" + description: "n interlocutor automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions." + melee: + - + name: "claw" + to_hit: "+25" + damage: + type: "slashing" + formula: "3d10+13 plus 2d6 persistent bleed" + traits: + - "deadly 2d10" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "plane shift" + level: "7" + frequency: "self only, to the Material or Shadow Plane only" + - + name: "breath of life" + level: "5" + - + name: "heal" + level: "4" + frequency: "x2" + - + name: "restoration" + level: "4" + frequency: "x2" + - + name: "Precentor" + type: "Creature" + level: "16" + description: "Velstrac storytellers and historians are known as precentors. Trailed by horrific choirs, precentors perform in the courts of the velstrac demagogues." + speed: + land: "30 feet" + fly: "30 feet (from" + traits: + - "Uncommon" + - "LE" + - "Medium" + - "Fiend" + - "Velstrac" + perception: "32" + senses: + - " darkvision" + - " detect magic" + - " painsight" + - " true seeing" + skills: + Acrobatics: "+27" + Athletics: "+28" + Deception: "+32" + Diplomacy: "+34" + Intimidation: "+32" + Performance: "+34" + Religion: "+30" + Stealth: "+29" + languages: + - "Common" + - "Infernal" + - "Shadowtongue" + ability_mods: + str_mod: "+6" + dex_mod: "+7" + con_mod: "+3" + int_mod: "+6" + wis_mod: "+6" + cha_mod: "+8" + ac: "39," + saves: + will: "+30; +1 status to all saves vs. magic" + ref: "+29," + fort: "+25," + hp: "295, regeneration 25 (deactivated by good or silver);" + immunities: "cold" + resistances: "None" + proactive_abilities: + - + name: "Assemble Choir" + traits: [] + action_cost: "Two Actions" + description: "by each other and the precentor, and they can’t use hostile actions toward each other or the precentor. When the precentor casts an innate divine spell, it can cause the effect to originate from any member of its choir instead of itself, using the precentor’s saving throw DC and attack bonus." + - + name: "Focus Gaze" + traits: + - "concentrate" + - " divine" + - " enchantment" + - " mental" + - " visual" + action_cost: "One Action" + description: "The precentor stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the precentor’s unnerving gaze. In addition, if the creature was already doomed, on a failed save, it sees the skin of its own body peel back, making it confused for as long as it remains doomed. After attempting this save, the creature is then temporarily immune until the start of the precentor’s next turn." + - + name: "Tormenting Touch" + traits: + - "divine" + - " emotion" + - " enchantment" + - " mental" + action_cost: "One Action" + description: "The precentor touches a creature within 10 feet, causing it to constantly scream in agony. The target must attempt a DC 38 Will save. While the target is stupefied by this effect, its continual screams cause it to automatically fail Stealth checks.
    Critical Success The target is unaffected.
    Success The target is stupefied 1.
    Failure The target is stupefied 3.
    Critical Failure The target is stupefied 4.
    The target can attempt a new Will save at the start of each of its turns, reducing the stupefied condition by 1 on each successful save. If the target reduces its stupefied condition to 0 in this way, the target is no longer affected." + automatic_abilities: + - + name: "Painsight" + traits: + - "divination" + - "divine" + description: " precentor automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions." + melee: + - + name: "claw" + to_hit: "+31" + damage: + type: "slashing" + formula: "4d10+6 plus 1d6 persistent bleed" + traits: + - "agile" + - " finesse" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "wail of the banshee" + level: "9" + - + name: "harm" + level: "8" + frequency: "at will, self only, to the Material or Shadow Plane only" + - + name: "plane shift" + level: "8" + frequency: "at will, self only, to the Material or Shadow Plane only" + - + name: "sound burst" + level: "5" + frequency: "at will" + - + name: "synesthesia" + level: "5" + frequency: "at will" + - + name: "detect magic" + level: "8" + frequency: "constant" + - + name: "mind blank" + level: "8" + frequency: "constant" + - + name: "fly" + level: "8" + frequency: "constant" + - + name: "true seeing" + level: "8" + frequency: "constant" + - + name: "fly" + level: "6" + frequency: "constant" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "Carnivorous Crystal" + type: "Creature" + level: "11" + 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." + speed: + land: "10 feet" + climb: "10 feet" + traits: + - "N" + - "Medium" + - "Earth" + - "Mindless" + - "Ooze" + perception: "15" + senses: + - " motion sense 60 feet" + - " no vision" + skills: + Athletics: "+24" + Deception: " " + Stealth: " " + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "-5" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+0" + cha_mod: "-5" + ac: "20," + saves: + will: "+15" + ref: "+10," + fort: "+20," + hp: "300;" + immunities: "acid, critical hits (except bludgeoning or sonic), mental, precision, unconscious, visual" + resistances: "piercing 10, slashing 10;" + proactive_abilities: + - + name: "Crystallize" + traits: + - "attack" + 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: "Engulf" + traits: + - "bludgeoning only" + action_cost: "Two Actions" + description: "." + - + name: "Freeze" + traits: + - "concentrate" + 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: "Razor Sharp" + traits: [] + 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." + automatic_abilities: + - + name: "Motion Sense" + traits: [] + description: " A carnivorous crystal can sense nearby motion through vibration and air movement." + melee: + - + name: "pseudopod" + to_hit: "+24" + damage: + type: "piercing" + formula: "4d8+7" + traits: + - "versatile S" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Dalos" + type: "Creature" + level: "13" + description: "Dalos are reclusive fey that dwell within or near remote volcanoes and volcanic vents and resemble the massive calderas they call home. They more often dwell within the superheated confines of these locales than in the “cold wastelands” beyond their warmth and are therefore rarely encountered outside such environments. Like most fey, dalos are capricious and vengeful. They hate being disturbed above all else and will often warn away intruders with only the throw of a red-hot boulder before attacking outright." + speed: + land: "30 feet" + burrow: "20 feet" + climb: "20 feet" + traits: + - "Uncommon" + - "CE" + - "Huge" + - "Earth" + - "Fey" + - "Fire" + perception: "23" + senses: + - " low-light vision" + skills: + Athletics: "+29" + Nature: "+23" + Survival: "+23" + languages: + - "Ignan" + - "Sylvan" + - "Terran" + ability_mods: + str_mod: "+8" + dex_mod: "+4" + con_mod: "+6" + int_mod: "+2" + wis_mod: "+4" + cha_mod: "+2" + ac: "34," + saves: + will: "+23" + ref: "+19," + fort: "+27," + hp: "240;" + immunities: "fire" + resistances: "physical 15 (except bludgeoning);" + proactive_abilities: + - + name: "Belch Smoke" + traits: [] + description: "." + - + name: "Heat Rock" + traits: + - "fire" + action_cost: "One Action" + description: "The dalos uses an Interact action to pluck a rock from its body or the nearby environment, then uses its internal fires to heat a rock it’s holding until the rock is red hot. A heated rock that hits a target on a ranged Strike deals an additional 4d6 fire damage. Once the dalos heats a rock, that rock retains its heat for 2 rounds before cooling." + - + name: "Lava Bomb" + traits: + - "earth" + - " fire" + action_cost: "Two Actions" + description: "The dalos causes a volcanic explosion to erupt from its head, lobbing a mass of molten rock up to 100 feet. This lava bomb deals 6d8 fire damage and 6d8 bludgeoning damage to each creature in a 20-foot radius of its impact point, with a DC 33 basic Reflex save. The dalos can’t use Lava Bomb again for 1d4 rounds." + - + name: "Throw Rock" + traits: [] + action_cost: "One Action" + description: "" + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "3d8+11 plus 2d6 fire" + traits: + - "reach 15 feet" + action_cost: "One Action" + ranged: + - + name: "rock" + to_hit: "+25" + damage: + type: "bludgeoning" + formula: "2d10+11" + traits: + - "range increment 150 feet" + action_cost: "One Action" + spell_dc: "None" + innate_spells: [] + - + name: "Deculi" + type: "Creature" + level: "12" + description: "These batlike monstrosities inhabit the nooks and crevices of the Darklands, where they hang from stalactites and swoop down on unsuspecting prey. Though they are completely sightless, deculis possess rudimentary nerves in their skulls that allow them to detect the presence of infrared light—information they use to locate potential food and threats. They are deadly hunters, thanks largely to their magical ability to manipulate the ebb and flow of shadows. Deculis prefer to feed upon the warm blood of freshly killed prey, but they can subsist on carrion if they have to." + speed: + land: "30 feet" + climb: "30 feet" + fly: "50 feet; walk in shadow" + traits: + - "NE" + - "Large" + - "Beast" + perception: "23" + senses: + - " infrared vision 60 feet" + - " no vision" + skills: + Nature: " " + Acrobatics: "+24" + Athletics: "+24" + Stealth: "+26" + languages: + - "Undercommon" + ability_mods: + str_mod: "+5" + dex_mod: "+7" + con_mod: "+4" + int_mod: "-3" + wis_mod: "+1" + cha_mod: "+5" + ac: "33," + saves: + will: "+18" + ref: "+26," + fort: "+21," + hp: "215;" + immunities: "visual" + resistances: "None" + proactive_abilities: + - + name: "Create Shadow Sanctuary" + traits: + - "conjuration" + - " darkness" + - " extradimensional" + - " occult" + action_cost: "Two Actions" + description: "Frequency once per day; Effect The deculi creates an extradimensional space adjacent to itself in any 10-foot-by-10-foot area of darkness and enters it. To non-deculis, the extradimensional space looks like an ordinary area of darkness (though effects such as true seeing can see through this illusion). The deculi’s infrared vision functions normally between this extradimensional space and the area outside its confines, allowing the deculi to sense what is going on around it, and its innate darkness spell also extends to the area around the shadow sanctuary. Attacks cannot be made into or from the extradimensional space.
    The deculi can Dismiss this effect to emerge from its shadow sanctuary, but the space it emerges into must be in darkness and must be unobstructed. If the area is obstructed, the deculi is shunted to the nearest available space and takes 1d6 bludgeoning damage per 5 feet shunted. If the area overlaying the shadow sanctuary becomes illuminated by magical light, the extradimensional space can no longer be accessed and the deculi is trapped within until the area is once again in darkness. The deculi can try to extinguish a magical light effect obscuring its sanctuary once per day by attempting to counteract the light effect with its darkness innate spell.
    If a deculi dies (including from hunger, thirst, or asphyxiation) while within the extradimensional space, the shadow sanctuary immediately ends and the deculi’s corpse is expelled. If the area is illuminated, the corpse is not expelled until the sanctuary entrance is in darkness once again." + - + name: "Shadow Strike" + traits: [] + action_cost: "Two Actions" + description: "The deculi Dismisses its shadow sanctuary. It Strides, Climbs, or Flies up to its Speed, then makes a fangs Strike that deals an additional 4d6 precision damage." + - + name: "Walk in Shadow" + traits: [] + description: "When the deculi is Hiding in darkness and Sneaks, it can move up to its full Speed instead of half its Speed." + automatic_abilities: + - + name: " Infrared Vision" + traits: [] + description: " A deculi can detect infrared radiation as a precise sense." + melee: + - + name: "fangs" + to_hit: "+24" + damage: + type: "piercing" + formula: "3d12+11" + traits: [] + action_cost: "One Action" + - + name: "wing" + to_hit: "+26" + damage: + type: "bludgeoning" + formula: "3d8+11" + traits: + - "agile" + - " finesse" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: [] + - + name: "Devourer" + type: "Creature" + level: "11" + description: "When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations." + speed: + land: "30 feet" + fly: "30 feet" + traits: + - "Uncommon" + - "NE" + - "Large" + - "Undead" + perception: "22" + senses: + - " darkvision" + skills: + Arcana: "+21" + Deception: "+21" + Intimidation: "+23" + Occultism: "+23" + Stealth: "+20" + languages: + - "Abyssal" + - "Celestial" + - "Common" + - "Infernal" + - "Necril" + ability_mods: + str_mod: "+7" + dex_mod: "+3" + con_mod: "+5" + int_mod: "+5" + wis_mod: "+4" + cha_mod: "+5" + ac: "31," + saves: + will: "+24; +1 status to all saves vs. magic" + ref: "+18," + fort: "+20," + hp: "175 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, spell deflection, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Devour Soul" + traits: + - "death" + - " divine" + - " necromancy" + action_cost: "Two Actions" + description: "The devourer touches a creature within reach, dealing 8d6 negative damage (DC 26 basic Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While trapped, a creature cannot be resurrected except by powerful magic such as a wish spell. Destroying the devourer or successfully counteracting Devour Soul (see spell deflection) releases the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges per level. The devourer can expend charges to cast spells (see the soul spells ability below). If the soul is freed and the creature returns to life, the creature is drained 1 for every 5 soul charges expended. If reduced to 0 charges, the soul is consumed and can be restored to life only by powerful magic such as wish." + - + name: "Drain Life" + traits: + - "divine" + - " necromancy" + description: "When the devourer damages a living creature with its claw Strike, the devourer gains 10 temporary Hit Points and the creature must succeed at a DC 24 Fortitude save or become drained 1. Further damage dealt by the devourer increases the amount of drain by 1 on a failed save, to a maximum of drained 4." + - + name: "Soul Spells" + traits: + - "similar to casting a spell using charges from a staff" + description: ". It can heighten any spell to a maximum of 6th level by expending more charges as it Casts the Spell. When encountered, a devourer typically has one trapped soul with 10 soul charges." + automatic_abilities: [] + melee: + - + name: "claw" + to_hit: "+24" + damage: + type: "slashing" + formula: "2d10+13 plus drain life" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "31" + spell_attack_to_hit: "see the soul spells ability" + innate_spells: + - + name: "feeblemind" + level: "6" + - + name: "true seeing" + level: "6" + - + name: "confusion" + level: "4" + - + name: "suggestion" + level: "4" + - + name: "bind undead" + level: "3" + - + name: "paralyze" + level: "3" + - + name: "death knell" + level: "2" + - + name: "Young Magma Dragon" + type: "Creature" + level: "9" + description: "This entry did not have a separate description for the creature." + speed: + land: "30 feet" + fly: "100 feet" + swim: "30 feet; magma swim" + traits: + - "Rare" + - "CN" + - "Large" + - "Dragon" + - "Fire" + perception: "18" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+16" + Athletics: "+18" + Deception: "+14" + Intimidation: "+18" + Nature: "+16" + Stealth: "+16" + Survival: "+16" + languages: + - "Common" + - "Draconic" + - "Ignan" + ability_mods: + str_mod: "+6" + dex_mod: "+1" + con_mod: "+4" + int_mod: "+0" + wis_mod: "+3" + cha_mod: "+3" + ac: "28," + saves: + will: "+18" + ref: "+16," + fort: "+19," + hp: "175;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " fire" + - " primal" + action_cost: "Two Actions" + description: "The dragon breathes a blast of magma that deals 5d6 fire damage and 3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds." + - + name: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horns Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + - + name: "Magma Swim" + traits: [] + description: "A magma dragon’s swim Speed functions only when the dragon is swimming through magma or molten lava." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+21" + damage: + type: "piercing" + formula: "2d10+8 plus 2d6 fire" + traits: + - "fire" + - " reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+21" + damage: + type: "slashing" + formula: "2d10+8" + traits: + - "agile" + action_cost: "One Action" + - + name: "tail" + to_hit: "+19" + damage: + type: "bludgeoning" + formula: "2d12+7" + traits: + - "reach 15 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+19" + damage: + type: "piercing" + formula: "1d12+7" + traits: + - "reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+18" + innate_spells: + - + name: "burning hands" + level: "4" + frequency: "at will" + - + name: "Adult Magma Dragon" + type: "Creature" + level: "13" + description: "This entry did not have a separate description for the creature." + speed: + land: "40 feet" + fly: "140 feet; magma swim 40 feet" + traits: + - "Rare" + - "CN" + - "Huge" + - "Dragon" + - "Fire" + perception: "23" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+22" + Athletics: "+28" + Deception: "+19" + Intimidation: "+25" + Nature: "+21" + Stealth: "+22" + Survival: "+21" + languages: + - "Common" + - "Draconic" + - "Ignan" + - "Terran" + ability_mods: + str_mod: "+8" + dex_mod: "+2" + con_mod: "+5" + int_mod: "+2" + wis_mod: "+4" + cha_mod: "+4" + ac: "34," + saves: + will: "+23; +1 status to all saves vs. magic" + ref: "+21," + fort: "+26," + hp: "270;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " fire" + - " primal" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horns Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + - + name: "Magma Swim" + traits: [] + description: "A magma dragon’s swim Speed functions only when the dragon is swimming through magma or molten lava." + - + name: "Volcanic Purge" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+27" + damage: + type: "piercing" + formula: "3d10+11 plus 3d6 fire" + traits: + - "fire" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+27" + damage: + type: "slashing" + formula: "3d10+11" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+25" + damage: + type: "bludgeoning" + formula: "2d12+10" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+25" + damage: + type: "piercing" + formula: "2d10+10" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+23" + innate_spells: + - + name: "burning hands" + level: "6" + frequency: "at will" + - + name: "wall of fire" + level: "6" + frequency: "at will" + - + name: "Ancient Magma Dragon" + type: "Creature" + level: "18" + description: "This entry did not have a separate description for the creature." + speed: + land: "50 feet" + fly: "200 feet; magma swim 50 feet" + traits: + - "Rare" + - "CN" + - "Gargantuan" + - "Dragon" + - "Fire" + perception: "33" + senses: + - " darkvision" + - " scent (imprecise) 60 feet" + skills: + Acrobatics: "+28" + Athletics: "+35" + Deception: "+28" + Intimidation: "+32" + Nature: "+29" + Stealth: "+28" + Survival: "+29" + languages: + - "Abyssal" + - "Common" + - "Draconic" + - "Ignan" + - "Terran" + - "Undercommon" + ability_mods: + str_mod: "+8" + dex_mod: "+4" + con_mod: "+6" + int_mod: "+4" + wis_mod: "+5" + cha_mod: "+6" + ac: "42," + saves: + will: "+30; +1 status to all saves\nvs. magic" + ref: "+31," + fort: "+33," + hp: "390;" + immunities: "fire, paralyzed, sleep" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "evocation" + - " fire" + - " primal" + 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: "Draconic Frenzy" + traits: [] + action_cost: "Two Actions" + description: "The dragon makes two claw Strikes and one horns Strike in any order." + - + name: "Draconic Momentum" + traits: [] + description: "The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike." + - + name: "Magma Swim" + traits: [] + description: "A magma dragon’s swim Speed functions only when the dragon is swimming through magma or molten lava." + - + name: "Magma Tomb" + traits: [] + action_cost: "Two Actions" + description: "." + - + name: "Volcanic Purge" + traits: [] + 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." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+36" + damage: + type: "piercing" + formula: "3d12+20 plus 4d6 fire" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+36" + damage: + type: "slashing" + formula: "3d10+20" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+34" + damage: + type: "bludgeoning" + formula: "3d12+18" + traits: + - "magical" + - " reach 25 feet" + action_cost: "One Action" + - + name: "horns" + to_hit: "+34" + damage: + type: "piercing" + formula: "2d12+18" + traits: + - "magical" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+32" + innate_spells: + - + name: "fireball" + level: "9" + - + name: "burning hands" + level: "8" + frequency: "at will" + - + name: "wall of fire" + level: "8" + frequency: "at will" + - + name: "fire shield" + level: "4" + frequency: "constant" + - + name: "Dragonscarred Dead" + type: "Creature" + level: "13" + description: "Not all would-be dragonslayers who die a valiant death rest peacefully amid the annals of legend. Sometimes, a draconic necromancer is so impressed by its fallen foe that the dragon ritually raises the dead warrior to serve the dragon in undeath. These undead guardians are infused with a fraction of the power of the dragon who slew them, channeling the same energy as their draconic masters’ breath." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "NE" + - "Medium" + - "Fire" + - "Undead" + perception: "24" + senses: + - " darkvision" + - " guardian sense" + skills: + Athletics: "+25" + Intimidation: "+21" + languages: + - "Common" + - "Draconic" + - "Necril" + ability_mods: + str_mod: "+6" + dex_mod: "+5" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+1" + cha_mod: "+2" + ac: "33," + saves: + will: "+22; +1 status to all\nsaves vs. magic" + ref: "+20," + fort: "+25," + hp: "210, regeneration 20 (deactivated by cold);" + immunities: "death effects, disease, fire, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Breath-Seared Sword" + traits: [] + description: "The dragonscarred dead’s weapon is magically scorched by a dragon’s breath. When wielded by the dragonscarred dead who carried it in life, the sword deals an extra 2d6 negative damage and 3d6 fire damage. In the hands of any other creature, it is merely a broken greatsword." + - + name: "Glare of Rage" + traits: + - "arcane" + - " enchantment" + - " mental" + - " visual" + action_cost: "Two Actions" + description: "The dragonscarred dead focuses its boundless frustration in a gaze targeting one creature it can see within 30 feet. That creature must attempt a DC 30 Will save.
    Critical Success The creature is unaffected.
    Success The creature is stunned 1.
    Failure The creature is stunned for 1 round.
    Critical Failure The creature is stunned for 1d4 rounds and is fatigued." + automatic_abilities: + - + name: "Guardian Sense" + traits: + - "arcane" + - "detection" + - "divination" + description: "he dragonscarred dead is immediately aware of any intruder that enters the lair of its creator dragon. It does not know the exact location of the intruder but remains aware of the intruder’s presence until the intruder either leaves or is destroyed.
    Items broken greatsword" + melee: + - + name: "breath-seared greatsword" + to_hit: "+27" + damage: + type: "slashing" + formula: "1d12+9 plus 2d6 negative plus 3d6 fire" + traits: + - "magical" + - " versatile P" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Forge-Spurned" + type: "Creature" + level: "5" + description: "Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material world as undead abominations known as forge-spurned." + speed: + land: "20 feet" + traits: + - "Uncommon" + - "NE" + - "Medium" + - "Fire" + - "Undead" + perception: "11" + senses: + - " darkvision" + skills: + Athletics: "+14" + Crafting: "+14" + languages: + - "Common" + - "Dwarven" + - "Undercommon" + ability_mods: + str_mod: "+5" + dex_mod: "+2" + con_mod: "+4" + int_mod: "+1" + wis_mod: "+2" + cha_mod: "+0" + ac: "22," + saves: + will: "+11" + ref: "+9," + fort: "+15," + hp: "75 (eternal damnation, negative healing);" + immunities: "death effects, disease, fire, paralyzed, poison, unconscious" + resistances: "None" + proactive_abilities: + - + name: "Forge Breath" + traits: + - "divine" + - " evocation" + - " fire" + action_cost: "Two Actions" + description: "The forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the forge-spurned and persists for 1d4 rounds. Each creature that moves into or starts their turn in the area takes 6d6 fire damage, with a DC 21 basic Reflex save. A creature that fails its save is also blinded for 1 minute. Creatures within the cloud are concealed, though not from the forge-spurned. The forge-spurned can’t use Forge Breath again until it has used Inflate Bellows." + - + name: "Inflate Bellows" + traits: [] + action_cost: "Two Actions" + description: "The forge-spurned draws a massive breath to refill its emptied lungs, enabling it to use Forge Breath again." + - + name: "Soul Chain" + traits: + - "divine" + - " fire" + - " necromancy" + description: "If a creature is slain by an attack from the soul chain and the forge-spurned is able to retain the creature’s corpse, it can bind the creature’s soul into the soul chain (as bind soul) with a day of work at a forge and a successful DC 20 Crafting check. An individual whose soul is bound in this way can’t be resurrected unless the soul chain is destroyed (Hardness 5, HP 20, BT 10)." + automatic_abilities: [] + melee: + - + name: "soul chain" + to_hit: "+15" + damage: + type: "slashing" + formula: "2d8+5 plus 1d6 fire" + traits: + - "disarm" + - " trip" + action_cost: "One Action" + - + name: "warhammer" + to_hit: "+14" + damage: + type: "bludgeoning" + formula: "1d8+7" + traits: + - "shove" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Gashadokuro" + type: "Creature" + level: "13" + description: "The dreaded gashadokuro is an undead haunter of the night, a giant skeleton that rises from the earth in the aftermath of a mass starvation event and seeks to inflict its unending hunger on the living." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "NE" + - "Huge" + - "Undead" + perception: "24" + senses: + - " darkvision" + skills: + Athletics: "+27" + Intimidation: "+24" + languages: + - "Common" + ability_mods: + str_mod: "+8" + dex_mod: "+4" + con_mod: "+5" + int_mod: "-3" + wis_mod: "+3" + cha_mod: "+3" + ac: "33," + saves: + will: "+24" + ref: "+21," + fort: "+26," + hp: "230 (negative healing);" + immunities: "death effects, disease, paralyzed, poison, unconscious" + resistances: "cold 10, electricity 10, fire 10, piercing 10, slashing 10" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "divine" + - " necromancy" + action_cost: "Two Actions" + description: "The gashadokuro breathes a spray of bone shards in a 30-foot cone. Each creature in the area takes 8d12 piercing damage (DC 34 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds." + - + name: "Corpse Consumption" + traits: + - "divine" + - " necromancy" + description: "If the gashadokuro kills a creature with Swallow Whole, it immediately regains Hit Points equal to the swallowed creature’s level. As long as the gashadokuro still exists, creatures consumed in this way can’t be resurrected except by wish or a similarly powerful effect." + - + name: "Swallow Whole" + traits: + - "attack" + action_cost: "One Action" + description: "Large, 3d6+8 bludgeoning, Rupture 24" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+27" + damage: + type: "piercing" + formula: "3d12+14 plus Grab" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+27" + damage: + type: "slashing" + formula: "3d8+14" + traits: + - "agile" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Soulbound Ruin" + type: "Creature" + level: "15" + description: "Those who tread in ruined places sometimes speak of a sense that a supernatural presence is there alongside them, as if the spirits of the dead were watching intently. Such presences can be very real, often taking the form of ghosts or other shades of undead that cannot let go of their attachment to the Material Plane. But sometimes, instead of manifesting as distinct spirits, the souls of the dead infuse the very stone and mortar around them. When enough souls attach themselves to a single place—be it a home, crypt, or castle—it can take on a life of its own, becoming a soulbound ruin." + speed: + land: "can't move" + traits: + - "NE" + - "Gargantuan" + - "Construct" + - "Undead" + perception: "25" + senses: + - " darkvision" + skills: + Crafting: "r" + Religion: "r" + Athletics: "+30" + Deception: "+26" + languages: + - "Common" + ability_mods: + str_mod: "+10" + dex_mod: "+0" + con_mod: "+6" + int_mod: "+4" + wis_mod: "+4" + cha_mod: "+3" + ac: "37," + saves: + will: "+27" + ref: "+21," + fort: "+29," + hp: "310 (negative healing);" + immunities: "bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal, paralyzed, poison, sickened, unconscious" + resistances: "physical 10 (except adamantine);" + proactive_abilities: + - + name: "Collapse Ceiling" + traits: + - "DC 33" + description: "." + - + name: "Pervasive Attacks" + traits: [] + description: "A soulbound ruin’s edifice Strikes can target any creature inside the ruin." + - + name: "Self-Repair" + traits: [] + description: "." + automatic_abilities: [] + melee: + - + name: "edifice" + to_hit: "+30" + damage: + type: "bludgeoning" + formula: "4d10+9" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Aluum Enforcer" + type: "Creature" + level: "10" + 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." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "N" + - "Large" + - "Construct" + - "Mindless" + perception: "17" + senses: + - " darkvision" + skills: + Crafting: "r" + Athletics: "+23" + languages: "" + ability_mods: + str_mod: "+7" + dex_mod: "+2" + con_mod: "+5" + int_mod: "-5" + wis_mod: "+1" + cha_mod: "-5" + ac: "30," + saves: + will: "+15" + ref: "+18," + fort: "+21," + hp: "145;" + immunities: "bleed, disease, death effects, doomed, drained, fatigued, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "10 physical (except adamantine)" + proactive_abilities: + - + name: "Aluum Antimagic" + traits: [] + description: "until the end of its next turn instead of its normal effects." + - + name: "Paralyzing Force" + traits: + - "arcane" + - " incapacitation" + - " necromancy" + 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: "Soul Shriek" + traits: + - "arcane" + - " auditory" + - " evocation" + - " mental" + - " sonic" + 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." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+23" + damage: + type: "bludgeoning" + formula: "2d10+13 plus paralyzing force" + traits: + - "magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Spiritbound Aluum" + type: "Creature" + level: "16" + description: "Whereas most aluums are animated by the souls of volunteers loyal to Katapesh, the Pactmasters created a handful of more capable (and deadly) aluums powered by the souls of a dozen or more dangerous criminals. These spiritbound aluums are rarely used as peacekeepers, instead serving as assassins, elite bodyguards, or riot control during times of martial law." + speed: + land: "25 feet" + fly: "25 feet" + traits: + - "Rare" + - "N" + - "Large" + - "Construct" + - "Mindless" + - "Soulbound" + perception: "28" + senses: + - " darkvision" + skills: + Arcana: " " + Crafting: "r" + Athletics: "+33" + languages: "" + ability_mods: + str_mod: "+9" + dex_mod: "+3" + con_mod: "+6" + int_mod: "-5" + wis_mod: "+4" + cha_mod: "-2" + ac: "39," + saves: + will: "+28" + ref: "+25," + fort: "+30," + hp: "255;" + immunities: "bleed, disease, death effects, doomed, drained, fatigued, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious" + resistances: "15 physical (except adamantine)" + proactive_abilities: + - + name: "Aluum Antimagic" + traits: [] + description: "until the end of its next turn instead of its normal effects." + - + name: "Obliteration Beam" + traits: + - "arcane" + - " evocation" + - " force" + action_cost: "Two Actions" + description: "Requirements The spiritbound aluum has bound a soul using its bind soul innate spell; Effect The spiritbound aluum transforms the captured soul’s essence into raw magical energy, channeling the spirit into a beam that deals 20d6 force damage in a 30-foot line (DC 38 basic Reflex save). The remaining fragments of the captured soul are released to the Great Beyond. The spiritbound aluum can’t use Obliteration Beam again for 1d4 rounds." + - + name: "Paralyzing Force" + traits: + - "arcane" + - " incapacitation" + - " necromancy" + description: "A creature damaged by the spiritbound aluum's fist Strike must succeed at a DC 35 Fortitude save or become paralyzed for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls prone." + - + name: "Soul Binder" + traits: [] + description: "innate spell, it binds the soul into its central crystal instead of the normal material component. The crystal can hold up to 60 souls. When encountered, a spiritbound aluum’s crystal typically contains 1d6 souls." + - + name: "Soul Shriek" + traits: + - "arcane" + - " auditory" + - " evocation" + - " mental" + - " sonic" + action_cost: "Two Actions" + description: "The spiritbound aluum emits a keening wail in a 15-foot cone that deals 16d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save is stunned 1, or stunned 3 on a critical failure. The aluum can’t use Soul Shriek again for 1d4 rounds." + automatic_abilities: [] + melee: + - + name: "fist" + to_hit: "+33" + damage: + type: "bludgeoning" + formula: "3d10+17 plus paralyzing force" + traits: + - "magical" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "bind soul" + level: "9" + frequency: "x3" + - + name: "Calikang" + type: "Creature" + level: "12" + 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." + speed: + land: "35 feet" + traits: + - "Uncommon" + - "LN" + - "Large" + - "Humanoid" + perception: "20" + senses: + - " darkvision" + - " true seeing" + skills: + Athletics: "+25" + Intimidation: "+24" + languages: + - "Common" + - "Jotun" + ability_mods: + str_mod: "+7" + dex_mod: "+4" + con_mod: "+5" + int_mod: "-2" + wis_mod: "+2" + cha_mod: "+4" + ac: "35," + saves: + will: "+20; +1 status to all saves vs. magic" + ref: "+22," + fort: "+23," + hp: "235;" + immunities: "electricity" + resistances: "None" + proactive_abilities: + - + name: "Breath Weapon" + traits: + - "acid" + - " arcane" + - " cold" + - " electricity" + - " evocation" + - " fire" + - " sonic" + 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: "Sixfold Flurry" + traits: [] + 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." + automatic_abilities: + - + name: "Suspended Animation" + traits: + - "concentrate" + 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.
    Items +1 striking longsword (2)" + melee: + - + name: "longsword" + to_hit: "+28" + damage: + type: "slashing" + formula: "2d8+15" + traits: + - "magical" + - " reach 10 feet" + - " versatile P" + action_cost: "One Action" + - + name: "fist" + to_hit: "+25" + damage: + type: "bludgeoning" + formula: "3d8+13" + traits: + - "agile" + - " reach 10 feet" + - " nonlethal" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "chain lightning" + level: "6" + - + name: "magic weapon" + level: "1" + frequency: "at will" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "Crucidaemon (Torture Daemon)" + type: "Creature" + level: "15" + description: "Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend’s shapely body, which appears to be sculpted from iron or mithril, belies a sinister wrath and love of inflicting pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated daggers, which are attached to their bodies via a chain that pierces each wrist." + speed: + land: "" + traits: + - "NE" + - "Medium" + - "Daemon" + - "Fiend" + perception: "26" + senses: + - " darkvision" + - " detect alignment (good only)" + - " lifesense 30 feet" + skills: + Acrobatics: "+30" + Arcana: "+26" + Crafting: "+30" + Deception: "+26" + Intimidation: "+28" + Stealth: "+30" + Thievery: "+26" + languages: + - "Abyssal" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+4" + dex_mod: "+7" + con_mod: "+7" + int_mod: "+3" + wis_mod: "+7" + cha_mod: "+5" + ac: "38," + saves: + will: "+26; +1 status to all saves vs. magic" + ref: "+30," + fort: "+26," + hp: "225;" + immunities: "death effects" + resistances: "physical 10 (except adamantine);" + proactive_abilities: + - + name: "Daemonic Trap Making" + traits: + - "divine" + description: "When the crucidaemon casts its innate glyph of warding spell, it can store any arcane or divine spell of an appropriate level in the glyph, even if it can’t otherwise cast the spell." + - + name: "Flurry of Daggers" + traits: [] + action_cost: "One Action" + description: "The crucidaemon makes two chained dagger Strikes against a single target. These attacks count toward the crucidaemon’s multiple attack penalty and its multiple attack penalty doesn’t increase until after both attacks." + - + name: "Manifest Dagger" + traits: [] + action_cost: "One Action" + description: "The crucidaemon summons a new chained dagger to replace a destroyed one. A crucidaemon’s daggers can’t be disarmed, and they become non-magical when severed from the daemon or upon the daemon’s death." + automatic_abilities: [] + melee: + - + name: "chained dagger" + to_hit: "+30" + damage: + type: "piercing" + formula: "4d4+14 plus 2d6 persistent bleed" + traits: + - "agile" + - " finesse" + - " magical" + - " reach 10 feet" + - " versatile S" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+28" + innate_spells: + - + name: "glyph of warding" + level: "7" + frequency: "x3" + - + name: "paralyze" + level: "7" + frequency: "x3" + - + name: "death knell" + level: "4" + frequency: "at will" + - + name: "fear" + level: "4" + frequency: "at will" + - + name: "invisibility" + level: "4" + frequency: "at will" + - + name: "phantom pain" + level: "4" + frequency: "at will" + - + name: "detect alignment" + level: "2" + frequency: "constant" + - + name: "Nalfeshnee (Boar Demon)" + type: "Creature" + level: "14" + description: "Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals." + speed: + land: "30 feet" + fly: "40 feet" + traits: + - "CE" + - "Huge" + - "Demon" + - "Fiend" + perception: "25" + senses: + - " darkvision" + - " true seeing" + skills: + Arcana: "+25" + Athletics: "+28" + Deception: "+26" + Diplomacy: "+24" + Intimidation: "+28" + Religion: "+25" + languages: + - "Abyssal" + - "Celestial" + - "Draconic" + ability_mods: + str_mod: "+8" + dex_mod: "+2" + con_mod: "+8" + int_mod: "+5" + wis_mod: "+5" + cha_mod: "+4" + ac: "34," + saves: + will: "+23; +1 status to all saves vs. spells" + ref: "+22," + fort: "+26," + hp: "360;" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Claim Wealth" + traits: + - "conjuration" + - " divine" + - " extradimensional" + action_cost: "One Action" + description: "The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can Interact to regurgitate any number of these items into its hand or onto the ground. If the demon dies, is affected by a teleportation effect, or consumes an extradimensional space (such as a bag of holding), it vomits up all the items." + - + name: "Light of Avarice" + traits: + - "divine" + - " enchantment" + - " light" + - " mental" + action_cost: "Two Actions" + description: "Frequency once per hour; Effect Beams of unholy light shoot out from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a DC 34 Reflex save. For 1 minute, all affected items glow in nauseating colors. Any non-demon is sickened 2 and slowed 1 as long as it holds, wears, or touches a glowing item. Recovering from this sickness requires a DC 29 Will save instead of a Fortitude save. Ending the sickness in this way ends the slowed condition and makes the creature temporarily immune to the Light of Avarice for 24 hours. If the creature removes or drops the item, both the conditions end immediately, but the creature doesn’t become immune." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+28" + damage: + type: "piercing" + formula: "3d12+14" + traits: + - "magical" + - " reach 15 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+28" + damage: + type: "slashing" + formula: "3d8+14" + traits: + - "agile" + - " magical" + - " reach 15 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dispel magic" + level: "6" + frequency: "at will" + - + name: "divine wrath" + level: "6" + frequency: "at will" + - + name: "dimension door" + level: "5" + frequency: "at will" + - + name: "illusory object" + level: "5" + frequency: "at will" + - + name: "circle of protection" + level: "4" + frequency: "at will" + - + name: "dimension door" + level: "4" + frequency: "at will" + - + name: "true seeing" + level: "6" + frequency: "constant" + - + name: "Cornugon (Horned Devil)" + type: "Creature" + level: "16" + description: "The cornugon, or horned devil, is a hulking red fiend with a crown of deadly horns and a body bristling with spines. Cornugons serve as the commanders of Hell’s infernal armies." + speed: + land: "25 feet" + fly: "50 feet" + traits: + - "LE" + - "Large" + - "Devil" + - "Fiend" + perception: "28" + senses: + - " greater darkvision" + skills: + Acrobatics: "+28" + Athletics: "+32" + Intimidation: "+30" + Religion: "+28" + Stealth: "+26" + languages: + - "Celestial" + - "Common" + - "Draconic" + - "Infernal" + ability_mods: + str_mod: "+8" + dex_mod: "+6" + con_mod: "+7" + int_mod: "+2" + wis_mod: "+6" + cha_mod: "+6" + ac: "38," + saves: + will: "+26; +1 status to all saves vs. magic" + ref: "+26," + fort: "+31," + hp: "300;" + immunities: "fire" + resistances: "physical 15 (except silver), poison 15;" + proactive_abilities: + - + name: "Chain of Malebolge" + traits: + - "Escape attempts use the cornugon’s Athletics DC" + action_cost: "One Action" + description: ". The creature is automatically freed if the devil makes another spiked chain attack or moves away." + - + name: "Infernal Wound" + traits: + - "divine" + - " necromancy" + description: "A cornugon’s tail Strike deals 4d6 persistent bleed damage. The flat check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 10. A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature." + - + name: "Stunning Chain" + traits: + - "1d4 rounds on a critical failure" + description: "." + automatic_abilities: [] + melee: + - + name: "unholy spiked chain" + to_hit: "+34" + damage: + type: "slashing" + formula: "3d8+14 plus 1d6 evil and stunning chain" + traits: + - "disarm" + - " evil" + - " finesse" + - " magical" + - " reach 10 feet" + - " trip" + action_cost: "One Action" + - + name: "claw" + to_hit: "+32" + damage: + type: "slashing" + formula: "3d10+14" + traits: + - "agile" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "tail" + to_hit: "+32" + damage: + type: "slashing" + formula: "2d10+14 plus infernal wound" + traits: + - "magical" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + innate_spells: + - + name: "dispel magic" + level: "7" + frequency: "x2" + - + name: "fireball" + level: "7" + frequency: "x2" + - + name: "lightning bolt" + level: "7" + frequency: "x2" + - + name: "dimension door" + level: "5" + - + name: "Immortal Ichor" + type: "Creature" + level: "15" + description: "An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the unholy monster." + speed: + land: "20 feet" + fly: "20 feet" + traits: + - "Rare" + - "NE" + - "Medium" + - "Ooze" + perception: "20" + senses: + - " motion sense 60 feet" + - " no vision" + skills: + Arcana: "+30" + Religion: "+29" + languages: + - "Abyssal" + - "Aklo" + - "Infernal" + - "Undercommon" + ability_mods: + str_mod: "+6" + dex_mod: "+3" + con_mod: "+9" + int_mod: "+7" + wis_mod: "+6" + cha_mod: "+6" + ac: "26," + saves: + will: "+29" + ref: "+20," + fort: "+30," + hp: "350, regeneration 15 (deactivated by good);" + immunities: "acid, critical hits, mental, precision, unconscious, visual" + resistances: "physical 15" + proactive_abilities: + - + name: "Corrupt Ally" + traits: + - "divine" + - " enchantment" + - " mental" + description: "A creature that fails to save against an immortal ichor’s charm spell becomes stupefied 1. The stupefied value reduces by 1 every 24 hours. The first time each day a creature stupefied by the ichor’s charm fails to save against another casting of the ichor’s charm, the value of the condition increases by 1d4. If the stupefied condition ever equals the creature’s Wisdom score, it becomes controlled by the ichor permanently; if it dies, it rises the next round as a zombie (of the GM’s choice) under the ichor’s control. If the ichor is killed, these zombies are destroyed." + - + name: "Dead Spells" + traits: + - "the domain spells presented here are from the destruction domain" + description: "." + - + name: "Mental Erosion" + traits: [] + description: "for 1 day unless it succeeds at a DC 35 Will save." + - + name: "Resanguinate" + traits: + - "divine" + - " healing" + - " necromancy" + description: "The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30 feet that has blood takes 4d6 damage (DC 33 basic Fortitude save). The immortal ichor regains HP equal to the total damage dealt. A creature that fails its save is also drained 1 (or drained 2 on a critical failure)." + automatic_abilities: [] + melee: + - + name: "pseudopod" + to_hit: "+27" + damage: + type: "bludgeoning" + formula: "3d8+12 plus mental erosion" + traits: [] + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+31" + innate_spells: + - + name: "charm" + level: "7" + frequency: "x3" + - + name: "feeblemind" + level: "7" + frequency: "x3" + - + name: "possession" + level: "7" + frequency: "x3" + - + name: "suggestion" + level: "7" + frequency: "x3" + - + name: "crisis of faith" + level: "6" + frequency: "at will" + - + name: "telekinetic haul" + level: "6" + frequency: "at will" + - + name: "mind reading" + level: "3" + frequency: "at will" + - + name: "telekinetic maneuver" + level: "2" + frequency: "at will" + - + name: "charm" + level: "1" + frequency: "at will" + - + name: "command" + level: "1" + frequency: "at will" + - + name: "Giant Solifugid" + type: "Creature" + level: "1" + description: "The smallest of giant solifugids are still large enough to harry desert traders and their mounts." + speed: + land: "35 feet" + climb: "25 feet" + traits: + - "N" + - "Medium" + - "Animal" + perception: "6" + senses: + - " darkvision" + skills: + Acrobatics: "+8" + Athletics: "+6" + Stealth: "+6 " + languages: "" + ability_mods: + str_mod: "+1" + dex_mod: "+3" + con_mod: "+3" + int_mod: "-5" + wis_mod: "+1" + cha_mod: "-4" + ac: "16," + saves: + will: "+4" + ref: "+8," + fort: "+6," + hp: "20" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Pounce" + traits: [] + action_cost: "One Action" + description: ", it remains hidden until after this ability’s Strike." + - + name: "Rend" + traits: [] + action_cost: "One Action" + description: "claw" + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+8" + damage: + type: "piercing" + formula: "1d10+1" + traits: [] + action_cost: "One Action" + - + name: "claw" + to_hit: "+8" + damage: + type: "slashing" + formula: "1d8+1" + traits: + - "agile" + - " reach 10 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Duneshaker Solifugid" + type: "Creature" + level: "18" + description: "The largest solifugids, duneshakers, literally make the terrain around them tremble." + speed: + land: "50 feet" + burrow: "25 feet" + climb: "25 feet" + traits: + - "N" + - "Gargantuan" + - "Animal" + perception: "30" + senses: + - " darkvision" + - " tremorsense (imprecise) 30 feet" + skills: + Acrobatics: "+33" + Athletics: "+35" + Stealth: "+33" + languages: "" + ability_mods: + str_mod: "+9" + dex_mod: "+7" + con_mod: "+7" + int_mod: "-5" + wis_mod: "+4" + cha_mod: "-4" + ac: "42," + saves: + will: "+28" + ref: "+33," + fort: "+31," + hp: "340" + immunities: "None" + resistances: "None" + proactive_abilities: + - + name: "Earth Shaker" + traits: [] + description: "." + - + name: "Pounce" + traits: [] + action_cost: "One Action" + description: ", it remains hidden until after this ability’s Strike." + - + name: "Rend" + traits: [] + action_cost: "One Action" + description: "claw" + - + name: "Venom Spray" + traits: + - "poison" + action_cost: "Two Actions" + description: "The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the cone takes 10d6 poison damage (DC 39 basic Fortitude save). A creature that fails is blinded for 1d6 rounds (or permanently on a critical failure). The duneshaker solifugid can’t use Venom Spray again for 1d4 rounds." + automatic_abilities: [] + melee: + - + name: "jaws" + to_hit: "+35" + damage: + type: "piercing" + formula: "4d10+17" + traits: + - "reach 10 feet" + action_cost: "One Action" + - + name: "claw" + to_hit: "+35" + damage: + type: "slashing" + formula: "3d10+17" + traits: + - "agile" + - " reach 20 feet" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + - + name: "Witchwyrd" + type: "Creature" + level: "6" + description: "Witchwyrds are four-armed humanoid creatures with hairless blue-gray skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300 pounds. Their hands possess three evenly sized and spaced digits in a tripod-like arrangement. Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests, mercantilism, and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them." + speed: + land: "25 feet" + traits: + - "Uncommon" + - "LN" + - "Medium" + - "Humanoid" + perception: "12" + senses: + - " darkvision" + - " detect magic" + skills: + Arcana: "+16" + Deception: "+15" + Diplomacy: "+15" + Intimidation: "+15" + languages: + - "Common" + - "Draconic" + ability_mods: + str_mod: "+3" + dex_mod: "+3" + con_mod: "+1" + int_mod: "+4" + wis_mod: "+3" + cha_mod: "+5" + ac: "22," + saves: + will: "+15" + ref: "+13," + fort: "+13," + hp: "110;" + immunities: "None" + resistances: "force 5" + proactive_abilities: + - + name: "Force Bolt" + traits: + - "arcane" + - " evocation" + - " force" + action_cost: "One Action" + description: "The witchwyrd fires one magic missile per action spent (dealing 1d4+1 damage each). It can’t spend more actions on this ability than it has free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy." + automatic_abilities: [] + melee: + - + name: "ranseur" + to_hit: "+16" + damage: + type: "piercing" + formula: "1d10+6" + traits: + - "disarm" + - " magical" + - " reach 10 feet" + action_cost: "One Action" + - + name: "fist" + to_hit: "+15" + damage: + type: "bludgeoning" + formula: "1d6+6 plus Grab" + traits: + - "agile" + - " nonlethal" + action_cost: "One Action" + ranged: [] + spell_dc: "None" + spell_attack_to_hit: "+15" + innate_spells: + - + name: "dimension door" + level: "5" + - + name: "resilient sphere" + level: "4" + frequency: "x2" + - + name: "resist energy" + level: "4" + frequency: "x2" + - + name: "suggestion" + level: "4" + frequency: "x2" + - + name: "dispel magic" + level: "3" + - + name: "mirror image" + level: "2" + - + name: "floating disk" + level: "1" + frequency: "at will" + - + name: "unseen servant" + level: "1" + frequency: "at will" + - + name: "tongues" + level: "5" + frequency: "constant"